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12930
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Expense Tracker by @priyalagrawal378 | Stardance
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priyalagrawal378
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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: Expense Tracker by @priyalagrawal378 | Star Title: Expense Tracker by @priyalagrawal378 | Stardance...
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1793433190.608985
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1794037990.608985
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25255
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My awesome macropad! by @Kritishka | Stardance
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Kritishka
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Kritishka | Starda Title: My awesome macropad! by @Kritishka | Stardance...
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1793433189.6904454
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1794037989.6904454
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39862
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asistende holograma con ia by @jdaviddg077 | Stard asistende holograma con ia by @jdaviddg077 | Stardance...
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jdaviddg077
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1
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67.42
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T01:28:11Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "este es un prototipo del proyecto no es la parte funcional lei e investige en youtube que esto se podia hacer y mi intencion es que ustedes vean que estoy trabajando en el esta es la parte base del peroyecto tambien agrege una ia es llama 3.2 3b en un redmi note 14 para que respondiera y lo hace muy rapido tambien lo intente con una 7b pero aunque respondio se tardo mucho en si esta es una muestra del proyecto", "repo": "https://github.com/jdaviddg077/holograma-asistente-de-ia-", "demo": ""}]...
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[{"post_id": 61940, "ts": "202 [{"post_id": 61940, "ts": "2026-09-05T03:44:40Z", "hours": 0.5672, "text": "Hi, today we were working on adding more lighting and creating some more detailed spaces."}, {"post_id": 52059, "ts": "2026-08-22T03:16:23Z", "hours": 2.4222, "text": "Hi, today we assembled the sliding system for the hologram projector’s glass; should we paint it or leave it as is?"}, {"post_id": 51404, "ts": "2026-08-21T02:42:19Z", "hours": 1.5711, "text": "Hi! Today we were working on the system to make the hologram move 360 degrees."}, {"post_id": 50720, "ts": "2026-08-20T01:58:48Z", "hours": 1.3008, "text": "Hello again. Today we were cutting the glass and designing a mount that allows it to rotate 360 degrees."}, {"post_id": 45537, "ts": "2026-08-12T02:57:45Z", "hours": 4.0842, "text": "Hi! Today, we finally managed to integrate an AI into the HTML file."}, {"post_id": 44983, "ts": "2026-08-11T03:25:08Z", "hours": 0.3503, "text": "Hi, I’ve been doing quite a lot of things but I’ve had problems with Lapse, so I can’t post many hours at the moment, but I’ll keep in touch."}, {"post_id": 43676, "ts": "2026-08-09T02:31:52Z", "hours": 0.4533, "text": "Hi, today we built the prism for the project; it works quite well, but I’m going to try to improve it."}, {"post_id": 43039, "ts": "2026-08-08T02:54:22Z", "hours": 5.3339, "text": "Hi! Today we worked on the physical part of the hologram. It was a bit complicated, but it is fully functional. Templates for replicating it will be added soon."}, {"post_id": 42407, "ts": "2026-08-07T03:02:07Z", "hours": 9.9328, "text": "Hi, I’m building the website today. A lot of progress has already been made; the only thing left is to connect the AI to the HTML file."}, {"post_id": 41115, "ts": "2026-08-05T03:26:37Z", "hours": 10.4061, "text": "Day 6 of the hologram project: we made quite a few changes today. We started 3D animation, finished the personal website, and began work on the assistant’s website."}, {"post_id": 40461, "ts": "2026-08-04T00:25:13Z", "hours": 8.9503, "text": "Day 5, today we were doing some cheering and also some programming and"}, {"post_id": 39842, "ts": "2026-08-03T03:06:11Z", "hours": 7.3939, "text": "Day 4 of the hologram assistant project: today we built the base of the webpage and added some more animation. Yesterday I asked for a name for the female character, and the winner was @puerta , who suggested “Sisi”—so that’s her new name. Now we need a name for the Minecraft character."}, {"post_id": 39218, "ts": "2026-08-02T01:27:22Z", "hours": 6.8336, "text": "Day 3: Today I animated our second hologram assistant character, but I don’t know what name to give it. If anyone has any ideas for the characters, please write them in the comments."}, {"post_id": 38531, "ts": "2026-07-31T23:47:49Z", "hours": 5.1969, "text": "Day 2: Today I started doing a bit of everything. I began by practicing how to create HTML, then I worked on fixing the model, and after that, I started creating the first animation for the assistant I chose a Minecraft character. Here are the videos."}, {"post_id": 37883, "ts": "2026-07-30T21:29:37Z", "hours": 1.3939, "text": "Day 1: We modeled the base of the hologram where the objects will be placed for it to work"}, {"post_id": 37634, "ts": "2026-07-30T14:50:21Z", "hours": 1.57, "text": "Hello! Day 1 of the hologram assistant project. Today I’m drafting the project plans to give it its final shape; I’ll also be creating digital versions. This is just the first one—there are three in total—and I’ll be posting them later."}]...
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Title: asistende holograma con ia by @jdaviddg077 Title: asistende holograma con ia by @jdaviddg077 | Stardance
Devlogs:
Hello! Day 1 of the hologram assistant project. Today I’m drafting the project plans to give it its final shape; I’ll also be creating digital versions. This is just the first one—there are three in total—and I’ll be posting them later.
Day 1: We modeled the base of the hologram where the objects will be placed for it to work
Day 2: Today I started doing a bit of everything. I began by practicing how to create HTML, then I worked on fixing the model, and after that, I started creating the first animation for the assistant I chose a Minecraft character. Here are the videos.
Day 3: Today I animated our second hologram assistant character, but I don’t know what name to give it. If anyone has any ideas for the characters, please write them in the comments.
Day 4 of the hologram assistant project: today we built the base of the webpage and added some more animation. Yesterday I asked for a name for the female character, and the winner was @puerta , who suggested “Sisi”—so that’s her new name. Now we need a name for the Minecraft character.
Day 5, today we were doing some cheering and also some programming and
Day 6 of the hologram project: we made quite a few changes today. We started 3D animation, finished the personal website, and began work on the assistant’s website.
Hi, I’m building the website today. A lot of progress has already been made; the only thing left is to connect the AI to the HTML file.
Hi! Today we worked on the physical part of the hologram. It was a bit complicated, but it is fully functional. Templates for replicating it will be added soon.
Hi, today we built the prism for the project; it works quite well, but I’m going to try to improve it.
Hi, I’ve been doing quite a lot of things but I’ve had problems with Lapse, so I can’t post many hours at the moment, but I’ll keep in touch.
Hi! Today, we finally managed to integrate an AI into the HTML file.
Hello again. Today we were cutting the glass and designing a mount that allows it to rotate 360 degrees.
Hi! Today we were working on the system to make the hologram move 360 degrees.
Hi, today we assembled the sliding system for the hologram projector’s glass; should we paint it or leave it as is?
Hi, today we were working on adding more lighting and creating some more detailed spaces.
Ships:
este es un prototipo del proyecto no es la parte funcional lei e investige en youtube que esto se podia hacer y mi intencion es que ustedes vean que estoy trabajando en el esta es la parte base del peroyecto tambien agrege una ia es llama 3.2 3b en un redmi note 14 para que respondiera y lo hace muy rapido tambien lo intente con una 7b pero aunque respondio se tardo mucho en si esta es una muestra del proyecto...
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1793951588.5746758
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1794037988.5746758
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32425
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Untitled by @aravmahipal11 | Stardance
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aravmahipal11
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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 @aravmahipal11 | Stardance
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1793433187.535393
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1794037987.535393
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254
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GitPilot-n8n: The Autonomous Open Source AI Agent GitPilot-n8n: The Autonomous Open Source AI Agent by @jawadhasan | Stardance...
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jawadhasan
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1
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6.33
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T15:18:40Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a Multi-Agentic workflow that constantly monitors any issues on Github and notifies its developers. It is set up on a repository. I still don’t know how I built it. When I planned it first. it seemed so hard. and when I was building this project, I saw some errors that I never saw before and even after that I had to alter my initial plan. But it works now fortunately.", "repo": "https://github.com/Jawad2011/GitPilot-n8n-The-Autonomous-Open-Source-AI-Agent", "demo": "https://github.com/Jawad2011/Gitpilot-test-sandbox/issues"}]...
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[{"post_id": 5384, "ts": "2026 [{"post_id": 5384, "ts": "2026-06-09T04:02:28Z", "hours": 0.3336, "text": "Made it demoable, added demo instructions and fixed some typos. Readt re reship."}, {"post_id": 3533, "ts": "2026-06-06T14:52:48Z", "hours": 0.51, "text": "Finally finished writing my README. Now, it’s time to ship my project. I don’t know if it will be good or not but I will try. Let’s see what happens."}, {"post_id": 2787, "ts": "2026-06-05T16:29:50Z", "hours": 2.4467, "text": "Hello, i don’t know but I am struggling a lot. The tool I use is n8n which is an open-source AI Automation tool. But it has many problems and especially I face more struggles because of my server being rented. Firstly, I wanted to use MCP server and built it on my own but unfortunately due to some errors and proxies on which I had no control over, i was unable to connect it. Then, I directly connected it directly my main AI Agent node."}, {"post_id": 1952, "ts": "2026-06-04T06:19:14Z", "hours": 2.5161, "text": "Hello, I worked for about 2 and a half hours trying to write a Python script to parse the data to only find out that Python isn’t installed in the n8n server. I use a student-only n8n server which charges $17 per 3 years. Python3 wasn’t installed there. So, I had to find an alternative and used a Set Node instead. And also added an AI Agent and build a MCP Server so the AI Agent can use the tools without creating a mess in the original workflow."}, {"post_id": 656, "ts": "2026-06-02T05:52:21Z", "hours": 0.4222, "text": "Built the initial phase successfully after debugging and learning that AI Model cannot take raw JSON and you have to stringify it."}]...
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Title: GitPilot-n8n: The Autonomous Open Source AI Title: GitPilot-n8n: The Autonomous Open Source AI Agent by @jawadhasan | Stardance
Devlogs:
Built the initial phase successfully after debugging and learning that AI Model cannot take raw JSON and you have to stringify it.
Hello, I worked for about 2 and a half hours trying to write a Python script to parse the data to only find out that Python isn’t installed in the n8n server. I use a student-only n8n server which charges $17 per 3 years. Python3 wasn’t installed there. So, I had to find an alternative and used a Set Node instead. And also added an AI Agent and build a MCP Server so the AI Agent can use the tools without creating a mess in the original workflow.
Hello, i don’t know but I am struggling a lot. The tool I use is n8n which is an open-source AI Automation tool. But it has many problems and especially I face more struggles because of my server being rented. Firstly, I wanted to use MCP server and built it on my own but unfortunately due to some errors and proxies on which I had no control over, i was unable to connect it. Then, I directly connected it directly my main AI Agent node.
Finally finished writing my README. Now, it’s time to ship my project. I don’t know if it will be good or not but I will try. Let’s see what happens.
Made it demoable, added demo instructions and fixed some typos. Readt re reship.
Ships:
I built a Multi-Agentic workflow that constantly monitors any issues on Github and notifies its developers. It is set up on a repository. I still don’t know how I built it. When I planned it first. it seemed so hard. and when I was building this project, I saw some errors that I never saw before and even after that I had to alter my initial plan. But it works now fortunately....
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1793951585.7574964
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1794037985.7574964
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15142
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SNH by @mohamed_afinag | Stardance
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mohamed_afinag
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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: SNH by @mohamed_afinag | Stardance
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1793433185.4801517
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1794037985.4801517
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6607
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Cool rendering by @kuba_ch101 | Stardance
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kuba_ch101
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0
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13.68
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0
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[]
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[{"post_id": 5613, "ts": "2026 [{"post_id": 5613, "ts": "2026-06-09T14:05:51Z", "hours": 5.0364, "text": "I havent posted any devlogs lately since my account had an issue with time sync. Now I am back, here are the features that i added: -Improved rendering pipeline -Made a foundation for the final project -Added basic shading -Tested the transformation It finaly starts to look like something:"}, {"post_id": 2696, "ts": "2026-06-05T12:06:36Z", "hours": 1.9781, "text": "I made a function that draws sphere in OpenGL, It took me a lot of calculations. I added a shader from the internet, it looks terrible, but i leats i know that the sphere is ok:"}, {"post_id": 2327, "ts": "2026-06-04T19:18:48Z", "hours": 3.0333, "text": "I made a function that draws circles in OpenGL, now i will work on making spheres."}, {"post_id": 2015, "ts": "2026-06-04T09:17:21Z", "hours": 0.8719, "text": "I learned how to use index buffer"}, {"post_id": 1597, "ts": "2026-06-03T18:35:24Z", "hours": 2.7642, "text": "Learned the basics of openGL"}]...
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Title: Cool rendering by @kuba_ch101 | Stardance
Title: Cool rendering by @kuba_ch101 | Stardance
Devlogs:
Learned the basics of openGL
I learned how to use index buffer
I made a function that draws circles in OpenGL, now i will work on making spheres.
I made a function that draws sphere in OpenGL, It took me a lot of calculations. I added a shader from the internet, it looks terrible, but i leats i know that the sphere is ok:
I havent posted any devlogs lately since my account had an issue with time sync. Now I am back, here are the features that i added: -Improved rendering pipeline -Made a foundation for the final project -Added basic shading -Tested the transformation It finaly starts to look like something:...
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1793433183.3411546
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1794037983.3411546
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30366
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Aglang by @0xf1 | Stardance
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0xf1
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2
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55.0
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974
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T14:45:41Z", "hours": 26.0, "multiplier": 18.44, "payout": 473, "blessing": "neutral", "text": "hello! this is aglang, my own esoteric language made to be similar to assembly. it offers 13 operators, and with those (almost) anything is possible! you can try aglang by either downloading the cli (in the repo the “Source code” button links to) or by using the online interpreter (“Try project” button). if you’re confused and want to learn aglang, try the new interactive course, available on the website in the “learn” section: it will guide you through everything the language can do in only 10 short lessons and exercises. the cli includes an interpreter, a C transpiler and a compiler (note: the compiler needs GCC to be installed)! if you want to develop aglang programs more easily, we even have a vscode extension, with syntax highlighting and statement templates that said, go on and try aglang! its easier than you would expect", "repo": "https://github.com/0xF1dev/aglang", "demo": "https://aglang.0xf1.dev"}, {"ship_num": 2, "ts": "2026-07-15T16:48:54Z", "hours": 29.0, "multiplier": 17.01, "payout": 501, "blessing": "neutral", "text": "hello! this is Aglang , my own esoteric language. an esoteric language (or esolang) is a language made as a joke or to be hard to use , like brainf*ck. my language is made to be really basic: you only have two 8bit registers , and a stack ; there are only 18 valid characters in Aglang, easy to remember, right? in the cli, i implemented both an interpreter (works everywhere) and a compiler (only x86-64 linux); a guide on installation and usage is in its readme, but if you dont want to install it, you can try Aglang in the web interpreter. this project is split into two repositories: the cli at https://github.com/0xF1dev/aglang (main repo) the web interpreter at https://github.com/0xF1dev/aglang-website the website includes some examples and a link to both repos and the documentation. the “Try project” button is linked to the web interpreter (if the domain doesnt work, use https://aglang-website.vercel.app/ ), while the “See source code” takes to the cli’s repository. and now, go crazy and write some code!", "repo": "https://github.com/0xF1dev/aglang", "demo": "https://aglang.0xf1.dev"}]...
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[{"post_id": 38917, "ts": "202 [{"post_id": 38917, "ts": "2026-08-01T14:43:23Z", "hours": 2.2408, "text": "NOTE FOR THE SHIP: you dont have to try everything! even just the online interpreter is fine, it includes examples! Aglang devlog #12 im ready for the ship! i completed the vscode extension, and (for the third time) I. HATE. MICROSOFT. this might sound excessive, but anyone that ever tried reading their docs can surely understand, right? right…? but finally, after like 2 hours, i made the most basic of extensions! it has syntax highlighting (the thing that i wanted most) and a simple statement templating snippet. and now, i can pretty confidently say that aglang is completed! surely i wont abandon the project, that would just be a waste of the 50 hours i spent on this, but i consider the project to be mostly finished. see ya soon!"}, {"post_id": 38820, "ts": "2026-08-01T11:53:08Z", "hours": 6.4056, "text": "Aglang devlog #11 why did i decide to do this lmao. lets go in order: first of all, i added transpiling! currently, only C is supported as target, but i plan on adding python soon. it actually wasnt that hard, especially considering i basically never wrote C in my life. but this was the least interesting part of this devlog, cause i managed to optimize the compiler a bit! now this… this was hard. but now, when printing many characters in a row (like in the hello world example), instead of printing each character one by one, the full string gets stored in the .text (or .data on windows) section of the assembly and gets printed once! this reduced the size of the hello world program from ~1kb down to 633b, almost half! needless to say that this needed a few attempts… now the project’s folder looks kinda full… but oh well! and i can AGAIN say that GOD I HATE WINDOWS: it took a while to get shadow allocations right, especially since pushing to the stack in aglang means pushing to the stack in assembly too, so i had to keep track of where the old and original pointers were before allocating it. i fully expect this optimization to have some bugs, since i dont really trust the logic i wrote. i didnt add it in the transpile feature, since i imagine that modern c compilers optimize it on their own. now i promise that ill get to writing the vscode extension!"}, {"post_id": 38186, "ts": "2026-07-31T13:34:25Z", "hours": 7.1647, "text": "Aglang devlog #10 well this took a while. so, i came to the conclusion that an lsp server is kinda overkill, so, to make up for it, i decided to make an interactive lesson system on the website, like svelte! and well i didnt expect it to take 7 hours… i have to admit, it came out pretty good! they have code challenges, too :D anyways, for the autocomplete feature, ill still make it into the vscode extension (if i dont give up on that too) oh and i added shareable code in the web interpreter!"}, {"post_id": 37137, "ts": "2026-07-29T16:56:44Z", "hours": 4.7731, "text": "Aglang devlog #9 the windows compiler is here! and i can finally say GOD I HATE WINDOWS why was it so simple in linux with just a syscall and in windows to not pull my hair out i have to link c with the executable lmao but, a wise man once said: the past is gone, think about the future… or something like that idk while i worked on that, i ended up even fixing some problems too, so thats good. and i made the cli a bit prettier too, with spinners! in the meanwhile i was looking at lsp servers too, and they look… overly complicated… yep i guess i already did enough today not gonna get into allthat! see ya tomorrow!"}, {"post_id": 36932, "ts": "2026-07-29T10:32:25Z", "hours": 2.2236, "text": "Aglang devlog #9 there now is a compare statement in aglang! i had this idea for a while, but i thought it would make the language too easy… but i ended up making it anyway! together with it, i made labels too! so if, for example, you wanted to skip a section of code if the number 2 is bigger than 1, you would write it like so: 10?1; $ compare 2 (10 in binary) and 1 (still 1 in binary) $ ^.; $ if 2 is bigger, jump to label . (labels are can only be named with dots, it would have been to easy otherwise :) ) $ (other code...) ~.; $ define label . $ (do more stuff...) and this makes the fibonacci example easier, since now, instead of using counters in the stack, you can simply check if the current number isnt 233 and go back to a previous label. i still have to implement it in the web interpreter, but i guess it shouldnt take long! next step: windows compiler! (note: will probably require mingw to be installed)"}, {"post_id": 36386, "ts": "2026-07-28T13:43:11Z", "hours": 2.83, "text": "Aglang devlog #8 the first ship is done! but before getting to the actual devlog, i want to respond to some of the best feedback i got: why spend 29 (now 32) hours on a joke?: well, you see… uhh… next question please you should see a psychiatrist: i know thanks lmao and now, back to aglang developments! the first version of aglang is finally completed! i want to thank everybody for the feedback i received, it even gave me some ideas, thanks! in these 3 hours, i improved the website, so now instead of just the compiler it even has a full homepage with downloads: this was on my checklist for a while, but first i wanted to ship a first version to get some initial thoughts. next up for this project, i have a two ideas: conditionals and labels: i want to add a way of comparing registers/stack values/literals, and jump to a label or part of the program if that condition is met; with that, aglang would basically be a basic assembly language with a few restrictions windows compiler: the thing thats missing the most in the cli is a windows compiler, and since probably there are quite a few people that use windows more than linux :| and a few other things if i have the time: a vscode extension: this could have themes and docs on the side, minor stuff (i dont think anyone will use aglang in vscode) but idk i wanted to do it an lsp server: for autocompletions, error checking, etc… it could be integrated in more ides too"}, {"post_id": 28961, "ts": "2026-07-15T16:05:27Z", "hours": 3.3708, "text": "Aglang devlog #7 whooo! the documentation is done! im officially ready to ship! i finished writing the documentation and the repo readmes, and im ready to release this into the wild! the docs are availabe in the cli’s repo, but they’re linked in the website too. this took a few days, since i was working on another personal project, but im finally back !"}, {"post_id": 26651, "ts": "2026-07-11T16:17:08Z", "hours": 7.9264, "text": "Aglang devlog #6 the web interpreter is done! after almost 1000 lines of svelte and 8 hours of boredom, im happy to announce that the js implementation of the aglang interpreter is completed! it is now available at https://aglang.0xf1.dev (the dns changes might take some time to fully propagate, so if it isnt loading, it probably will in a few hours…) it is basically a 1:1 copy of the rust code, but prettier! ahem… because of the ui, not the code… and i even designed a logo for it! in it are all the valid characters in aglang. in the meanwhile, i fixed and refactored the loop system in both the js and rust versions. the next steps are writing the docs , preparing a good readme and then i can finally ship the project! see ya then! and p.s. i havent optimized the website for mobile, but i imagine nobody uses stardance on a smartphone, right?"}, {"post_id": 23735, "ts": "2026-07-06T21:08:00Z", "hours": 6.8822, "text": "Aglang devlog #5 no yeah im officially going crazy so, after a bit, the compiler is DONE! now it spits valid x86-64 asm and even automatically compiles it to an executable with gcc! and i even managed to make a fibonacci sequence example program! (it only computes numbers up to 144 since its the highest fibonacci number in the unsigned 8bit integer limit) but to make that, i had to spend HOURS thinking about how to do it. the problem was that in Aglang, you have 2 registers and a stack, and for that fibonacci program i couldnt make it print random ascii characters, but instead the actual numbers in the decimal system: for that i tried making loops that converted a number into the digits that composed it, buuuuut you still need the 2 registers to keep the fibonacci numbers you have! i even surrendered and tried asking gemini, but it would go absolutely CRAZY: it would give really long responses and contradict itself in the code… a bit of like when you ask an ai to give you the seahorse emoji. so, the ultimate solution was to implement a “numeric value” parameter to the stdout argument. therefore, now, if you write something like 01000001>\\#; you would get the actual 65 number instead of the character ‘A’ and all the problems would go to the compiler and assembly! but i dont care now, cus its DONE!!! the next steps, i think, should be making a js interpreter, so that the language can be tried online without downloading anything, so ill work on that tomorrow…"}, {"post_id": 22847, "ts": "2026-07-05T13:48:12Z", "hours": 2.2458, "text": "Aglang devlog #4 it was the comments IT HAD ALWAYS BEEN THE COMMENTS i think im about to go crazy, cuz im trying to manually write assembly to know that the compiler should write, and trying the basic alphabet loop i couldnt get it to work, no matter what it was always printing ▒ . i tried everything, i even managed to get SATAN ITSELF to write my output (check attached image)… but finally… i tried deleting the comments i put with the original aglang line… and it worked. i found out that the stdout token in aglang (“ \\ ”, i even have to write it twice here in the post because stardance has the same problem lmao) was making nasm think that i was trying to escape the newline after the comment, thus making the next assembly line part of the comment. as you can see from the logged time it literally took over 2 hours of my life because of a single backslash."}, {"post_id": 22303, "ts": "2026-07-04T18:16:35Z", "hours": 1.4739, "text": "Aglang devlog #3 so i uhh… kinda refactored everything? i realized that to make the compiler i had 2 options: make a separate project (and repo) integrate it in the existing interpreter the latter option made more sense, because since the project is small i can just split into two commands. so, after 1.30hrs, i managed to split and reorganize the code! now to run the aglang interpreter you can run: aglang run ./main.ag the next step is building the compiler itself, but ill leave that to tomorrow. (and i think itll just support linux elf64 x86-64 architectures, sorry arm friends!) oh wait! i forgot to tell y’all why the name “Aglang”! nothing special actually, “Ag” just stands for “Ugly” lmao"}, {"post_id": 22121, "ts": "2026-07-04T12:36:09Z", "hours": 4.2497, "text": "Aglang devlog #2 the interpreter is done faster than i expected and after some issues i settled on the syntax. ive added comments (kinda hated working on them), changed the input structure a little bit (now the input gets directly stored on the stack). the next step is building a compiler to x86-64 assembly, i dont think i’ll make it for other architectures. i guess it shouldnt be that hard since the language’s features are pretty similar to how assembly works ( obvious foreshadowing ) this example outputs every uppercase letter in the alphabet: 01000001>''; $ move 65 (A char in ascii) to reg2 $ 11010>:; $ push alphabet counter (from A to Z) into stack $ [ $ loop (ends when first value in stack is 0) $ ''>\\; $ output the letter $ 1010>\\; $ newline $ ''+1; $ add 1 to the ascii value to go to the next letter $ :>'; $ move counter to reg1 $ :!; $ pop old counter $ '-1; $ remove 1 from the counter $ '>:; $ push the updated counter to the stack $ ] (the text between the $ are comments)"}, {"post_id": 21635, "ts": "2026-07-03T17:57:37Z", "hours": 3.3219, "text": "Aglang devlog #1 i’m finally building a language! Aglang is an esoteric language (like brainf*ck) with 15 possible characters (not including the 0’s and 1’s of binary literals) where you are given two 8-bit registers and a stack: their values can be moved and deleted and arithmetic operations can be done with their respective characters. i’m currently building an interpreter in Rust, but i hope once im done with that to start creating a compiler to x86-64 assembly. i’ve attached a scheme made in KDE Drawy (i changed it like 8 times already) describing the language (sorry it’s in italian and my writing sucks), an aglang snippet and the parsed output in the interpreter."}]...
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Title: Aglang by @0xf1 | Stardance
Devlogs:
Aglan Title: Aglang by @0xf1 | Stardance
Devlogs:
Aglang devlog #1 i’m finally building a language! Aglang is an esoteric language (like brainf*ck) with 15 possible characters (not including the 0’s and 1’s of binary literals) where you are given two 8-bit registers and a stack: their values can be moved and deleted and arithmetic operations can be done with their respective characters. i’m currently building an interpreter in Rust, but i hope once im done with that to start creating a compiler to x86-64 assembly. i’ve attached a scheme made in KDE Drawy (i changed it like 8 times already) describing the language (sorry it’s in italian and my writing sucks), an aglang snippet and the parsed output in the interpreter.
Aglang devlog #2 the interpreter is done faster than i expected and after some issues i settled on the syntax. ive added comments (kinda hated working on them), changed the input structure a little bit (now the input gets directly stored on the stack). the next step is building a compiler to x86-64 assembly, i dont think i’ll make it for other architectures. i guess it shouldnt be that hard since the language’s features are pretty similar to how assembly works ( obvious foreshadowing ) this example outputs every uppercase letter in the alphabet: 01000001>''; $ move 65 (A char in ascii) to reg2 $ 11010>:; $ push alphabet counter (from A to Z) into stack $ [ $ loop (ends when first value in stack is 0) $ ''>\; $ output the letter $ 1010>\; $ newline $ ''+1; $ add 1 to the ascii value to go to the next letter $ :>'; $ move counter to reg1 $ :!; $ pop old counter $ '-1; $ remove 1 from the counter $ '>:; $ push the updated counter to the stack $ ] (the text between the $ are comments)
Aglang devlog #3 so i uhh… kinda refactored everything? i realized that to make the compiler i had 2 options: make a separate project (and repo) integrate it in the existing interpreter the latter option made more sense, because since the project is small i can just split into two commands. so, after 1.30hrs, i managed to split and reorganize the code! now to run the aglang interpreter you can run: aglang run ./main.ag the next step is building the compiler itself, but ill leave that to tomorrow. (and i think itll just support linux elf64 x86-64 architectures, sorry arm friends!) oh wait! i forgot to tell y’all why the name “Aglang”! nothing special actually, “Ag” just stands for “Ugly” lmao
Aglang devlog #4 it was the comments IT HAD ALWAYS BEEN THE COMMENTS i think im about to go crazy, cuz im trying to manually write assembly to know that the compiler should write, and trying the basic alphabet loop i couldnt get it to work, no matter what it was always printing ▒ . i tried everything, i even managed to get SATAN ITSELF to write my output (check attached image)… but finally… i tried deleting the comments i put with the original aglang line… and it worked. i found out that the stdout token in aglang (“ \ ”, i even have to write it twice here in the post because stardance has the same problem lmao) was making nasm think that i was trying to escape the newline after the comment, thus making the next assembly line part of the comment. as you can see from the logged time it literally took over 2 hours of my life because of a single backslash.
Aglang devlog #5 no yeah im officially going crazy so, after a bit, the compiler is DONE! now it spits valid x86-64 asm and even automatically compiles it to an executable with gcc! and i even managed to make a fibonacci sequence example program! (it only computes numbers up to 144 since its the highest fibonacci number in the unsigned 8bit integer limit) but to make that, i had to spend HOURS thinking about how to do it. the problem was that in Aglang, you have 2 registers and a stack, and for that fibonacci program i couldnt make it print random ascii characters, but instead the actual numbers in the decimal system: for that i tried making loops that converted a number into the digits that composed it, buuuuut you still need the 2 registers to keep the fibonacci numbers you have! i even surrendered and tried asking gemini, but it would go absolutely CRAZY: it would give really long responses and contradict itself in the code… a bit of like when you ask an ai to give you the seahorse emoji. so, the ultimate solution was to implement a “numeric value” parameter to the stdout argument. therefore, now, if you write something like 01000001>\#; you would get the actual 65 number instead of the character ‘A’ and all the problems would go to the compiler and assembly! but i dont care now, cus its DONE!!! the next steps, i think, should be making a js interpreter, so that the language can be tried online without downloading anything, so ill work on that tomorrow…
Aglang devlog #6 the web interpreter is done! after almost 1000 lines of svelte and 8 hours of boredom, im happy to announce that the js implementation of the aglang interpreter is completed! it is now available at https://aglang.0xf1.dev (the dns changes might take some time to fully propagate, so if it isnt loading, it probably will in a few hours…) it is basically a 1:1 copy of the rust code, but prettier! ahem… because of the ui, not the code… and i even designed a logo for it! in it are all the valid characters in aglang. in the meanwhile, i fixed and refactored the loop system in both the js and rust versions. the next steps are writing the docs , preparing a good readme and then i can finally ship the project! see ya then! and p.s. i havent optimized the website for mobile, but i imagine nobody uses stardance on a smartphone, right?
Aglang devlog #7 whooo! the documentation is done! im officially ready to ship! i finished writing the documentation and the repo readmes, and im ready to release this into the wild! the docs are availabe in the cli’s repo, but they’re linked in the website too. this took a few days, since i was working on another personal project, but im finally back !
Aglang devlog #8 the first ship is done! but before getting to the actual devlog, i want to respond to some of the best feedback i got: why spend 29 (now 32) hours on a joke?: well, you see… uhh… next question please you should see a psychiatrist: i know thanks lmao and now, back to aglang developments! the first version of aglang is finally completed! i want to thank everybody for the feedback i received, it even gave me some ideas, thanks! in these 3 hours, i improved the website, so now instead of just the compiler it even has a full homepage with downloads: this was on my checklist for a while, but first i wanted to ship a first version to get some initial thoughts. next up for this project, i have a two ideas: conditionals and labels: i want to add a way of comparing registers/stack values/literals, and jump to a label or part of the program if that condition is met; with that, aglang would basically be a basic assembly language with a few restrictions windows compiler: the thing thats missing the most in the cli is a windows compiler, and since probably there are quite a few people that use windows more than linux :| and a few other things if i have the time: a vscode extension: this could have themes and docs on the side, minor stuff (i dont think anyone will use aglang in vscode) but idk i wanted to do it an lsp server: for autocompletions, error checking, etc… it could be integrated in more ides too
Aglang devlog #9 there now is a compare statement in aglang! i had this idea for a while, but i thought it would make the language too easy… but i ended up making it anyway! together with it, i made labels too! so if, for example, you wanted to skip a section of code if the number 2 is bigger than 1, you would write it like so: 10?1; $ compare 2 (10 in binary) and 1 (still 1 in binary) $ ^.; $ if 2 is bigger, jump to label . (labels are can only be named with dots, it would have been to easy otherwise :) ) $ (other code...) ~.; $ define label . $ (do more stuff...) and this makes the fibonacci example easier, since now, instead of using counters in the stack, you can simply check if the current number isnt 233 and go back to a previous label. i still have to implement it in the web interpreter, but i guess it shouldnt take long! next step: windows compiler! (note: will probably require mingw to be installed)
Aglang devlog #9 the windows compiler is here! and i can finally say GOD I HATE WINDOWS why was it so simple in linux with just a syscall and in windows to not pull my hair out i have to link c with the executable lmao but, a wise man once said: the past is gone, think about the future… or something like that idk while i worked on that, i ended up even fixing some problems too, so thats good. and i made the cli a bit prettier too, with spinners! in the meanwhile i was looking at lsp servers too, and they look… overly complicated… yep i guess i already did enough today not gonna get into allthat! see ya tomorrow!
Aglang devlog #10 well this took a while. so, i came to the conclusion that an lsp server is kinda overkill, so, to make up for it, i decided to make an interactive lesson system on the website, like svelte! and well i didnt expect it to take 7 hours… i have to admit, it came out pretty good! they have code challenges, too :D anyways, for the autocomplete feature, ill still make it into the vscode extension (if i dont give up on that too) oh and i added shareable code in the web interpreter!
Aglang devlog #11 why did i decide to do this lmao. lets go in order: first of all, i added transpiling! currently, only C is supported as target, but i plan on adding python soon. it actually wasnt that hard, especially considering i basically never wrote C in my life. but this was the least interesting part of this devlog, cause i managed to optimize the compiler a bit! now this… this was hard. but now, when printing many characters in a row (like in the hello world example), instead of printing each character one by one, the full string gets stored in the .text (or .data on windows) section of the assembly and gets printed once! this reduced the size of the hello world program from ~1kb down to 633b, almost half! needless to say that this needed a few attempts… now the project’s folder looks kinda full… but oh well! and i can AGAIN say that GOD I HATE WINDOWS: it took a while to get shadow allocations right, especially since pushing to the stack in aglang means pushing to the stack in assembly too, so i had to keep track of where the old and original pointers were before allocating it. i fully expect this optimization to have some bugs, since i dont really trust the logic i wrote. i didnt add it in the transpile feature, since i imagine that modern c compilers optimize it on their own. now i promise that ill get to writing the vscode extension!
NOTE FOR THE SHIP: you dont have to try everything! even just the online interpreter is fine, it includes examples! Aglang devlog #12 im ready for the ship! i completed the vscode extension, and (for the third time) I. HATE. MICROSOFT. this might sound excessive, but anyone that ever tried reading their docs can surely understand, right? right…? but finally, after like 2 hours, i made the most basic of extensions! it has syntax highlighting (the thing that i wanted most) and a simple statement templating snippet. and now, i can pretty confidently say that aglang is completed! surely i wont abandon the project, that would just be a waste of the 50 hours i spent on this, but i consider the project to be mostly finished. see ya soon!
Ships:
hello! this is Aglang , my own esoteric language. an esoteric language (or esolang) is a language made as a joke or to be hard to use , like brainf*ck. my language is made to be really basic: you only have two 8bit registers , and a stack ; there are only 18 valid characters in Aglang, easy to remember, right? in the cli, i implemented both an interpreter (works everywhere) and a compiler (only x86-64 linux); a guide on installation and usage is in its readme, but if you dont want to install it, you can try Aglang in the web interpreter. this project is split into two repositories: the cli at https://github.com/0xF1dev/aglang (main repo) the web interpreter at https://github.com/0xF1dev/aglang-website the website includes some examples and a link to both repos and the documentation. the “Try project” button is linked to the web interpreter (if the domain doesnt work, use https://aglang-website.vercel.app/ ), while the “See source code” takes to the cli’s repository. and now, go crazy and write some code!
hello! this is aglang, my own esoteric language made to be similar to assembly. it offers 13 operators, and with those (almost) anything is possible! you can try aglang by either downloading the cli (in the repo the “Source code” button links to) or by using the online interpreter (“Try project” button). if you’re confused and want to learn aglang, try the new interactive course, available on the website in the “learn” section: it will guide you through everything the language can do in only 10 short lessons and exercises. the cli includes an interpreter, a C transpiler and a compiler (note: the compiler needs GCC to be installed)! if you want to develop aglang programs more easily, we even have a vscode extension, with syntax highlighting and statement templates that said, go on and try aglang! its easier than you would expect...
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1793951582.4474673
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1794037982.4474673
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17406
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Adjustable Fin Design (Hardware) by @aerospacethin Adjustable Fin Design (Hardware) by @aerospacething | Stardance...
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aerospacething
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0
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1.8
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0
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[]
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[{"post_id": 15322, "ts": "202 [{"post_id": 15322, "ts": "2026-06-24T21:48:06Z", "hours": 1.4, "text": "Devlog #2 - CAD Basically Complete Today I’ve basically finished with the CAD for my project, this did take a few days but I didn’t start posting on stardance until yesterday. Changes: slit for motor to fit into hull more space for eletronics slit for wiring to work fin shape changed to be more round fastened/revolute mates fixed cap adjusted to give more space static fin replicated on other side adjusting mounting to account for servo horn Only things that need to really be done now are seperating the components for 3d printing, and making a mount for the servos. I DIDN’T MAKE THESE COMPONENTS Breadboard Raspbery pi Servos: https://grabcad.com/library/micro-servo-sg90-9g-1 Servo horn: https://grabcad.com/library/mg90s-9g-micro-servo-medium-horn-12-holes-1"}, {"post_id": 14149, "ts": "2026-06-23T04:06:35Z", "hours": 0.4003, "text": "wasnt able to post this earlier bc of technical issues but we’re finally here… over the last few days i’ve made this beauty, which essentially is a rocket that will tilt fins based off the angle of attack of the rocket, w/an accelerometer in that top breadboard part for today, i simply just made some extra space for the components and finished modeling the hull with the servo/the horn included (since i forgot to make holes for those) the goal with this project is to eventually do a live fire test with actual components, but that’ll definently take awhile since im still new to this whole thing ps: i’ve spent way more than 24 mins on this project.. you can check my yt for the timelapses"}]...
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Title: Adjustable Fin Design (Hardware) by @aerosp Title: Adjustable Fin Design (Hardware) by @aerospacething | Stardance
Devlogs:
wasnt able to post this earlier bc of technical issues but we’re finally here… over the last few days i’ve made this beauty, which essentially is a rocket that will tilt fins based off the angle of attack of the rocket, w/an accelerometer in that top breadboard part for today, i simply just made some extra space for the components and finished modeling the hull with the servo/the horn included (since i forgot to make holes for those) the goal with this project is to eventually do a live fire test with actual components, but that’ll definently take awhile since im still new to this whole thing ps: i’ve spent way more than 24 mins on this project.. you can check my yt for the timelapses
Devlog #2 - CAD Basically Complete Today I’ve basically finished with the CAD for my project, this did take a few days but I didn’t start posting on stardance until yesterday. Changes: slit for motor to fit into hull more space for eletronics slit for wiring to work fin shape changed to be more round fastened/revolute mates fixed cap adjusted to give more space static fin replicated on other side adjusting mounting to account for servo horn Only things that need to really be done now are seperating the components for 3d printing, and making a mount for the servos. I DIDN’T MAKE THESE COMPONENTS Breadboard Raspbery pi Servos: https://grabcad.com/library/micro-servo-sg90-9g-1 Servo horn: https://grabcad.com/library/mg90s-9g-micro-servo-medium-horn-12-holes-1...
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1793433182.4271703
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1794037982.4271703
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33947
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My very own WebOS by @nirali | Stardance
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nirali
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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 very own WebOS by @nirali | Stardance
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1793433180.3195307
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1794037980.3195307
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6670
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strandbeest by @euanripper2 | Stardance
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euanripper2
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1
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4.3
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T19:40:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i lost sleep trying to get the joints right - once i built it exactly mirrored", "repo": "https://github.com/hackclub/beest", "demo": "https://beest.hackclub.com"}]...
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[{"post_id": 2593, "ts": "2026 [{"post_id": 2593, "ts": "2026-06-05T06:13:04Z", "hours": 0.3031, "text": "After making one leg and running a motion study to verify the joints constrict it to the right path, i can now copy the legs, mirror them and build a frame to hold them together. You can see the strandbeest emerging!"}, {"post_id": 1648, "ts": "2026-06-03T19:36:01Z", "hours": 3.7797, "text": "Making the model"}]...
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Title: strandbeest by @euanripper2 | Stardance
De Title: strandbeest by @euanripper2 | Stardance
Devlogs:
Making the model
After making one leg and running a motion study to verify the joints constrict it to the right path, i can now copy the legs, mirror them and build a frame to hold them together. You can see the strandbeest emerging!
Ships:
i lost sleep trying to get the joints right - once i built it exactly mirrored...
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1793951579.4772995
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1794037979.4772995
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38250
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my APOD site by @AtomicSailor | Stardance
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AtomicSailor
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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 APOD site by @AtomicSailor | Stardance
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1793433179.4349866
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1794037979.4349866
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32384
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Untitled by @Amaan | Stardance
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Amaan
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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 @Amaan | Stardance
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1793433178.4890897
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1794037978.4890897
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3965
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My first slack bot! by @Schmidt_x64 | Stardance
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Schmidt_x64
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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 @Schmidt_x64 | Stard Title: My first slack bot! by @Schmidt_x64 | Stardance...
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1793433176.3300173
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1794037976.3300173
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6696
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Unhinged delivery simulator by @dandanthepenguin | Unhinged delivery simulator by @dandanthepenguin | Stardance...
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dandanthepenguin
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T00:30:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game in godot. I am really bad at coding, but I like making games, so I used AI for the coding. The remote ip connection is untested, because I don’t have anyone to test it with but I will update it if it doesn’t work.", "repo": "https://github.com/WizardDrake/unhinged-delivery-simulator", "demo": "https://wizarddrake.github.io/unhinged-delivery-simulator/"}]...
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[{"post_id": 16017, "ts": "202 [{"post_id": 16017, "ts": "2026-06-26T00:18:20Z", "hours": 0.3667, "text": "finished readme.md, added tons of stuff, changed theme."}, {"post_id": 11965, "ts": "2026-06-19T15:08:24Z", "hours": 0.5622, "text": "Npc cars are done. They now drive around perfectly and have no issues."}, {"post_id": 9565, "ts": "2026-06-15T22:47:41Z", "hours": 0.4606, "text": "making some basic features I made some basic features such as delivering packages, picking up packages, and some REALLY dumb npc cars that are really buggy. Things to improve for next update: working npc cars polish multiplayer?"}]...
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Title: Unhinged delivery simulator by @dandanthepe Title: Unhinged delivery simulator by @dandanthepenguin | Stardance
Devlogs:
making some basic features I made some basic features such as delivering packages, picking up packages, and some REALLY dumb npc cars that are really buggy. Things to improve for next update: working npc cars polish multiplayer?
Npc cars are done. They now drive around perfectly and have no issues.
finished readme.md, added tons of stuff, changed theme.
Ships:
I made a game in godot. I am really bad at coding, but I like making games, so I used AI for the coding. The remote ip connection is untested, because I don’t have anyone to test it with but I will update it if it doesn’t work....
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1793951576.1627314
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1794037976.1627314
|
|
30203
|
KNGU by @anuththara | Stardance
|
anuththara
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T08:23:28Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Just shipped my latest project a fully responsive Modern Homepage UI built as part of a Web Development Internship task. This project focuses on clean structure, mobile-first responsive design, and modern frontend principles using HTML, CSS, Bootstrap, and JavaScript. It was a great exercise in translating a static UI reference into a production-ready layout with proper spacing, typography, and component thinking. Live demo is up and running feedback is always welcome!", "repo": "https://github.com/anuththara2007-W/web-dev-intern-assignment-", "demo": "https://kngu.netlify.app/"}]...
|
[{"post_id": 21366, "ts": "202 [{"post_id": 21366, "ts": "2026-07-03T08:15:13Z", "hours": 1.7183, "text": "🚀 Modern Homepage UI – Web Development Internship Project A responsive homepage UI built as part of my Web Development Internship assignment. This project focuses on clean structure, responsive layouts, and modern frontend design principles using HTML, CSS, and Bootstrap . 🌐 Live Demo https://kngu.netlify.app/ 🖼️ Preview Full Page View of the UI design implementation 📌 Project Overview This project is a frontend implementation of a homepage design provided as a visual reference. The main goal was to convert a static UI design into a fully responsive web page using clean, maintainable code and modern frontend practices. 🎯 Key Focus Areas Semantic HTML structure Mobile-first responsive design Clean and structured layout Proper spacing and typography Component-based thinking 🛠️ Tech Stack HTML5 CSS3 Bootstrap 5 JavaScript 📁 Project Structure"}]...
|
Title: KNGU by @anuththara | Stardance
Devlogs:
🚀 Title: KNGU by @anuththara | Stardance
Devlogs:
🚀 Modern Homepage UI – Web Development Internship Project A responsive homepage UI built as part of my Web Development Internship assignment. This project focuses on clean structure, responsive layouts, and modern frontend design principles using HTML, CSS, and Bootstrap . 🌐 Live Demo https://kngu.netlify.app/ 🖼️ Preview Full Page View of the UI design implementation 📌 Project Overview This project is a frontend implementation of a homepage design provided as a visual reference. The main goal was to convert a static UI design into a fully responsive web page using clean, maintainable code and modern frontend practices. 🎯 Key Focus Areas Semantic HTML structure Mobile-first responsive design Clean and structured layout Proper spacing and typography Component-based thinking 🛠️ Tech Stack HTML5 CSS3 Bootstrap 5 JavaScript 📁 Project Structure
Ships:
Just shipped my latest project a fully responsive Modern Homepage UI built as part of a Web Development Internship task. This project focuses on clean structure, mobile-first responsive design, and modern frontend principles using HTML, CSS, Bootstrap, and JavaScript. It was a great exercise in translating a static UI reference into a production-ready layout with proper spacing, typography, and component thinking. Live demo is up and running feedback is always welcome!...
|
1793951573.250059
|
1794037973.250059
|
|
9664
|
"ssssss"-Pad by @huzia | Stardance
|
huzia
|
1
|
8.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-25T18:03:15Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "“sssssss”-Pad is a macropad on which you can play snake :))) I poured my genshin hours into this, it was very challenging especially the firmware. Other than that, once I used the wrong display screen for the project and had to change it just before finishing it off and writing the README 😭 anddd the CAD part was mostly straight forward but god the screw holes…. All in all I loved making this project and would love to make more interesting hardware stuff in the future!", "repo": "https://github.com/who-zia/ssssssPad", "demo": ""}]...
|
[{"post_id": 15782, "ts": "202 [{"post_id": 15782, "ts": "2026-06-25T17:32:51Z", "hours": 6.1828, "text": "#2 finished with the case and firmware(done using kmk, used github documentaries) we’re done with pretty much everything and the only stuff that is left is writing the readme and checking everything out once, finalizing and shipping the project"}, {"post_id": 5825, "ts": "2026-06-09T19:22:46Z", "hours": 2.045, "text": "macropad on which i should be able to play snake within these ~2 hrs i made the pcb(in kicad obv 😭) and got it to as shown in the ss, so the keys will act as movement controls (or up down left right) the oled screen will display the game next time it will be case designing (i hope so) !!"}]...
|
Title: "ssssss"-Pad by @huzia | Stardance
Title: "ssssss"-Pad by @huzia | Stardance
Devlogs:
macropad on which i should be able to play snake within these ~2 hrs i made the pcb(in kicad obv 😭) and got it to as shown in the ss, so the keys will act as movement controls (or up down left right) the oled screen will display the game next time it will be case designing (i hope so) !!
#2 finished with the case and firmware(done using kmk, used github documentaries) we’re done with pretty much everything and the only stuff that is left is writing the readme and checking everything out once, finalizing and shipping the project
Ships:
“sssssss”-Pad is a macropad on which you can play snake :))) I poured my genshin hours into this, it was very challenging especially the firmware. Other than that, once I used the wrong display screen for the project and had to change it just before finishing it off and writing the README 😭 anddd the CAD part was mostly straight forward but god the screw holes…. All in all I loved making this project and would love to make more interesting hardware stuff in the future!...
|
1793951572.330394
|
1794037972.330394
|
|
4165
|
DevKeep by @madankhatri | Stardance
|
madankhatri
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: DevKeep by @madankhatri | Stardance
|
1793433171.1518097
|
1794037971.1518097
|
|
23593
|
My very own WebOS by @tryingmybest | Stardance
|
tryingmybest
|
2
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:25:48Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added on new features for my F1OS, faced challenges mainly related to time management to get the work done due to schools starting. Other than that faced a lot of bugs in making the F1 wiki but the process was definitely fun. When your testing or using this, just have F-un (pun intended - un means one in french)", "repo": "https://github.com/MasterClassmate3004/cricket-os-main", "demo": "https://formula-one-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-06-30T08:26:42Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a WebOS themed on Formula 1. The idea was to connect to engineering marvels together, the computer and the F1 car, and so giving the WebOS a f1 touch was extremely fun. I had fun working on this and yeah added different features related to f1, more coming soon in the next ship", "repo": "https://github.com/MasterClassmate3004/cricket-os-main", "demo": "https://formula-one-os.vercel.app/"}]...
|
[{"post_id": 58920, "ts": "202 [{"post_id": 58920, "ts": "2026-08-31T14:18:32Z", "hours": 6.1047, "text": "Added the last set of features and fixed some other bugs: NEW wiki app that contains information about all your favourite drivers and teams new settings app to mimic controls like a F1 car (it’s more like a place holder) the apps are now draggable on the home screen changed a bit of app icons, updated the F1 calendar with winners and other changes that took place"}, {"post_id": 38090, "ts": "2026-07-31T09:41:36Z", "hours": 1.135, "text": "Calculator app addition Added a new f1-themed calculator application for our web based operating system, includes an easter egg where entering the driver’s number shows its name later…"}, {"post_id": 21786, "ts": "2026-07-03T22:00:26Z", "hours": 0.5364, "text": "more bugs and fixes for the webOS, trying to add more features now"}, {"post_id": 19072, "ts": "2026-06-30T08:24:36Z", "hours": 0.6017, "text": "F1-WebOS We are back people! With more refinements and bug fixes this time, we have a proper driver lineup, all the 11 constructor teams to choose from, easter eggs and much more! I dont know how to describe it! just try it out people, and share more ideas of what more features we can add “Simply lovely”"}, {"post_id": 18384, "ts": "2026-06-29T14:57:10Z", "hours": 0.8458, "text": "After landing page shared in devlog 1, completed creating my own WebOS related to formula 1, added timings, 3 applications related to f1 for now, one shows information about the constructor’s team you have selected, the other is telemetry info with lap times of different drivers and the 3rd one is the f1 calendar ofc. check it out and tell me whats your favourite f1 team"}, {"post_id": 14244, "ts": "2026-06-23T08:10:09Z", "hours": 1.2378, "text": "Working on creating the ultimate F1 Operating System! Imagine turning ur laptop into the F1 car and F1-like theme with all the telemetry data, fast rebooting and the F1 styled apps. Worked on the landing page for the F1 app, current v1-2, will need more refinement as and when continued. Pls share feedback and I hope yall like it!"}]...
|
Title: My very own WebOS by @tryingmybest | Starda Title: My very own WebOS by @tryingmybest | Stardance
Devlogs:
Working on creating the ultimate F1 Operating System! Imagine turning ur laptop into the F1 car and F1-like theme with all the telemetry data, fast rebooting and the F1 styled apps. Worked on the landing page for the F1 app, current v1-2, will need more refinement as and when continued. Pls share feedback and I hope yall like it!
After landing page shared in devlog 1, completed creating my own WebOS related to formula 1, added timings, 3 applications related to f1 for now, one shows information about the constructor’s team you have selected, the other is telemetry info with lap times of different drivers and the 3rd one is the f1 calendar ofc. check it out and tell me whats your favourite f1 team
F1-WebOS We are back people! With more refinements and bug fixes this time, we have a proper driver lineup, all the 11 constructor teams to choose from, easter eggs and much more! I dont know how to describe it! just try it out people, and share more ideas of what more features we can add “Simply lovely”
more bugs and fixes for the webOS, trying to add more features now
Calculator app addition Added a new f1-themed calculator application for our web based operating system, includes an easter egg where entering the driver’s number shows its name later…
Added the last set of features and fixed some other bugs: NEW wiki app that contains information about all your favourite drivers and teams new settings app to mimic controls like a F1 car (it’s more like a place holder) the apps are now draggable on the home screen changed a bit of app icons, updated the F1 calendar with winners and other changes that took place
Ships:
I have made a WebOS themed on Formula 1. The idea was to connect to engineering marvels together, the computer and the F1 car, and so giving the WebOS a f1 touch was extremely fun. I had fun working on this and yeah added different features related to f1, more coming soon in the next ship
Added on new features for my F1OS, faced challenges mainly related to time management to get the work done due to schools starting. Other than that faced a lot of bugs in making the F1 wiki but the process was definitely fun. When your testing or using this, just have F-un (pun intended - un means one in french)...
|
1793951570.3006492
|
1794037970.3006492
|
|
28981
|
My very own WebOS by @Nikks | Stardance
|
Nikks
|
2
|
18.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T17:07:34Z", "hours": 9.0, "multiplier": 1.52, "payout": 14, "blessing": "neutral", "text": "I made a breaking bad themed OS that’s running in a website. Also the part i was kind of stuck at was the terminal. It was hard trying to make it similar to a traditional on and that’s I’m most proud of too.", "repo": "https://github.com/Nikhil1059/BreakingBadOS", "demo": "https://nikhil1059.github.io/BreakingBadOS/"}, {"ship_num": 2, "ts": "2026-08-17T21:13:35Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I havent completed it but i think this is a good milestone to ship it ad work on it in the future.", "repo": "https://github.com/Nikhil1059/BreakingBadOS", "demo": "https://nikhil1059.github.io/BreakingBadOS/"}]...
|
[{"post_id": 73216, "ts": "202 [{"post_id": 73216, "ts": "2026-09-24T16:48:12Z", "hours": 1.4122, "text": "This time i have added the feature to resize windows. its similar to normal windows resizing windows or linux."}, {"post_id": 65951, "ts": "2026-09-11T13:08:39Z", "hours": 2.1336, "text": "So today i made some good and exciting changes. The changes that were made are: I made a Calendar that pops out when you click the date or time. I redesigned the topbar to kind of look like a taskbar I also made the buttons on the top bar better with animations and shadow. I hope whoever tries this out if any please give me some ideas to further add :)"}, {"post_id": 65322, "ts": "2026-09-10T12:15:23Z", "hours": 1.6089, "text": "So today I made some commands for the terminal. /help gives you all the commands that WORK so feel free to fidget and I’m sure there should be no bugs but please let me know if there are any;)"}, {"post_id": 64171, "ts": "2026-09-08T12:05:35Z", "hours": 1.5844, "text": "I further worked on the terminal. Today i have added two things: The way the input and output is given in the terminal. Its very close to a standard terminal and acts like it. The cursor bar. I have added a distinct function masking the normal cursor bar with a terminal style cursor bar that works so nice. also for now the output of the commands(for now just text) is the input itself but in the next session im going to add official commands and a /help too :)"}, {"post_id": 63473, "ts": "2026-09-07T10:55:18Z", "hours": 1.38, "text": "Today I made the terminal window. As usual it will has all the characteristics of the notes window and also I tried to replicate a terminal design as much as possible. For now the terminal doesn’t work and it just gives the same output as what we type but ill work on that. But I this this was a good front end work."}, {"post_id": 49887, "ts": "2026-08-18T20:56:35Z", "hours": 1.2892, "text": "These are the things i have done in this session: I created a terminal icon and gave it the same charecteristics as the notes icon. I added a reset button which makes the app icons go back to their previous place and this clears the local storage too. I significantly upgraded the dragging system and tbh i spent a really long time for this so please check this out. The icon won’t overlap now and also i gave them real desktop like behaviour. I also added desktop boundaries so that the icons dont go off screen."}, {"post_id": 47641, "ts": "2026-08-15T17:48:50Z", "hours": 1.0669, "text": "I have made the Icon movable like an actual icon on a desktop. Also added a grid so that the icon snapped to a place like again a normal desktop. Also i have added local storage for this icon position so when you change the position of the icon and reload the website the icon will stay at the place you left it. I though it was cool. also for the people who find the boot screen appearing every time you can just change the dev mode true in Script.js and it’ll be bypassed. I planned a solution for this so stay tuned :)"}, {"post_id": 39492, "ts": "2026-08-02T13:58:35Z", "hours": 6.0139, "text": "I have made a lot of changes and forgot to make devlogs. I made a beautiful booting screen and also a beautiful intro screen. I also added a notes app which saves automatically."}, {"post_id": 20284, "ts": "2026-07-01T20:44:38Z", "hours": 1.9125, "text": "I’m working on a os on a web as part of a mission in stardance. I have so far just added some introduction about myself and added a little time and date indicator on the top right. And yeah its Breaking Bad themed so stay tuned i have some good ideas to implement."}]...
|
Title: My very own WebOS by @Nikks | Stardance
De Title: My very own WebOS by @Nikks | Stardance
Devlogs:
I’m working on a os on a web as part of a mission in stardance. I have so far just added some introduction about myself and added a little time and date indicator on the top right. And yeah its Breaking Bad themed so stay tuned i have some good ideas to implement.
I have made a lot of changes and forgot to make devlogs. I made a beautiful booting screen and also a beautiful intro screen. I also added a notes app which saves automatically.
I have made the Icon movable like an actual icon on a desktop. Also added a grid so that the icon snapped to a place like again a normal desktop. Also i have added local storage for this icon position so when you change the position of the icon and reload the website the icon will stay at the place you left it. I though it was cool. also for the people who find the boot screen appearing every time you can just change the dev mode true in Script.js and it’ll be bypassed. I planned a solution for this so stay tuned :)
These are the things i have done in this session: I created a terminal icon and gave it the same charecteristics as the notes icon. I added a reset button which makes the app icons go back to their previous place and this clears the local storage too. I significantly upgraded the dragging system and tbh i spent a really long time for this so please check this out. The icon won’t overlap now and also i gave them real desktop like behaviour. I also added desktop boundaries so that the icons dont go off screen.
Today I made the terminal window. As usual it will has all the characteristics of the notes window and also I tried to replicate a terminal design as much as possible. For now the terminal doesn’t work and it just gives the same output as what we type but ill work on that. But I this this was a good front end work.
I further worked on the terminal. Today i have added two things: The way the input and output is given in the terminal. Its very close to a standard terminal and acts like it. The cursor bar. I have added a distinct function masking the normal cursor bar with a terminal style cursor bar that works so nice. also for now the output of the commands(for now just text) is the input itself but in the next session im going to add official commands and a /help too :)
So today I made some commands for the terminal. /help gives you all the commands that WORK so feel free to fidget and I’m sure there should be no bugs but please let me know if there are any;)
So today i made some good and exciting changes. The changes that were made are: I made a Calendar that pops out when you click the date or time. I redesigned the topbar to kind of look like a taskbar I also made the buttons on the top bar better with animations and shadow. I hope whoever tries this out if any please give me some ideas to further add :)
This time i have added the feature to resize windows. its similar to normal windows resizing windows or linux.
Ships:
I havent completed it but i think this is a good milestone to ship it ad work on it in the future.
I made a breaking bad themed OS that’s running in a website. Also the part i was kind of stuck at was the terminal. It was hard trying to make it similar to a traditional on and that’s I’m most proud of too....
|
1793951567.2892804
|
1794037967.2892804
|
|
424
|
UI webpage by @kartik7385 | Stardance
|
kartik7385
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: UI webpage by @kartik7385 | Stardance
|
1793433166.802192
|
1794037966.802192
|
|
28686
|
Lost In 2050 by @Zelta | Stardance
|
Zelta
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Lost In 2050 by @Zelta | Stardance
|
1793433165.8215432
|
1794037965.8215432
|
|
4772
|
Pandapad by @panda | Stardance
|
panda
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T18:44:21Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom macropad built from scratch and assembled in a neat, presentable manner. I made the PCB, Case, etc. from scratch, and used the tutorial from the #hackpad mission !", "repo": "https://github.com/mail2adnanyazik-bit/pandaPad", "demo": ""}]...
|
[{"post_id": 5874, "ts": "2026 [{"post_id": 5874, "ts": "2026-06-09T20:35:09Z", "hours": 1.5886, "text": "Finished firmware with QMK - needed deepseek to carry me through this part t-t Also made README.md for entire project"}, {"post_id": 4510, "ts": "2026-06-07T21:00:07Z", "hours": 6.1131, "text": "Finished 3D model for PandaPad ! Added all 3D models - for Components, PCB, body, case, plate, and switch matrix plate."}, {"post_id": 4185, "ts": "2026-06-07T12:27:36Z", "hours": 2.5642, "text": "Decided on mounting method (sandwich mount), imported PCB, and created Plate for Switch Matrix"}, {"post_id": 3762, "ts": "2026-06-06T20:14:19Z", "hours": 0.4222, "text": "FIXED : Stupid mistake on my part - forgot to expose Microcontroller USB Port and had to move, rotate and rewire"}, {"post_id": 3670, "ts": "2026-06-06T18:33:38Z", "hours": 1.7714, "text": "Finished wiring and arranging PCB for PandaPad !"}, {"post_id": 3612, "ts": "2026-06-06T16:45:07Z", "hours": 1.5708, "text": "Finished Schematic for the PandaPad !"}]...
|
Title: Pandapad by @panda | Stardance
Devlogs:
Fi Title: Pandapad by @panda | Stardance
Devlogs:
Finished Schematic for the PandaPad !
Finished wiring and arranging PCB for PandaPad !
FIXED : Stupid mistake on my part - forgot to expose Microcontroller USB Port and had to move, rotate and rewire
Decided on mounting method (sandwich mount), imported PCB, and created Plate for Switch Matrix
Finished 3D model for PandaPad ! Added all 3D models - for Components, PCB, body, case, plate, and switch matrix plate.
Finished firmware with QMK - needed deepseek to carry me through this part t-t Also made README.md for entire project
Ships:
I made a custom macropad built from scratch and assembled in a neat, presentable manner. I made the PCB, Case, etc. from scratch, and used the tutorial from the #hackpad mission !...
|
1793951565.2212908
|
1794037965.2212908
|
|
31113
|
Untitled by @syslink | Stardance
|
syslink
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @syslink | Stardance
|
1793433163.701644
|
1794037963.701644
|
|
3873
|
Rocket Landing DQN by @Rayed_Ahmed | Stardance
|
Rayed_Ahmed
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-04T14:32:55Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built and trained a Deep Q Network to land a rocket from free fall in an environment where velocity was constantly changing and limited amounts of fuel were available. It was really challenging to manipulate and sculpt the code so that it responded to this specific scenario and environment rather than what it was originally intended for. In addition to this, adjusting the parameters based on the output was a bit challenging, however, in the end I was able to find the best values for my parameters. I am proud that I was able to apply my own knowledge of reinforcement learning and modify advanced code to solve a specific problem. I have learnt a lot from my mistakes throughout the development process. An important thing to note is that it is normal if each run yields different results (smooth vs fidgety landings) as DQN is known to be unstable and this is a limitation of the model.", "repo": "https://github.com/Rayed-AS/Rocket_Landing/blob/main", "demo": "https://github.com/Rayed-AS/Rocket_Landing/releases/tag/Reinforcement_Learning"}]...
|
[{"post_id": 2150, "ts": "2026 [{"post_id": 2150, "ts": "2026-06-04T14:18:16Z", "hours": 0.8319, "text": "After an extensive debugging session, the project is now complete (this time for real). The main problem was the model was exploring too much. Even though it knew what to do, it was just refusing to use its knowledge so I made the epsilon decay faster so it switches to exploitation earlier. After this I had to find the sweet spot number of episodes to ensure consistency in its trials. This was found to be 3300 after observations based on trial and error. Unfortunately, since DQN is not very stable, there will be a difference in quality whenever you run the program. Some landings may be smooth, others may be…questionable. I had a lot of fun with this project and I encourage anyone that wants to get into reinforcement learning to check it out. There is no “interactive demo” since its a simulation. So check out the code on github and I will attack this video to the project page as well."}, {"post_id": 1440, "ts": "2026-06-03T14:06:32Z", "hours": 0.5914, "text": "I realised I had some logical errors in my step function which I have now fixed: Previously, the function checked whether the rocket landed, crashed or was in the air then it implemented changes to the rocket’s y coordinates via the velocity depending on the action taken This order of working is wrong and should have been reversed. The check for landing, crashing or flying should be implemented after the rocket’s y coordinates have been updated in accordance to the action taken. The AI has now overcome the problem, hence, I must increase the complexity. I have done this by introducing acceleration due to gravity and a fuel system that prevents the rocket from acceleration if it runs out of fuel. This forces the AI to think carefully about using its thrust rather than exploiting the previous infinite fuel. With this implementation, the rocket landing is much more realistic and smoother."}, {"post_id": 1412, "ts": "2026-06-03T13:11:08Z", "hours": 0.5233, "text": "The DQN model can now successfully land the rocket after the latest debugging session. Fixed: IF statement conditions for rocket’s y coordinates and ground as I forgot that 0 is the sky so the rocket’s y coordinate must be greater than the ground and its velocity must be a safe speed for it to land successfully Terminated or truncated flag in step function for landing successfully was originally false which is incorrect as the algorithm must end since the goal has been achieved Order of IF statements for crashing and landing checking in the GUI loop was wrong as even if the rocket landed, it would continue to fulfill the conditions for a crash and so the check for the landing conditions must be placed before. Next steps: I am curious to see how the agent will manage landing the rocket if I introduce time dependent velocity as a result of acceleration due to gravity that changes as the simulation progresses."}, {"post_id": 1278, "ts": "2026-06-03T05:01:30Z", "hours": 0.5083, "text": "Its clear the DQN model is having some issues. The reward fluctuates and never reaches positive which means the rocket never lands in any episode. To fix this I lowered the learning rate and decreased the penalty for crashing. I also fixed the GUI logic so that if the velocity is a low speed and the rocket’s y coordinate is the same as the ground then the rocket does not crash and lands. However, this issue persists and so I will now examine both the GUI and the AI logic to find the source of the error."}, {"post_id": 830, "ts": "2026-06-02T14:54:44Z", "hours": 0.6894, "text": "I have completed the rest of the code which involved coding the training process and initialising the policy and target networks. A challenge I am facing now is modifying the code to suit my specific environment and updating the GUI to visually showcase the result of the AI’s choices. A few changes I made were: Added gravity and rocket acceleration variables Removed the previous actions and introduced only two choices for the model which is either to apply thrust or choose to not apply thrust. Fixed the returns from the step function so that it returns a numpy array that contains the rocket’s y coordinate and the rocket’s velocity Regenerated the AI generated code to include a crash animation The specific challenge with the modifications is that the input requirements are very specific and the manipulation of these inputs relies on complex functions. What are the next steps: I will use AI to debug my codes, specifically the errors associated with incorrect input and output dimensions and structures. I will also use it to debug my GUI screen. Once the model is working, I will change the acceleration to make it relative to time and introduce a time variable to reflect acceleration due to gravity."}, {"post_id": 791, "ts": "2026-06-02T13:44:15Z", "hours": 0.2506, "text": "I realised I made a mistake in my previous implementation of the DQN model. I forgot to inherit from the required pytorch module and I forgot to feed the state_size and action_size to the constructor method. To further evaluate and fix my code, I will be using an implementation from GeeksForGeeks to guide me while modifying some sections to suit my specific scenario."}, {"post_id": 724, "ts": "2026-06-02T09:51:06Z", "hours": 0.3075, "text": "I have implemented the neural network that will be used by the Deep Q Network model. As the task is not very complex, I decided to utilise 32 neurons. In the constructor method, I am essentially stating that one piece of data will be given to the 32 neurons (y coordinate) and I expect two q values to be outputted (as the rocket can only go up or down)."}, {"post_id": 588, "ts": "2026-06-02T02:37:39Z", "hours": 0.5361, "text": "Used Gemini to generate the GUI so that I can focus on the actual Deep Q Network After that I implemented a velocity variable that manipulates the rocket’s y coordinates Finally, I implemented a reset function and a step function which changes the velocity of the rocket based on the AI’s action and it also returns required data for training (Y coordinate, reward, Done, Truncated, Extra Info) To reduce the complexity of the problem, I am ignoring horizontal movement (x direction) and focusing only on the vertical movement while ignoring factors like air resistance."}]...
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Title: Rocket Landing DQN by @Rayed_Ahmed | Starda Title: Rocket Landing DQN by @Rayed_Ahmed | Stardance
Devlogs:
Used Gemini to generate the GUI so that I can focus on the actual Deep Q Network After that I implemented a velocity variable that manipulates the rocket’s y coordinates Finally, I implemented a reset function and a step function which changes the velocity of the rocket based on the AI’s action and it also returns required data for training (Y coordinate, reward, Done, Truncated, Extra Info) To reduce the complexity of the problem, I am ignoring horizontal movement (x direction) and focusing only on the vertical movement while ignoring factors like air resistance.
I have implemented the neural network that will be used by the Deep Q Network model. As the task is not very complex, I decided to utilise 32 neurons. In the constructor method, I am essentially stating that one piece of data will be given to the 32 neurons (y coordinate) and I expect two q values to be outputted (as the rocket can only go up or down).
I realised I made a mistake in my previous implementation of the DQN model. I forgot to inherit from the required pytorch module and I forgot to feed the state_size and action_size to the constructor method. To further evaluate and fix my code, I will be using an implementation from GeeksForGeeks to guide me while modifying some sections to suit my specific scenario.
I have completed the rest of the code which involved coding the training process and initialising the policy and target networks. A challenge I am facing now is modifying the code to suit my specific environment and updating the GUI to visually showcase the result of the AI’s choices. A few changes I made were: Added gravity and rocket acceleration variables Removed the previous actions and introduced only two choices for the model which is either to apply thrust or choose to not apply thrust. Fixed the returns from the step function so that it returns a numpy array that contains the rocket’s y coordinate and the rocket’s velocity Regenerated the AI generated code to include a crash animation The specific challenge with the modifications is that the input requirements are very specific and the manipulation of these inputs relies on complex functions. What are the next steps: I will use AI to debug my codes, specifically the errors associated with incorrect input and output dimensions and structures. I will also use it to debug my GUI screen. Once the model is working, I will change the acceleration to make it relative to time and introduce a time variable to reflect acceleration due to gravity.
Its clear the DQN model is having some issues. The reward fluctuates and never reaches positive which means the rocket never lands in any episode. To fix this I lowered the learning rate and decreased the penalty for crashing. I also fixed the GUI logic so that if the velocity is a low speed and the rocket’s y coordinate is the same as the ground then the rocket does not crash and lands. However, this issue persists and so I will now examine both the GUI and the AI logic to find the source of the error.
The DQN model can now successfully land the rocket after the latest debugging session. Fixed: IF statement conditions for rocket’s y coordinates and ground as I forgot that 0 is the sky so the rocket’s y coordinate must be greater than the ground and its velocity must be a safe speed for it to land successfully Terminated or truncated flag in step function for landing successfully was originally false which is incorrect as the algorithm must end since the goal has been achieved Order of IF statements for crashing and landing checking in the GUI loop was wrong as even if the rocket landed, it would continue to fulfill the conditions for a crash and so the check for the landing conditions must be placed before. Next steps: I am curious to see how the agent will manage landing the rocket if I introduce time dependent velocity as a result of acceleration due to gravity that changes as the simulation progresses.
I realised I had some logical errors in my step function which I have now fixed: Previously, the function checked whether the rocket landed, crashed or was in the air then it implemented changes to the rocket’s y coordinates via the velocity depending on the action taken This order of working is wrong and should have been reversed. The check for landing, crashing or flying should be implemented after the rocket’s y coordinates have been updated in accordance to the action taken. The AI has now overcome the problem, hence, I must increase the complexity. I have done this by introducing acceleration due to gravity and a fuel system that prevents the rocket from acceleration if it runs out of fuel. This forces the AI to think carefully about using its thrust rather than exploiting the previous infinite fuel. With this implementation, the rocket landing is much more realistic and smoother.
After an extensive debugging session, the project is now complete (this time for real). The main problem was the model was exploring too much. Even though it knew what to do, it was just refusing to use its knowledge so I made the epsilon decay faster so it switches to exploitation earlier. After this I had to find the sweet spot number of episodes to ensure consistency in its trials. This was found to be 3300 after observations based on trial and error. Unfortunately, since DQN is not very stable, there will be a difference in quality whenever you run the program. Some landings may be smooth, others may be…questionable. I had a lot of fun with this project and I encourage anyone that wants to get into reinforcement learning to check it out. There is no “interactive demo” since its a simulation. So check out the code on github and I will attack this video to the project page as well.
Ships:
I built and trained a Deep Q Network to land a rocket from free fall in an environment where velocity was constantly changing and limited amounts of fuel were available. It was really challenging to manipulate and sculpt the code so that it responded to this specific scenario and environment rather than what it was originally intended for. In addition to this, adjusting the parameters based on the output was a bit challenging, however, in the end I was able to find the best values for my parameters. I am proud that I was able to apply my own knowledge of reinforcement learning and modify advanced code to solve a specific problem. I have learnt a lot from my mistakes throughout the development process. An important thing to note is that it is normal if each run yields different results (smooth vs fidgety landings) as DQN is known to be unstable and this is a limitation of the model....
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My awesome macropad! by @AstroEmu | Stardance
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AstroEmu
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Title: My awesome macropad! by @AstroEmu | Stardan Title: My awesome macropad! by @AstroEmu | Stardance...
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My first slack bot! by @nikita_murugesan | Stardan My first slack bot! by @nikita_murugesan | Stardance...
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Title: My first slack bot! by @nikita_murugesan | Title: My first slack bot! by @nikita_murugesan | Stardance...
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Kopuz by @temidaradev | Stardance
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temidaradev
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T16:31:49Z", "hours": 29.0, "multiplier": 19.98, "payout": 572, "blessing": "neutral", "text": "Two parts of the player stop lying to you: Recently Added lists what you actually added, and shuffle and repeat go dark when you switch them off. Apple Music takes any storefront, and Kopuz is now EUPL-1.2. Highlights Recently Added means recently added. The row was the alphabetical album list read backwards, so it showed the tail of your alphabet forever. Albums now rank by when their music arrived, stamped per file from the filesystem while the library is scanned, and the library’s own date added sort reads the same stamp. Rescan once after upgrading to fill it in. Shuffle and repeat clear their highlight. Dioxus merges an inline style instead of replacing it, so the empty “off” style could never unset the accent color and the button stayed lit for the rest of the session, with only the tooltip telling the truth. Both toggles carry their state in the class attribute now. Apple Music takes any storefront. Pick one or type the country code yourself, validated before it saves. Apple serves far more regions than the shortlist, and the storefront API is gated behind a developer account. EUPL-1.2. Kopuz was MIT, and is now licensed under the European Union Public Licence 1.2. Fixes Unsynced albums asked Subsonic for the wrong cover and fell back to an uncached request, so covers came back soft, and the three dots menu opened in the wrong place. Brave’s newer packaging ships the browser as brave-origin , which cookie import could not find. Windows with an app-drawn titlebar resize from any edge or corner on Linux. Flathub and Google Play badges on the README.", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 2, "ts": "2026-08-24T14:51:45Z", "hours": 25.0, "multiplier": 17.59, "payout": 352, "blessing": "neutral", "text": "We released v0.16.0!!! Android is back and shippable, two new sources (Apple Music, Nextcloud), lyrics grew depth blur and instrumental breaks, and remote tracks start faster. The app identity finished its move to moe.kopuz.kopuz , so your data directory moves with it on macOS and Windows. Highlights Android builds again. arm64 APK on the releases page (API 24+), signed release job that fails a tagged build rather than shipping unsigned, F-Droid recipe, just android-release . Phone UI too: two line track rows, swipe gestures (up for fullscreen, left/right for next/prev), notification shuffle and repeat buttons, media permission flow, a keepalive waker so the player task keeps turning while hidden, WebView based YouTube deciphering, and an AMOLED theme (#634). Apple Music. Browser sign in, catalog and library browsing, favorites, playlists, downloads, word timed lyrics, per server storefront and language. Playback is hand rolled Widevine using a CDM borrowed from a browser you already have installed (never shipped with Kopuz); Android goes through MediaDrm . Streams decrypt progressively instead of pulling the whole file first (#455, closes #404). Nextcloud over WebDAV. App password auth. No music API there, so the library is read off the tree: folder is album, level above is artist. Listings carry no duration, so the scanner range requests the file head. Per server library folders with a PROPFIND picker and autodetect. Covers go embedded, then sidecar, then the preview endpoint. Use the Subsonic source if your instance runs the Music app (#629). Lyrics. Depth of field blur with a strength slider, synthesized instrumental breaks that fill left to right, the active line stays centered, changing songs no longer reads as a scroll, tab switches no longer desync, and a manual offset that auto fills from the backend’s reported output latency (#643, #647, #648). Remote tracks start faster. HTTP clients are pooled across tracks instead of one handshake per song, and the next 512 KiB window prefetches once reading passes the middle of the current one (#634). Radio uses the server’s analysis. OpenSubsonic sonicSimilarity (AudioMuse on Navidrome) when advertised, song seeded getSimilarSongs otherwise, seed at the head of the queue, and a 90s budget since cold metadata agent lookups were timing out silently (#647, 15615f36). Untrusted paths. Offline filenames are SHA-256 derived, extensions restricted, downloads staged before publication. Deletion only touches direct children of the offline cache or canonical files under a configured library root. Cancellation tombstones close the race where a worker finishing after a cancel re-registered the track (#650).", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 3, "ts": "2026-08-04T16:26:49Z", "hours": 10.0, "multiplier": 19.86, "payout": 207, "blessing": "neutral", "text": "v0.14.0 is here!!! Now we are using automated builds with github actions! This one is mostly playlists and looks. Radio can start from a whole playlist now, the settings screen got rebuilt (prefer using top bar view in settings menu rather than cd if you are a linux user), and Kopuz can follow your wallpaper’s colors live. Releases finally ship proper packages for all three desktops. Highlights Radio from playlists: Sources can now seed a mix from an entire playlist instead of one track. YouTube Music does it first, and the button shows up on the playlist grid and the playlist page wherever a source supports it. YouTube liked music is also listed as a playlist of its own, so it gets the same treatment (#591, #592, #593). Matugen and pywal, live: Pick Matugen / Pywal (live) in Settings > Appearance and Kopuz recolors itself about half a second after the palette is regenerated. No restart. pywal needs nothing configured, matugen needs a small template. (#572). Settings rebuilt: The page is split up properly and there are now two layouts to choose from, CD (default) and top bar (#588). Helium for Spotify: Helium joins Chrome, Edge, Brave, Chromium, Vivaldi and Safari as a Web Playback SDK host. It needs Widevine pointed at manually; the README has the config (#574). Track numbers from tags: Album lists use the real metadata track number when there is one, instead of just counting rows (#581). Search in favorites: The favorites list filters as you type, with a proper no-results state (#587). Real release packages: One workflow now builds AppImage, DEB and RPM for Linux, a DMG for macOS, and EXE and MSI for Windows, with checksums. (probably no space will left for macos but eh) Fixes Selection bar was unreadable on light accents like Ayu Dark and Mirage (#599). Long album titles pushed the entire song list off screen (#580). Dots menus were getting clipped inside scrolling containers (#586). Fullscreen forgot the active tab when you hid and unhid the tabs panel (#585).", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 4, "ts": "2026-07-24T21:24:05Z", "hours": 42.0, "multiplier": 19.65, "payout": 772, "blessing": "neutral", "text": "kopuz v0.12.0 is out. this one’s got some solid stuff. added isolated local music libraries so separate folders stay separate instead of all blending into one big pile. settings page got a full revision, it needed it. the cover art loading is a lot faster now since we defer cover indexing until after the metadata scan, so big libraries scan way quicker. also local artwork scales properly per view so no more blurry thumbnails. trickiest part was keeping the library scan from lagging everything, that’s sorted now. to test: point it at a couple different music folders and watch them stay isolated, covers should load smooth and settings should feel cleaner. (warning, parallelization: so uhh if you have a big lib, when you scroll in album page it will hurt your cpu a little because of the rendering but dont worry its a one time thing .d)", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 5, "ts": "2026-06-27T18:33:59Z", "hours": 33.0, "multiplier": 15.36, "payout": 403, "blessing": "neutral", "text": "I made kopuz music player with the maintainers!! I submitted this project last event too! It got waaay better than first time also i will ship everytime we publish new version from now on! This release is mostly cleanup and refactor work: a big code split across server, utils, sources, and the playback controller, native Windows cookie decryption for sign-in, assets baked into the binary, and a bunch of new translations. Highlights Native Windows cookie decryption. YouTube Music and SoundCloud sign-in now read browser cookies natively on Windows instead of going through the rookie crate (which is now off on Windows). Sign-in works without the third-party cookie reader. Assets are baked into the binary. CSS, fonts, and the favicon now ship inside the kopuz binary, so it doesn’t need any external files at runtime. Big refactor. Server and utils are split up, the source model, page runtimes, backend modules, and playback controller are all broken out, and audio init, playback parsing, and config views got reworked. Dependencies are deduplicated through a virtual manifest to get ready for publishing on crates.io. Features yt-music showcase refactor. Focus indicators on interactive elements that didn’t have them. Matroska audio content-types now map to the mka decode hint. CSS, fonts, and favicon embedded into the binary. Dropped panicky .unwrap() calls, added crate docs, and moved eprintln! over to tracing . Deduplicated shared deps via a virtual manifest to prep for publish. Added contributing guidelines. New locales: Dutch, Malayalam, Tamil, Filipino, and European Portuguese (pt-PT), plus an updated Indonesian one. Fixes ytdlp : give yt-dlp a valid stdin so downloads work on Windows. queue : don’t split the queue when shuffling. server : gate the rookie browser-cookie import to non-Windows. db : tolerate line-ending-only migration checksum differences. lyrics : drop negative cache TTL from 7 days to 1 day. styles : stop the console warnings from re-diffing the stylesheet.", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}]...
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[{"post_id": 68150, "ts": "202 [{"post_id": 68150, "ts": "2026-09-14T16:30:19Z", "hours": 9.9761, "text": "Eh i fixed some little bugs and reviewed prs, all these hours is just because i worked on daemon-frontend split i deployed the bugs fixed version for now, daemon is way harder than i expected thats why its taking sooooo long and too much effort. Fixed bugs are shuffle and repeat button werent updating their states but they now update .d"}, {"post_id": 60743, "ts": "2026-09-03T09:44:44Z", "hours": 10.7572, "text": "All right, so we got accepted to flathub and properly setted up our page, also now it releases on google play store properly too!!! I fixed some bugs and worked a lot for splitting daemon and frontend, hopefully it will be implemented soon. Lastly we switched to EUPL v1.2 license from MIT because i want to protect the daemon…"}, {"post_id": 54324, "ts": "2026-08-25T08:43:21Z", "hours": 8.6461, "text": "All right im in the middle of splitting the daemon from frontend, get ready for the holy kopuzd, we may release an official tui version too!!"}, {"post_id": 53815, "ts": "2026-08-24T14:49:03Z", "hours": 15.3031, "text": "I finally released android version again!! even its on google play store, also we did some improvements to the app. I started split daemon from the frontend, which will allow custom frontends soon, I dont have much photos to show and no long descrips because im too busy atm sorry .d we are mostly working on the backend currently."}, {"post_id": 49105, "ts": "2026-08-17T18:48:25Z", "hours": 10.1075, "text": "All right new log is here, so i was really busy with my job but i def worked on kopuz besides that. Firstly i added version and commit id to general settings, added progress stuff like in youtube progress bar to http streamed musics. Did a little bit of codebase cleanup, fixed a lot of RTL issues and now i splitted configs from db and now they are toml configable (hjem supported)."}, {"post_id": 40678, "ts": "2026-08-04T11:25:14Z", "hours": 3.0694, "text": "all right so i partially migrated CI/CD to self hosted ones because github actions SUCKS, also now Linux and Windows builds are made with github actions. Also added favorite, and 3 dots menu to fullscreen multimedia controller .d added search bar to favorites page, and i also made when listen from youtube music, discord presence will directly get the youtube music photo and doesnt fetch form musicbrainz, lastly some little bug fixes has made :3"}, {"post_id": 39386, "ts": "2026-08-02T10:23:53Z", "hours": 1.6589, "text": "I was so busy last 5 days for interview project but, good news i passed it! I wasnt able to develop kopuz at that time but its over, right after interview arc i redesigned the settings menu for better visibility and this is not the only option you can make it constant topbar but the default is cd selector so cope with it .d"}, {"post_id": 36306, "ts": "2026-07-28T10:21:27Z", "hours": 5.7181, "text": "so uhhh spotify integration is finally in master branch, people were just asking me when spotify when spotify and yeah its here, but for avoiding lawsuits i had to use public api which will give users some bad experience, but eh this can be used as “download your own music” propaganda, besides this i did some codebase cleanup and lil bug fixes"}, {"post_id": 34279, "ts": "2026-07-24T21:02:07Z", "hours": 7.8978, "text": "all right, so i was like super bored and randomly started add stuff, so uhh we now have isolated local music libraries, so like if you have 2 different folders which contains different kinds of music and you dont want to mix it with your main library, i had that issue so added this option, also people were complaining about settings menu so i made exactly how they wanted, also when i woke up this morning i saw a discussion opened in the repo which said, “kopuz individually takes images of flac files” which is true, i didnt expect anyone with 5k songs to use this app .d Anyways i fixed that issue and the app got faster (i was so stupid while i was enabling individual image scanning)."}, {"post_id": 32862, "ts": "2026-07-22T09:32:47Z", "hours": 8.7542, "text": "spotify support is postponed to v0.12.0, but uhh we got some solid stuff for v0.11.0 fullscreen got reworked, now with cover art backgrounds and a general cleanup pass added quick search so you can actually find your stuff fast custom UI font support, use whatever font you want redesigned the normal radio page radio-browser.info search, ICY now-playing metadata, and playlist resolution EQ now has 10 bands instead of the old setup auto-scroll pauses when you scroll manually, plus a sync button added Helium browser for browser sign-in app now checks if the media server is actually reachable instead of assuming it is added Swedish locale"}, {"post_id": 30196, "ts": "2026-07-17T16:06:51Z", "hours": 5.7239, "text": "I added spotify support with Public API, since this is a big app, im afraid of using the illegal way, so for using the spotify integration there MUST be a browser which has widevine capability… Is it annoying? yes. But is it working? yes."}, {"post_id": 28454, "ts": "2026-07-14T18:23:33Z", "hours": 8.9486, "text": "Okay so, firstly i added list view to album and artist menu, its kinda a cheat for better performance since the images are getting smaller, users always complain about bad performance on higher resolutions so its a step against it, also i added highly customazible sorting options because it was a pr back then and the author of that pr couldnt reach to his pc so i took over his task, also not MPRIS and darwin now playing integration supports seeking, lastly i started on TIDAL integration because vaxry requested it .d"}, {"post_id": 23726, "ts": "2026-07-06T20:51:28Z", "hours": 2.9472, "text": "Revised settings page for better understandability for users. Yeah so vaxry told me that settings menu sucks. So i made the components like this in the photo, easily understandable (idiotproofing)"}, {"post_id": 22262, "ts": "2026-07-04T17:15:09Z", "hours": 3.3267, "text": "I reinforced ListenBrainz scrobbling because vaxry reported that it sucks, so apperantly it was half my issue and half LB’s issue because BTS listeners migrated to libre.fm and listenbrainz from last.fm. So scrobbling was a bit wrong in my side, so fixed that. Also im waiting for a contributor to add offline scrobbling ability which will fully fix this issue since it will cache listening and when the LB server is awake again it will dump scrobbles… Ah also now playing was a bit broken so i fully fixed it too, now the app has great logs for scrobble stuff…"}, {"post_id": 20754, "ts": "2026-07-02T13:28:30Z", "hours": 4.5308, "text": "Added enhanced discord presence which now has the option to show the source of your music, also i added clear image cache and rescan buttons for easier image handling."}, {"post_id": 17070, "ts": "2026-06-27T18:31:27Z", "hours": 1.8081, "text": "fixed source selector part styling and with contributors we fixed login issue on windows, established ai policy, and a lot more!!"}, {"post_id": 15158, "ts": "2026-06-24T16:58:45Z", "hours": 4.4406, "text": "worked on adding librespot backend (kinda), since spotify isnt giving us any music or music data bytes we cant decode anything, so i made librespot to fetch the stuff in logged in profile and play via anon yt music backend with metadata matching, its still a pr but eh hopefully it will be good"}, {"post_id": 13216, "ts": "2026-06-21T17:24:11Z", "hours": 2.4389, "text": "better album view in yt music, fixed search for yt music, discover menu is now better, any album available can now viewable. Also we have migrated to sqlite from json so the app became waaay faster and now there is no seperation between local and server now everything is in one place."}, {"post_id": 12648, "ts": "2026-06-20T17:42:21Z", "hours": 0.8142, "text": "made last touches with the contributor and made it ready to release! hopefully first release in stardance will be v0.7.0, who knows kopuz may become stable in stardance…"}, {"post_id": 12101, "ts": "2026-06-19T19:09:14Z", "hours": 1.3692, "text": "fixed fullscreen view, it was really poor and multimedia controls were so bad, i took the audio control to top right corner so it looks like apple music now."}, {"post_id": 11511, "ts": "2026-06-18T20:02:54Z", "hours": 3.7036, "text": "i added mini player and tray implementation for users!!"}, {"post_id": 9168, "ts": "2026-06-15T11:15:59Z", "hours": 10.3256, "text": "I worked on adding spotify but failed, same for apple music too but at least i added soundcloud to kopuz!!! This music player will be the best music player ever created for every platform user!"}, {"post_id": 5936, "ts": "2026-06-09T22:34:46Z", "hours": 1.9461, "text": "local metadata viewer and editor added"}, {"post_id": 4334, "ts": "2026-06-07T16:45:21Z", "hours": 4.0619, "text": "we got youtube music support now!! with a lot of bug fixes"}, {"post_id": 942, "ts": "2026-06-02T18:20:14Z", "hours": 1.8019, "text": "Making kopuz better this time huh?"}]...
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Title: Kopuz by @temidaradev | Stardance
Devlogs: Title: Kopuz by @temidaradev | Stardance
Devlogs:
Making kopuz better this time huh?
we got youtube music support now!! with a lot of bug fixes
local metadata viewer and editor added
I worked on adding spotify but failed, same for apple music too but at least i added soundcloud to kopuz!!! This music player will be the best music player ever created for every platform user!
i added mini player and tray implementation for users!!
fixed fullscreen view, it was really poor and multimedia controls were so bad, i took the audio control to top right corner so it looks like apple music now.
made last touches with the contributor and made it ready to release! hopefully first release in stardance will be v0.7.0, who knows kopuz may become stable in stardance…
better album view in yt music, fixed search for yt music, discover menu is now better, any album available can now viewable. Also we have migrated to sqlite from json so the app became waaay faster and now there is no seperation between local and server now everything is in one place.
worked on adding librespot backend (kinda), since spotify isnt giving us any music or music data bytes we cant decode anything, so i made librespot to fetch the stuff in logged in profile and play via anon yt music backend with metadata matching, its still a pr but eh hopefully it will be good
fixed source selector part styling and with contributors we fixed login issue on windows, established ai policy, and a lot more!!
Added enhanced discord presence which now has the option to show the source of your music, also i added clear image cache and rescan buttons for easier image handling.
I reinforced ListenBrainz scrobbling because vaxry reported that it sucks, so apperantly it was half my issue and half LB’s issue because BTS listeners migrated to libre.fm and listenbrainz from last.fm. So scrobbling was a bit wrong in my side, so fixed that. Also im waiting for a contributor to add offline scrobbling ability which will fully fix this issue since it will cache listening and when the LB server is awake again it will dump scrobbles… Ah also now playing was a bit broken so i fully fixed it too, now the app has great logs for scrobble stuff…
Revised settings page for better understandability for users. Yeah so vaxry told me that settings menu sucks. So i made the components like this in the photo, easily understandable (idiotproofing)
Okay so, firstly i added list view to album and artist menu, its kinda a cheat for better performance since the images are getting smaller, users always complain about bad performance on higher resolutions so its a step against it, also i added highly customazible sorting options because it was a pr back then and the author of that pr couldnt reach to his pc so i took over his task, also not MPRIS and darwin now playing integration supports seeking, lastly i started on TIDAL integration because vaxry requested it .d
I added spotify support with Public API, since this is a big app, im afraid of using the illegal way, so for using the spotify integration there MUST be a browser which has widevine capability… Is it annoying? yes. But is it working? yes.
spotify support is postponed to v0.12.0, but uhh we got some solid stuff for v0.11.0 fullscreen got reworked, now with cover art backgrounds and a general cleanup pass added quick search so you can actually find your stuff fast custom UI font support, use whatever font you want redesigned the normal radio page radio-browser.info search, ICY now-playing metadata, and playlist resolution EQ now has 10 bands instead of the old setup auto-scroll pauses when you scroll manually, plus a sync button added Helium browser for browser sign-in app now checks if the media server is actually reachable instead of assuming it is added Swedish locale
all right, so i was like super bored and randomly started add stuff, so uhh we now have isolated local music libraries, so like if you have 2 different folders which contains different kinds of music and you dont want to mix it with your main library, i had that issue so added this option, also people were complaining about settings menu so i made exactly how they wanted, also when i woke up this morning i saw a discussion opened in the repo which said, “kopuz individually takes images of flac files” which is true, i didnt expect anyone with 5k songs to use this app .d Anyways i fixed that issue and the app got faster (i was so stupid while i was enabling individual image scanning).
so uhhh spotify integration is finally in master branch, people were just asking me when spotify when spotify and yeah its here, but for avoiding lawsuits i had to use public api which will give users some bad experience, but eh this can be used as “download your own music” propaganda, besides this i did some codebase cleanup and lil bug fixes
I was so busy last 5 days for interview project but, good news i passed it! I wasnt able to develop kopuz at that time but its over, right after interview arc i redesigned the settings menu for better visibility and this is not the only option you can make it constant topbar but the default is cd selector so cope with it .d
all right so i partially migrated CI/CD to self hosted ones because github actions SUCKS, also now Linux and Windows builds are made with github actions. Also added favorite, and 3 dots menu to fullscreen multimedia controller .d added search bar to favorites page, and i also made when listen from youtube music, discord presence will directly get the youtube music photo and doesnt fetch form musicbrainz, lastly some little bug fixes has made :3
All right new log is here, so i was really busy with my job but i def worked on kopuz besides that. Firstly i added version and commit id to general settings, added progress stuff like in youtube progress bar to http streamed musics. Did a little bit of codebase cleanup, fixed a lot of RTL issues and now i splitted configs from db and now they are toml configable (hjem supported).
I finally released android version again!! even its on google play store, also we did some improvements to the app. I started split daemon from the frontend, which will allow custom frontends soon, I dont have much photos to show and no long descrips because im too busy atm sorry .d we are mostly working on the backend currently.
All right im in the middle of splitting the daemon from frontend, get ready for the holy kopuzd, we may release an official tui version too!!
All right, so we got accepted to flathub and properly setted up our page, also now it releases on google play store properly too!!! I fixed some bugs and worked a lot for splitting daemon and frontend, hopefully it will be implemented soon. Lastly we switched to EUPL v1.2 license from MIT because i want to protect the daemon…
Eh i fixed some little bugs and reviewed prs, all these hours is just because i worked on daemon-frontend split i deployed the bugs fixed version for now, daemon is way harder than i expected thats why its taking sooooo long and too much effort. Fixed bugs are shuffle and repeat button werent updating their states but they now update .d
Ships:
I made kopuz music player with the maintainers!! I submitted this project last event too! It got waaay better than first time also i will ship everytime we publish new version from now on! This release is mostly cleanup and refactor work: a big code split across server, utils, sources, and the playback controller, native Windows cookie decryption for sign-in, assets baked into the binary, and a bunch of new translations. Highlights Native Windows cookie decryption. YouTube Music and SoundCloud sign-in now read browser cookies natively on Windows instead of going through the rookie crate (which is now off on Windows). Sign-in works without the third-party cookie reader. Assets are baked into the binary. CSS, fonts, and the favicon now ship inside the kopuz binary, so it doesn’t need any external files at runtime. Big refactor. Server and utils are split up, the source model, page runtimes, backend modules, and playback controller are all broken out, and audio init, playback parsing, and config views got reworked. Dependencies are deduplicated through a virtual manifest to get ready for publishing on crates.io. Features yt-music showcase refactor. Focus indicators on interactive elements that didn’t have them. Matroska audio content-types now map to the mka decode hint. CSS, fonts, and favicon embedded into the binary. Dropped panicky .unwrap() calls, added crate docs, and moved eprintln! over to tracing . Deduplicated shared deps via a virtual manifest to prep for publish. Added contributing guidelines. New locales: Dutch, Malayalam, Tamil, Filipino, and European Portuguese (pt-PT), plus an updated Indonesian one. Fixes ytdlp : give yt-dlp a valid stdin so downloads work on Windows. queue : don’t split the queue when shuffling. server : gate the rookie browser-cookie import to non-Windows. db : tolerate line-ending-only migration checksum differences. lyrics : drop negative cache TTL from 7 days to 1 day. styles : stop the console warnings from re-diffing the stylesheet.
kopuz v0.12.0 is out. this one’s got some solid stuff. added isolated local music libraries so separate folders stay separate instead of all blending into one big pile. settings page got a full revision, it needed it. the cover art loading is a lot faster now since we defer cover indexing until after the metadata scan, so big libraries scan way quicker. also local artwork scales properly per view so no more blurry thumbnails. trickiest part was keeping the library scan from lagging everything, that’s sorted now. to test: point it at a couple different music folders and watch them stay isolated, covers should load smooth and settings should feel cleaner. (warning, parallelization: so uhh if you have a big lib, when you scroll in album page it will hurt your cpu a little because of the rendering but dont worry its a one time thing .d)
v0.14.0 is here!!! Now we are using automated builds with github actions! This one is mostly playlists and looks. Radio can start from a whole playlist now, the settings screen got rebuilt (prefer using top bar view in settings menu rather than cd if you are a linux user), and Kopuz can follow your wallpaper’s colors live. Releases finally ship proper packages for all three desktops. Highlights Radio from playlists: Sources can now seed a mix from an entire playlist instead of one track. YouTube Music does it first, and the button shows up on the playlist grid and the playlist page wherever a source supports it. YouTube liked music is also listed as a playlist of its own, so it gets the same treatment (#591, #592, #593). Matugen and pywal, live: Pick Matugen / Pywal (live) in Settings > Appearance and Kopuz recolors itself about half a second after the palette is regenerated. No restart. pywal needs nothing configured, matugen needs a small template. (#572). Settings rebuilt: The page is split up properly and there are now two layouts to choose from, CD (default) and top bar (#588). Helium for Spotify: Helium joins Chrome, Edge, Brave, Chromium, Vivaldi and Safari as a Web Playback SDK host. It needs Widevine pointed at manually; the README has the config (#574). Track numbers from tags: Album lists use the real metadata track number when there is one, instead of just counting rows (#581). Search in favorites: The favorites list filters as you type, with a proper no-results state (#587). Real release packages: One workflow now builds AppImage, DEB and RPM for Linux, a DMG for macOS, and EXE and MSI for Windows, with checksums. (probably no space will left for macos but eh) Fixes Selection bar was unreadable on light accents like Ayu Dark and Mirage (#599). Long album titles pushed the entire song list off screen (#580). Dots menus were getting clipped inside scrolling containers (#586). Fullscreen forgot the active tab when you hid and unhid the tabs panel (#585).
We released v0.16.0!!! Android is back and shippable, two new sources (Apple Music, Nextcloud), lyrics grew depth blur and instrumental breaks, and remote tracks start faster. The app identity finished its move to moe.kopuz.kopuz , so your data directory moves with it on macOS and Windows. Highlights Android builds again. arm64 APK on the releases page (API 24+), signed release job that fails a tagged build rather than shipping unsigned, F-Droid recipe, just android-release . Phone UI too: two line track rows, swipe gestures (up for fullscreen, left/right for next/prev), notification shuffle and repeat buttons, media permission flow, a keepalive waker so the player task keeps turning while hidden, WebView based YouTube deciphering, and an AMOLED theme (#634). Apple Music. Browser sign in, catalog and library browsing, favorites, playlists, downloads, word timed lyrics, per server storefront and language. Playback is hand rolled Widevine using a CDM borrowed from a browser you already have installed (never shipped with Kopuz); Android goes through MediaDrm . Streams decrypt progressively instead of pulling the whole file first (#455, closes #404). Nextcloud over WebDAV. App password auth. No music API there, so the library is read off the tree: folder is album, level above is artist. Listings carry no duration, so the scanner range requests the file head. Per server library folders with a PROPFIND picker and autodetect. Covers go embedded, then sidecar, then the preview endpoint. Use the Subsonic source if your instance runs the Music app (#629). Lyrics. Depth of field blur with a strength slider, synthesized instrumental breaks that fill left to right, the active line stays centered, changing songs no longer reads as a scroll, tab switches no longer desync, and a manual offset that auto fills from the backend’s reported output latency (#643, #647, #648). Remote tracks start faster. HTTP clients are pooled across tracks instead of one handshake per song, and the next 512 KiB window prefetches once reading passes the middle of the current one (#634). Radio uses the server’s analysis. OpenSubsonic sonicSimilarity (AudioMuse on Navidrome) when advertised, song seeded getSimilarSongs otherwise, seed at the head of the queue, and a 90s budget since cold metadata agent lookups were timing out silently (#647, 15615f36). Untrusted paths. Offline filenames are SHA-256 derived, extensions restricted, downloads staged before publication. Deletion only touches direct children of the offline cache or canonical files under a configured library root. Cancellation tombstones close the race where a worker finishing after a cancel re-registered the track (#650).
Two parts of the player stop lying to you: Recently Added lists what you actually added, and shuffle and repeat go dark when you switch them off. Apple Music takes any storefront, and Kopuz is now EUPL-1.2. Highlights Recently Added means recently added. The row was the alphabetical album list read backwards, so it showed the tail of your alphabet forever. Albums now rank by when their music arrived, stamped per file from the filesystem while the library is scanned, and the library’s own date added sort reads the same stamp. Rescan once after upgrading to fill it in. Shuffle and repeat clear their highlight. Dioxus merges an inline style instead of replacing it, so the empty “off” style could never unset the accent color and the button stayed lit for the rest of the session, with only the tooltip telling the truth. Both toggles carry their state in the class attribute now. Apple Music takes any storefront. Pick one or type the country code yourself, validated before it saves. Apple serves far more regions than the shortlist, and the storefront API is gated behind a developer account. EUPL-1.2. Kopuz was MIT, and is now licensed under the European Union Public Licence 1.2. Fixes Unsynced albums asked Subsonic for the wrong cover and fell back to an uncached request, so covers came back soft, and the three dots menu opened in the wrong place. Brave’s newer packaging ships the browser as brave-origin , which cookie import could not find. Windows with an app-drawn titlebar resize from any edge or corner on Linux. Flathub and Google Play badges on the README....
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1793951559.9862065
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1794037959.9862065
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26835
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My very own WebOS by @zuhashan29 | Stardance
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zuhashan29
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0
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0.0
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0
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Title: My very own WebOS by @zuhashan29 | Stardanc Title: My very own WebOS by @zuhashan29 | Stardance...
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1793433158.486715
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1794037958.486715
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36898
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MANAGEMENT SYSTEM by @flicker_1311 | Stardance
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flicker_1311
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0
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0.67
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0
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[]
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[{"post_id": 31016, "ts": "202 [{"post_id": 31016, "ts": "2026-07-19T02:26:04Z", "hours": 0.6733, "text": "i just pushed my repo and now you can use and download it ! , its a public bank management system which takes the info about cases which are active/closed, what kind of case they are , when is the next hearing date , what jurisdiction they come under and whom all are involved in that case . Also the cases doesn’t really get deleted from the archived server because the info that a old case contains can help investigate a new case in the court , so this is a very unique thing i added , it solves a major problem of hard organisation of physical files and the time it takes to pull them out of those old dusty racks in the traditional courts, also improves the experience for judges to see their hearing dates , evidence info , case details and more on one single desktop which only needs a basic laptop , SINCE IT IS OPEN -SOURCE AND ONE OF MY FIRST PORJETS I WOULD REALLY APPRECIATE IF SOMEONE USES MY CODE, UPGRADE IT AND USE IT IN REAL-LIFE , thankyou for reading about my project , very warm regards and have a nice day ahead."}]...
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Title: MANAGEMENT SYSTEM by @flicker_1311 | Starda Title: MANAGEMENT SYSTEM by @flicker_1311 | Stardance
Devlogs:
i just pushed my repo and now you can use and download it ! , its a public bank management system which takes the info about cases which are active/closed, what kind of case they are , when is the next hearing date , what jurisdiction they come under and whom all are involved in that case . Also the cases doesn’t really get deleted from the archived server because the info that a old case contains can help investigate a new case in the court , so this is a very unique thing i added , it solves a major problem of hard organisation of physical files and the time it takes to pull them out of those old dusty racks in the traditional courts, also improves the experience for judges to see their hearing dates , evidence info , case details and more on one single desktop which only needs a basic laptop , SINCE IT IS OPEN -SOURCE AND ONE OF MY FIRST PORJETS I WOULD REALLY APPRECIATE IF SOMEONE USES MY CODE, UPGRADE IT AND USE IT IN REAL-LIFE , thankyou for reading about my project , very warm regards and have a nice day ahead....
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1793433156.295539
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1794037956.295539
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31884
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VoyagerOS by @aamosm | Stardance
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aamosm
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2
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5.87
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38
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T13:06:04Z", "hours": 2.0, "multiplier": 15.71, "payout": 38, "blessing": "neutral", "text": "VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. It includes a desktop environment, terminal, virtual filesystem, built-in applications and an alien registry, all designed to feel like software that could exist aboard a spacecraft. There is also so much lore to explore. The registry is powered by This Alien Does Not Exist, allowing 4.2 billion unique procedurally generated species to be browsed, searched and documented as part of the mission. Each entry is presented as if it were an official survey record created by Voyager-9. The long-term goal is to expand the registry into a collaborative database inspired by Hack Club’s Dinosaur project, users will be able to submit their own discovered species, building a shared archive that grows over time while staying grounded in the project’s universe. The 3 new features are - Paint App Alien Registry App Better themes Image Viewer", "repo": "https://github.com/aamosm/VoyagerOS", "demo": "https://aamosm.github.io/VoyagerOS/"}, {"ship_num": 2, "ts": "2026-07-10T20:04:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. • It features a desktop environment, terminal, virtual filesystem and built-in applications, all designed to feel like software that could exist aboard a spacecraft. • The long-term goal is to connect it with “This Alien Does Not Exist” (my other project), allowing VoyagerOS to act as an in-universe registry where procedurally generated alien species can be searched and documented. • The project is still evolving, with future work focused on expanding the operating system, adding more onboard software and making the environment feel even more believable. I wanna add a feature in WebOS 2 for people to registry their own OS they same way Hackclub registers Orpheus in their dinosaur repository. These will be shown alongside the Procedurally generated aliens. • You can use ls -r to search up basically anything and It uses the Internet archive to deliver a proper formatted embed within.", "repo": "https://github.com/aamosm/VoyagerOS", "demo": "https://aamosm.github.io/VoyagerOS/"}]...
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[{"post_id": 28108, "ts": "202 [{"post_id": 28108, "ts": "2026-07-14T05:21:22Z", "hours": 0.8675, "text": "VoyagerOS - Devlog 7 Alien Registry The Alien Registry is finally here. VoyagerOS can now browse user-submitted species as if they were discoveries made by Voyager-9. Alongside the 4 billion procedurally generated species from This Alien Does Not Exist , anyone can now contribute their own interpretations to the registry. Try it yourself I want to start building a community registry. Visit the VoyagerOS repository. Draw your alien in the WebOs Follow the README Open a pull request. I’d love to see how different people imagine the same species and watch the registry grow over time, and try to forgive my bad drawing. Guide for submitting your .alr : https://github.com/aamosm/VoyagerOS/blob/main/alr/README.md Project README: https://github.com/aamosm/VoyagerOS/blob/main/README.md"}, {"post_id": 27661, "ts": "2026-07-13T13:00:22Z", "hours": 1.535, "text": "VoyagerOS - Devlog 6 Alien registry The biggest addition in this update is the Alien Registry. VoyagerOS can now browse, search and view procedurally generated alien species from This Alien Does Not Exist as if they were real discoveries stored aboard Voyager-9. Each entry includes its own observations, classification and registry information while remaining tied to its original seed. The Paint app also allows exporting a custom file (basically a zip with a diff extension) as custom Aliens. I want them to be able to be uploaded to the repo and work like the dinosaur repo of hackclub. Bringing the projects together This is the first step towards connecting the two projects into the same universe. Instead of existing separately, VoyagerOS now has a purpose beyond being an operating system. It acts as the place where alien records can be documented, searched and explored. Also made themes better. Next The registry is only the beginning. The next step is expanding it with better search, filtering, observations and more tools for exploring discovered species. also allowing user inputted aliens alongside the already 4.something billion ones."}, {"post_id": 27140, "ts": "2026-07-12T12:57:56Z", "hours": 0.8933, "text": "VoyagerOS - Devlog 4 Building the world This update focused on making VoyagerOS feel like it has a history instead of just an interface. I introduced the Compact, a shared registry that keeps track of delegates, records, archived documents and historical events. Rather than placing lore in random text files, everything now lives inside the virtual filesystem and can be explored through normal terminal commands. Dynamic files One problem I ran into was keeping certain files up to date. Things like registry records and submission logs shouldn’t be static, so I changed the file viewer and terminal to generate them when they’re opened. Commands like read , grep , stat and the file viewer all use the same underlying data, keeping everything consistent regardless of how it’s accessed. New system commands The shell also gained a few new commands including whois , delegates , charter , access and submit . Instead of being standalone features, they’re connected directly to the registry and filesystem, making the terminal feel more like a real administration tool rather than just a command prompt. One thing I’ve noticed while building VoyagerOS is that adding content is becoming just as important as adding features. The very next thing I want to do is add my project “This Alien Does Not Exist” which has procedurally generated aliens, to make a registry. It could be like, aliens recorded till now."}, {"post_id": 26160, "ts": "2026-07-10T19:55:44Z", "hours": 0.4164, "text": "VoyagerOS - Devlog 3 Improving the desktop This update was mostly about making VoyagerOS feel less like a collection of windows and more like a real desktop. I expanded the virtual filesystem with proper file operations and added more shell commands like find , grep , stat , df and man . The manual was also rewritten to make the terminal easier to use. Desktop workflow The desktop gained right-click context menus, a system monitor and better file management. Dragging windows and icons also needed a rewrite. The old mouse-based system became unreliable, so I switched it over to Pointer Events, which made dragging much smoother and fixed several issues. Desktop icon positions are now saved using LocalStorage, so the workspace stays the way you left it. Small improvements There were a lot of smaller changes too: Better mobile support using 100dvh File properties and rename improvements Cleaner terminal output Improved process information General UI polish Next The desktop is now in a much better place. Next I’ll be expanding the ship software itself, adding more applications and filling the filesystem with logs, manuals and mission data."}, {"post_id": 26034, "ts": "2026-07-10T16:45:58Z", "hours": 1.3658, "text": "VoyagerOS - Devlog 2 Desktop environment VoyagerOS is no longer just a terminal. The interface now boots into a desktop environment with draggable windows, a taskbar and a cleaner workspace. Multiple applications can stay open at the same time, making the OS feel much closer to a real operating system. Applications Several built-in applications have been added to the system. These include a file explorer, settings panel, media viewer and a simple browser for navigating mounted data. They all share the same window manager and integrate with the rest of the desktop instead of acting as separate pages. File system The file explorer now uses a virtual filesystem instead of static content. Directories can be browsed through the desktop interface, giving VoyagerOS a proper file hierarchy to build future features on. Interface improvements A lot of the interface was cleaned up during this update. The desktop now has a proper wallpaper, improved window styling, better spacing and a more consistent visual style across the operating system. Small changes like these make the whole environment feel much more cohesive. Observations Moving from a terminal-only interface to a desktop introduced a lot of state management problems. Keeping track of active windows, focus order and application state ended up being much more involved than expected, but it also made the rest of the system easier to expand in the future. Next The desktop is now in place. The next step is adding more applications, expanding the filesystem and continuing to make VoyagerOS feel like software that could actually exist aboard Voyager-9 and fixing drag of icons."}, {"post_id": 25933, "ts": "2026-07-10T13:07:46Z", "hours": 1.4139, "text": "VoyagerOS - Devlog 1 The idea VoyagerOS is an experiment to see how far a browser could be pushed to feel like a real operating system. The goal isn’t to make another futuristic UI. I wanted it to feel like software that actually belonged on a deep-space probe. Everything is built around a terminal interface where the user interacts with the system through commands instead of buttons and menus. Building the foundation The project is built entirely with HTML, CSS and JavaScript. The first milestone was getting the boot sequence and terminal working. The boot process now transitions into a persistent shell with command history, input parsing and a window manager capable of handling multiple processes at once. The interface is still simple, but the focus has been on making it feel consistent rather than flashy. Internet Archive integration One of the main ideas behind VoyagerOS is that it can mount real data from outside the system. The first approach was embedding the Internet Archive directly, but it quickly became obvious that it broke the illusion. Logos, navigation bars and the surrounding website made it feel like a browser instead of an operating system. I scrapped that approach and rebuilt it around the Internet Archive Metadata API instead. Instead of displaying web pages, VoyagerOS now requests metadata, lets the user choose what to mount, and renders the data inside its own interface. Everything stays inside the OS instead of sending the user to another website. Current state At the moment VoyagerOS has: A boot sequence A persistent terminal Command history and parsing A native window manager Internet Archive integration through the Metadata API Dynamic mounting of external data inside the operating system Next The next step is expanding the shell itself. I want to add more system commands, improve the filesystem, introduce more ship subsystems and continue making the environment feel like a real operating system rather than just a terminal running in a browser."}]...
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Title: VoyagerOS by @aamosm | Stardance
Devlogs:
Title: VoyagerOS by @aamosm | Stardance
Devlogs:
VoyagerOS - Devlog 1 The idea VoyagerOS is an experiment to see how far a browser could be pushed to feel like a real operating system. The goal isn’t to make another futuristic UI. I wanted it to feel like software that actually belonged on a deep-space probe. Everything is built around a terminal interface where the user interacts with the system through commands instead of buttons and menus. Building the foundation The project is built entirely with HTML, CSS and JavaScript. The first milestone was getting the boot sequence and terminal working. The boot process now transitions into a persistent shell with command history, input parsing and a window manager capable of handling multiple processes at once. The interface is still simple, but the focus has been on making it feel consistent rather than flashy. Internet Archive integration One of the main ideas behind VoyagerOS is that it can mount real data from outside the system. The first approach was embedding the Internet Archive directly, but it quickly became obvious that it broke the illusion. Logos, navigation bars and the surrounding website made it feel like a browser instead of an operating system. I scrapped that approach and rebuilt it around the Internet Archive Metadata API instead. Instead of displaying web pages, VoyagerOS now requests metadata, lets the user choose what to mount, and renders the data inside its own interface. Everything stays inside the OS instead of sending the user to another website. Current state At the moment VoyagerOS has: A boot sequence A persistent terminal Command history and parsing A native window manager Internet Archive integration through the Metadata API Dynamic mounting of external data inside the operating system Next The next step is expanding the shell itself. I want to add more system commands, improve the filesystem, introduce more ship subsystems and continue making the environment feel like a real operating system rather than just a terminal running in a browser.
VoyagerOS - Devlog 2 Desktop environment VoyagerOS is no longer just a terminal. The interface now boots into a desktop environment with draggable windows, a taskbar and a cleaner workspace. Multiple applications can stay open at the same time, making the OS feel much closer to a real operating system. Applications Several built-in applications have been added to the system. These include a file explorer, settings panel, media viewer and a simple browser for navigating mounted data. They all share the same window manager and integrate with the rest of the desktop instead of acting as separate pages. File system The file explorer now uses a virtual filesystem instead of static content. Directories can be browsed through the desktop interface, giving VoyagerOS a proper file hierarchy to build future features on. Interface improvements A lot of the interface was cleaned up during this update. The desktop now has a proper wallpaper, improved window styling, better spacing and a more consistent visual style across the operating system. Small changes like these make the whole environment feel much more cohesive. Observations Moving from a terminal-only interface to a desktop introduced a lot of state management problems. Keeping track of active windows, focus order and application state ended up being much more involved than expected, but it also made the rest of the system easier to expand in the future. Next The desktop is now in place. The next step is adding more applications, expanding the filesystem and continuing to make VoyagerOS feel like software that could actually exist aboard Voyager-9 and fixing drag of icons.
VoyagerOS - Devlog 3 Improving the desktop This update was mostly about making VoyagerOS feel less like a collection of windows and more like a real desktop. I expanded the virtual filesystem with proper file operations and added more shell commands like find , grep , stat , df and man . The manual was also rewritten to make the terminal easier to use. Desktop workflow The desktop gained right-click context menus, a system monitor and better file management. Dragging windows and icons also needed a rewrite. The old mouse-based system became unreliable, so I switched it over to Pointer Events, which made dragging much smoother and fixed several issues. Desktop icon positions are now saved using LocalStorage, so the workspace stays the way you left it. Small improvements There were a lot of smaller changes too: Better mobile support using 100dvh File properties and rename improvements Cleaner terminal output Improved process information General UI polish Next The desktop is now in a much better place. Next I’ll be expanding the ship software itself, adding more applications and filling the filesystem with logs, manuals and mission data.
VoyagerOS - Devlog 4 Building the world This update focused on making VoyagerOS feel like it has a history instead of just an interface. I introduced the Compact, a shared registry that keeps track of delegates, records, archived documents and historical events. Rather than placing lore in random text files, everything now lives inside the virtual filesystem and can be explored through normal terminal commands. Dynamic files One problem I ran into was keeping certain files up to date. Things like registry records and submission logs shouldn’t be static, so I changed the file viewer and terminal to generate them when they’re opened. Commands like read , grep , stat and the file viewer all use the same underlying data, keeping everything consistent regardless of how it’s accessed. New system commands The shell also gained a few new commands including whois , delegates , charter , access and submit . Instead of being standalone features, they’re connected directly to the registry and filesystem, making the terminal feel more like a real administration tool rather than just a command prompt. One thing I’ve noticed while building VoyagerOS is that adding content is becoming just as important as adding features. The very next thing I want to do is add my project “This Alien Does Not Exist” which has procedurally generated aliens, to make a registry. It could be like, aliens recorded till now.
VoyagerOS - Devlog 6 Alien registry The biggest addition in this update is the Alien Registry. VoyagerOS can now browse, search and view procedurally generated alien species from This Alien Does Not Exist as if they were real discoveries stored aboard Voyager-9. Each entry includes its own observations, classification and registry information while remaining tied to its original seed. The Paint app also allows exporting a custom file (basically a zip with a diff extension) as custom Aliens. I want them to be able to be uploaded to the repo and work like the dinosaur repo of hackclub. Bringing the projects together This is the first step towards connecting the two projects into the same universe. Instead of existing separately, VoyagerOS now has a purpose beyond being an operating system. It acts as the place where alien records can be documented, searched and explored. Also made themes better. Next The registry is only the beginning. The next step is expanding it with better search, filtering, observations and more tools for exploring discovered species. also allowing user inputted aliens alongside the already 4.something billion ones.
VoyagerOS - Devlog 7 Alien Registry The Alien Registry is finally here. VoyagerOS can now browse user-submitted species as if they were discoveries made by Voyager-9. Alongside the 4 billion procedurally generated species from This Alien Does Not Exist , anyone can now contribute their own interpretations to the registry. Try it yourself I want to start building a community registry. Visit the VoyagerOS repository. Draw your alien in the WebOs Follow the README Open a pull request. I’d love to see how different people imagine the same species and watch the registry grow over time, and try to forgive my bad drawing. Guide for submitting your .alr : https://github.com/aamosm/VoyagerOS/blob/main/alr/README.md Project README: https://github.com/aamosm/VoyagerOS/blob/main/README.md
Ships:
VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. • It features a desktop environment, terminal, virtual filesystem and built-in applications, all designed to feel like software that could exist aboard a spacecraft. • The long-term goal is to connect it with “This Alien Does Not Exist” (my other project), allowing VoyagerOS to act as an in-universe registry where procedurally generated alien species can be searched and documented. • The project is still evolving, with future work focused on expanding the operating system, adding more onboard software and making the environment feel even more believable. I wanna add a feature in WebOS 2 for people to registry their own OS they same way Hackclub registers Orpheus in their dinosaur repository. These will be shown alongside the Procedurally generated aliens. • You can use ls -r to search up basically anything and It uses the Internet archive to deliver a proper formatted embed within.
VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. It includes a desktop environment, terminal, virtual filesystem, built-in applications and an alien registry, all designed to feel like software that could exist aboard a spacecraft. There is also so much lore to explore. The registry is powered by This Alien Does Not Exist, allowing 4.2 billion unique procedurally generated species to be browsed, searched and documented as part of the mission. Each entry is presented as if it were an official survey record created by Voyager-9. The long-term goal is to expand the registry into a collaborative database inspired by Hack Club’s Dinosaur project, users will be able to submit their own discovered species, building a shared archive that grows over time while staying grounded in the project’s universe. The 3 new features are - Paint App Alien Registry App Better themes Image Viewer...
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1793951555.6301248
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1794037955.6301248
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20958
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Mini Ai offline rasberrycomputer by @MAME | Starda Mini Ai offline rasberrycomputer by @MAME | Stardance...
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MAME
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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: Mini Ai offline rasberrycomputer by @MAME | Title: Mini Ai offline rasberrycomputer by @MAME | Stardance...
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1793433155.4070046
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1794037955.4070046
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25702
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My very own WebOS by @natyogs | Stardance
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natyogs
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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 very own WebOS by @natyogs | Stardance
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1793433154.520294
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1794037954.520294
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7579
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My awesome macropad! by @dopey | Stardance
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dopey
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @dopey | Stardance
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1793433153.6054165
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1794037953.6054165
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11315
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Chip Factory by @heitordecarvalhopessoa | Stardanc Chip Factory by @heitordecarvalhopessoa | Stardance...
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heitordecarvalhopessoa
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1
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22.45
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-26T20:42:20Z", "hours": 20.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THE FINAL VERSION IS HERE", "repo": "https://github.com/heitordecarvalhopessoa-debug/Chip-Factory", "demo": "https://heitordecarvalhopessoa-debug.github.io/Chip-Factory/"}]...
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[{"post_id": 17697, "ts": "202 [{"post_id": 17697, "ts": "2026-06-28T16:42:41Z", "hours": 2.4536, "text": "New hud, just this"}, {"post_id": 10313, "ts": "2026-06-16T23:39:43Z", "hours": 4.6467, "text": "New version 7 New chips: 1 Bridge 2 Analytics Bug Fixeds Prices changes New shop category (Neutral)"}, {"post_id": 8215, "ts": "2026-06-13T17:40:48Z", "hours": 3.68, "text": "New version 6 Animations Laboratory (level 5) 1 (NEW) Vault 2 Processor 3 Nexus Hud changes Bugs Fixed Shop Changes"}, {"post_id": 7150, "ts": "2026-06-11T22:49:28Z", "hours": 2.3283, "text": "New version 5 New prestige system Tutorial Mini Hud Changes Bugs Fixed"}, {"post_id": 6509, "ts": "2026-06-10T22:46:24Z", "hours": 1.4286, "text": "New version 4 New chips: 1 - Market 2 - Nexus 3 - Autosell Bugs Fixed Ctrl and Shift are shortcuts."}, {"post_id": 5241, "ts": "2026-06-08T23:02:28Z", "hours": 1.8894, "text": "New version 3 New chip (Processor) New data storage system Bugs Fixed Hud Changed"}, {"post_id": 4566, "ts": "2026-06-07T22:14:12Z", "hours": 1.5711, "text": "New version 2 New chip textures New chip (Battery) Overclock and miner changes"}, {"post_id": 4348, "ts": "2026-06-07T17:06:39Z", "hours": 4.4169, "text": "ChipFactory Version 1"}]...
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Title: Chip Factory by @heitordecarvalhopessoa | S Title: Chip Factory by @heitordecarvalhopessoa | Stardance
Devlogs:
ChipFactory Version 1
New version 2 New chip textures New chip (Battery) Overclock and miner changes
New version 3 New chip (Processor) New data storage system Bugs Fixed Hud Changed
New version 4 New chips: 1 - Market 2 - Nexus 3 - Autosell Bugs Fixed Ctrl and Shift are shortcuts.
New version 5 New prestige system Tutorial Mini Hud Changes Bugs Fixed
New version 6 Animations Laboratory (level 5) 1 (NEW) Vault 2 Processor 3 Nexus Hud changes Bugs Fixed Shop Changes
New version 7 New chips: 1 Bridge 2 Analytics Bug Fixeds Prices changes New shop category (Neutral)
New hud, just this
Ships:
THE FINAL VERSION IS HERE...
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1793951553.5285652
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1794037953.5285652
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22078
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Diffy Swerve Module by @runthebot | Stardance
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runthebot
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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": 56123, "ts": "202 [{"post_id": 56123, "ts": "2026-05-20T00:00:00Z", "hours": 2.0, "text": "This one came to life and the packaging was okay. It was based on 4 cylyders and it worked. Took me another 2 ish hours 😭. I then added mounting onto the main plate and it was “done”. It’s fat… really fat… bigger than the MK4’s because of my choice of motor, the Neo 550, spins at 11000 RPM and needs a lot of reduction."}]...
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Title: Diffy Swerve Module by @runthebot | Stardan Title: Diffy Swerve Module by @runthebot | Stardance
Devlogs:
This one came to life and the packaging was okay. It was based on 4 cylyders and it worked. Took me another 2 ish hours 😭. I then added mounting onto the main plate and it was “done”. It’s fat… really fat… bigger than the MK4’s because of my choice of motor, the Neo 550, spins at 11000 RPM and needs a lot of reduction....
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1793433152.7059672
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1794037952.7059672
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11256
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My first slack bot! by @s_oconnell | Stardance
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s_oconnell
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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 @s_oconnell | Starda Title: My first slack bot! by @s_oconnell | Stardance...
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1793433151.8133543
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1794037951.8133543
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49809
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Pulse by @nithilan_murugesan64949 | Stardance
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nithilan_murugesan64949
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1
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28.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T00:56:18Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an app for deaf and hearing impaired people. I was inspired to build this after seeing relatives suffering form problems. Honestly, there were a lot of challenges in coding it to get accuracy, and even more problems with getting it published on the App store with very long wait times. I am proud of how it turned out and the fact that the app is out on the app store! This may heat up your phone but the idea is to give people that are deaf a sense of safety and warnings so the tradeoff would be worth it for them(Still working on bringing in a lighter classification model). Although people may have security concerns, it is as safe as the iphone itself because of how Apple treats apps and allows them to access tools like the microphone. This is only for Apple products for now, but I am working on an android. for android users you can try this website: https://pulse-web-sandy.vercel.app/", "repo": "https://github.com/Aweswomedude1234/Pulse", "demo": "https://apps.apple.com/us/app/pulse-for-sound-awareness/id6804911097"}]...
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[{"post_id": 83994, "ts": "202 [{"post_id": 83994, "ts": "2026-10-29T00:49:12Z", "hours": 3.2989, "text": "My app has been approved! After a long wait and quite a few rejections, my app was finally approved and put on the app store. It’s available for IOS, WatchOS, and IpadOS. However, MacOS and Iphone Duo are still being built. Overall, I am happy with how the app turned out, and although I will need to release versions fixing some recent bugs I found, any feedback on the app would be well appreciated!"}, {"post_id": 79196, "ts": "2026-10-12T23:53:48Z", "hours": 3.97, "text": "After taking a deeper dive into all of the Portal I found out the main reason for rejection was asking for microphone permission. Where you aren’t allowed to ask in a certain way and needed to allow people to use the app without the feature. I was able to fix and resubmit that, as well as go through the rest of the app and test some sound classifications I newly added."}, {"post_id": 61853, "ts": "2026-09-04T23:46:52Z", "hours": 1.5819, "text": "The app got rejected from the app store, which means the testflight link I initially had doesn’t work. There wasn’t any specific feedback on why it was rejected, as I was only given a generic template message. Either way there were some features I thought of adding after submitting which I plan to add before submitting. I am working on a camera feature to help with sound detection, and am currently creating more sound classifications for better accuracy and lower misclassification. I’m also working on builds for Ipads, macs and even apple watches."}, {"post_id": 54820, "ts": "2026-08-25T23:33:47Z", "hours": 7.3258, "text": "Currently the app is bug free and available to use. There was a bunch of challenges where I had to go thorugh every single dropdown, menu and page in settings to see if everything was visible because of a problem in dark mdoe. Then I had to go in and check and test the logic for optimization and preferences in settings because they were so minimal changes in performance you couldn’t tell. There were bugs in the power modes to fix, then I found a problem in the logic of the sound map that made it biased to one side. I would appreciate if anyone has any feedback after trying the app: https://testflight.apple.com/join/gX2eUxBh"}, {"post_id": 48425, "ts": "2026-08-16T19:27:26Z", "hours": 0.5847, "text": "Fixed a problem in Dark Mode where text is not visible. This app is almost done, is mostly functional."}, {"post_id": 48336, "ts": "2026-08-16T17:26:16Z", "hours": 11.1569, "text": "The IOS App currently runs without errors. The app can properly give a decibal count and identify most noises. The transcription is still not as accurate, and sometimes doesn’t detect anything. Knocking and barking is the largest false alarm."}]...
|
Title: Pulse by @nithilan_murugesan64949 | Stardan Title: Pulse by @nithilan_murugesan64949 | Stardance
Devlogs:
The IOS App currently runs without errors. The app can properly give a decibal count and identify most noises. The transcription is still not as accurate, and sometimes doesn’t detect anything. Knocking and barking is the largest false alarm.
Fixed a problem in Dark Mode where text is not visible. This app is almost done, is mostly functional.
Currently the app is bug free and available to use. There was a bunch of challenges where I had to go thorugh every single dropdown, menu and page in settings to see if everything was visible because of a problem in dark mdoe. Then I had to go in and check and test the logic for optimization and preferences in settings because they were so minimal changes in performance you couldn’t tell. There were bugs in the power modes to fix, then I found a problem in the logic of the sound map that made it biased to one side. I would appreciate if anyone has any feedback after trying the app: https://testflight.apple.com/join/gX2eUxBh
The app got rejected from the app store, which means the testflight link I initially had doesn’t work. There wasn’t any specific feedback on why it was rejected, as I was only given a generic template message. Either way there were some features I thought of adding after submitting which I plan to add before submitting. I am working on a camera feature to help with sound detection, and am currently creating more sound classifications for better accuracy and lower misclassification. I’m also working on builds for Ipads, macs and even apple watches.
After taking a deeper dive into all of the Portal I found out the main reason for rejection was asking for microphone permission. Where you aren’t allowed to ask in a certain way and needed to allow people to use the app without the feature. I was able to fix and resubmit that, as well as go through the rest of the app and test some sound classifications I newly added.
My app has been approved! After a long wait and quite a few rejections, my app was finally approved and put on the app store. It’s available for IOS, WatchOS, and IpadOS. However, MacOS and Iphone Duo are still being built. Overall, I am happy with how the app turned out, and although I will need to release versions fixing some recent bugs I found, any feedback on the app would be well appreciated!
Ships:
This is an app for deaf and hearing impaired people. I was inspired to build this after seeing relatives suffering form problems. Honestly, there were a lot of challenges in coding it to get accuracy, and even more problems with getting it published on the App store with very long wait times. I am proud of how it turned out and the fact that the app is out on the app store! This may heat up your phone but the idea is to give people that are deaf a sense of safety and warnings so the tradeoff would be worth it for them(Still working on bringing in a lighter classification model). Although people may have security concerns, it is as safe as the iphone itself because of how Apple treats apps and allows them to access tools like the microphone. This is only for Apple products for now, but I am working on an android. for android users you can try this website: https://pulse-web-sandy.vercel.app/...
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1793951551.451422
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1794037951.451422
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4822
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My awesome macropad! by @sprague_maxwell | Stardan My awesome macropad! by @sprague_maxwell | Stardance...
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sprague_maxwell
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sprague_maxwell | Title: My awesome macropad! by @sprague_maxwell | Stardance...
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1793433150.896864
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1794037950.896864
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22239
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My awesome macropad! by @Lakshendra | Stardance
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Lakshendra
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Lakshendra | Stard Title: My awesome macropad! by @Lakshendra | Stardance...
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1793433148.7312138
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1794037948.7312138
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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"}]...
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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....
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1793951548.029409
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1794037948.029409
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16938
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My very own WebOS by @katherine_yx_chen | Stardanc My very own WebOS by @katherine_yx_chen | Stardance...
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katherine_yx_chen
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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 very own WebOS by @katherine_yx_chen | S Title: My very own WebOS by @katherine_yx_chen | Stardance...
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1793433147.7940216
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1794037947.7940216
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38300
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My very own WebOS by @realfyzzery | Stardance
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realfyzzery
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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 very own WebOS by @realfyzzery | Stardan Title: My very own WebOS by @realfyzzery | Stardance...
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1793433146.9153364
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1794037946.9153364
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25655
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The Daily Fork by @Avid | Stardance
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Avid
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0
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12.06
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0
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[]
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[{"post_id": 28310, "ts": "202 [{"post_id": 28310, "ts": "2026-07-14T14:13:32Z", "hours": 12.0631, "text": "I am working on the healthcare website for the nutritionists"}]...
|
Title: The Daily Fork by @Avid | Stardance
Devlog Title: The Daily Fork by @Avid | Stardance
Devlogs:
I am working on the healthcare website for the nutritionists...
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1793433145.9850953
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1794037945.9850953
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1022
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JARVIS by @aarav_ | Stardance
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aarav_
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1
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0.0
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0
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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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1793951545.459882
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1794037945.459882
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28076
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astrocopilot's ai feature by @Shadowx0010 | St astrocopilot's ai feature by @Shadowx0010 | Stardance...
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Shadowx0010
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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: astrocopilot's ai feature by @Shadowx00 Title: astrocopilot's ai feature by @Shadowx0010 | Stardance...
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1793433145.0904078
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1794037945.0904078
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37498
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My very own WebOS by @pcb | Stardance
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pcb
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1
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14.67
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T09:50:16Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an os called ‘TuffOS’. One of the biggest challenges was probably that the ids of my things were different, i would name a calculatorclose while my code was looking for calcclose, also as the project got bigger it become more difficult to remember where to place code. Im proud of how it turned out overall. at first it looked pretty bad, but after a few hours it looks better and im happy with how it looks and functions now. Testing TuffOS is pretty easy, click an app to open it. To close an app, click the red button, to minimise an app click the yellow button, and click the green button to make it fullscreen ( or kinda fullscreen)", "repo": "https://github.com/watchtheads/webos", "demo": "https://watchtheads.github.io/webos/"}]...
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[{"post_id": 38778, "ts": "202 [{"post_id": 38778, "ts": "2026-08-01T10:44:12Z", "hours": 3.7658, "text": "changed the icons and took the apps off the desktop, added a sleep, shutdown, restart, lock screen, a wifi thing, a files and bin folder. Also there is a setup screen and a migration assistant but it doesnt really do anything rn ima gonna make it do something later."}, {"post_id": 35122, "ts": "2026-07-26T11:09:35Z", "hours": 0.3222, "text": "i didnt really add anything but im gonna add a shutdown, sleep, restart button make the settings look better and add more stuff to it, and maybe a setup screen at the very start with a username, password, select a wifi( just like a random wifi like idk 67net-5g), a migration assisant where you can upload your saved data( on the site there will be a thing to export ur data) light or dark mode, maybe a login there where you can login with your email to also store your stuff ( prob not cause im not bothered to and i dont wanna give like 0.015 cents for r2 bucket. And thats all i can think of at the top of my head"}, {"post_id": 34959, "ts": "2026-07-26T02:39:45Z", "hours": 2.3811, "text": "made the grid, normal and the video one work and if you close or minimise the app app the camera actually turns off after a bit. and added the icons and removed the effects cause ill add it back later maybe"}, {"post_id": 34419, "ts": "2026-07-25T03:28:45Z", "hours": 2.2008, "text": "i made it so you cant drag up and down, added a photobooth, fixed a few bugs, made the dragging a bit better, made it so the fullscreen works better like so if your in fullscreen the close minimise and fullscreen menu goes away and if u put ur mouse to the top it appears again. Im gonna fix a few bugs like the photobooth is weird if you are in fullscreen and im gonna add a few more apps maybe and maybe overhaul some apps"}, {"post_id": 32250, "ts": "2026-07-21T09:25:37Z", "hours": 1.6892, "text": "cant really remember what i added in the 1h 38m but i did just add a little line so you know where to drag and you cant drag the stuff below the line"}, {"post_id": 32151, "ts": "2026-07-21T03:40:55Z", "hours": 2.7472, "text": "Taskbar/dock showing open apps, with minimized apps separated by a divider and a “genie” minimize animation Right-click context menu (open apps, refresh desktop) Live clock in the top bar theres a boot screen when you visit the website, draggable windows, a dock like with the app separated by a line like macos and a genie kind of minimise animation, and a clock i cant remember what else thre is buts there is apps and stuff"}, {"post_id": 31682, "ts": "2026-07-20T09:16:18Z", "hours": 0.3561, "text": "added notes app"}, {"post_id": 31666, "ts": "2026-07-20T08:16:00Z", "hours": 0.33, "text": "added draggin closing and opening"}, {"post_id": 31660, "ts": "2026-07-20T07:40:12Z", "hours": 0.7794, "text": "added the time, background, the os name looking pretty tuffos"}, {"post_id": 31628, "ts": "2026-07-20T05:45:08Z", "hours": 0.485, "text": "i completed step 1"}]...
|
Title: My very own WebOS by @pcb | Stardance
Devl Title: My very own WebOS by @pcb | Stardance
Devlogs:
i completed step 1
added the time, background, the os name looking pretty tuffos
added draggin closing and opening
added notes app
Taskbar/dock showing open apps, with minimized apps separated by a divider and a “genie” minimize animation Right-click context menu (open apps, refresh desktop) Live clock in the top bar theres a boot screen when you visit the website, draggable windows, a dock like with the app separated by a line like macos and a genie kind of minimise animation, and a clock i cant remember what else thre is buts there is apps and stuff
cant really remember what i added in the 1h 38m but i did just add a little line so you know where to drag and you cant drag the stuff below the line
i made it so you cant drag up and down, added a photobooth, fixed a few bugs, made the dragging a bit better, made it so the fullscreen works better like so if your in fullscreen the close minimise and fullscreen menu goes away and if u put ur mouse to the top it appears again. Im gonna fix a few bugs like the photobooth is weird if you are in fullscreen and im gonna add a few more apps maybe and maybe overhaul some apps
made the grid, normal and the video one work and if you close or minimise the app app the camera actually turns off after a bit. and added the icons and removed the effects cause ill add it back later maybe
i didnt really add anything but im gonna add a shutdown, sleep, restart button make the settings look better and add more stuff to it, and maybe a setup screen at the very start with a username, password, select a wifi( just like a random wifi like idk 67net-5g), a migration assisant where you can upload your saved data( on the site there will be a thing to export ur data) light or dark mode, maybe a login there where you can login with your email to also store your stuff ( prob not cause im not bothered to and i dont wanna give like 0.015 cents for r2 bucket. And thats all i can think of at the top of my head
changed the icons and took the apps off the desktop, added a sleep, shutdown, restart, lock screen, a wifi thing, a files and bin folder. Also there is a setup screen and a migration assistant but it doesnt really do anything rn ima gonna make it do something later.
Ships:
i made an os called ‘TuffOS’. One of the biggest challenges was probably that the ids of my things were different, i would name a calculatorclose while my code was looking for calcclose, also as the project got bigger it become more difficult to remember where to place code. Im proud of how it turned out overall. at first it looked pretty bad, but after a few hours it looks better and im happy with how it looks and functions now. Testing TuffOS is pretty easy, click an app to open it. To close an app, click the red button, to minimise an app click the yellow button, and click the green button to make it fullscreen ( or kinda fullscreen)...
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1793951542.1445518
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1794037942.1445518
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67263
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FoldCheck by @bigkhanfsnewnew | Stardance
|
bigkhanfsnewnew
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T16:44:19Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made FoldCheck!! Its an interactive website that lets you explore and analyse AlphaFold protein predictions, including 3D protein structures, confidence scores, PAE heatmaps, functional regions and comparisons with experimental structures! The most challenging part was definitely getting everything to work together, especially the 3D models and connecting them to the actual scientific data. There were SO many bugs along the way, and sometimes fixing one error would cause another 😭 Im especially proud of the interactive 3D viewer and the ability to compare predicted structures with experimental ones! I’ve also learnt so much about protein biology and coding throughout this project. If you’re testing FoldCheck, try searching for different proteins, clicking on individual amino acids, exploring the confidence scores and PAE heatmaps, and using the experimental comparison feature! Some proteins might not have experimental structures available, so try a few different ones! After 28 hours of coding, im FINALLY shipping FoldCheck!!!", "repo": "https://github.com/youyuisef/FoldCheck", "demo": "https://fold-check-seven.vercel.app"}]...
|
[{"post_id": 84953, "ts": "202 [{"post_id": 84953, "ts": "2026-10-30T16:39:42Z", "hours": 7.1544, "text": "FINALLY!! FoldCheck is ready to ship!!! After so much time coding, fixing errors, testing stuff and adding new features, I’ve finally got FoldCheck to a stage where im happy with it! Since my last devlog, I’ve added a bunch of new things, including interactive 3D protein models, AlphaFold confidence analysis, PAE heatmaps, amino acid and atom information, functional regions and even comparisons with experimental protein structures! One of the hardest parts was definitely getting the 3D models to work properly, especially linking the scientific data with the actual protein structures. There were so many errors along the way, and sometimes fixing one thing would break another 😭 But I’ve learnt so much about proteins, AlphaFold, coding and how scientific software actually works! I also used AI throughout development to help with coding, debugging and understanding concepts I wasn’t familiar with, which was really useful! I did have plans for mutation analysis too, but I’ve decided to leave that for a future personal project rather than rushing it into FoldCheck. The whole point of FoldCheck was to show that just because a predicted protein structure looks accurate, it doesnt mean we should automatically trust every part of it! And now I’ve finally got a working tool that lets people actually investigate that!! I’ve also successfully uploaded the entire project to GitHub, which took a surprising amount of troubleshooting itself 😭 Anyways, im really happy with how far this project has come, and I can’t believe im finally saying this, but FOLDCHECK IS READY TO SHIP!!! 🧬🚀"}, {"post_id": 80399, "ts": "2026-10-17T14:55:08Z", "hours": 6.3419, "text": "Devlog 7: Since Devlog 6, I’ve made a lot of progress in expanding FoldCheck’s biological information and making the Region Explorer much more detailed. I started by integrating more data from UniProt, allowing users to explore annotated functional regions of a protein, including their names, residue positions, lengths and biological roles. One major addition was the ability to investigate protein interactions, where FoldCheck retrieves information about interaction partners, their functions, UniProt accessions and available experimental evidence. I also added supporting research references, including PubMed publications, and developed a system that connects biological findings to the protein being explored. A challenge I faced was making this information work dynamically across different proteins, rather than hardcoding information specifically for p53. I also had to fix several issues involving matching interaction partners, retrieving the correct biological information and preventing empty or repetitive sections from appearing. FoldCheck can now provide much more detailed explanations of functional regions and protein interactions, helping users understand not just the 3D structure, but also the biological evidence behind it. Next, I’m working on a dedicated PAE analysis page to help users investigate uncertainty in the relative positions of different parts of a protein! I know I said PAE last time but I got distracted.. MB!"}, {"post_id": 78095, "ts": "2026-10-09T15:33:57Z", "hours": 4.6989, "text": "Devlog 6: since Devlog 5, I’ve made a lot of progress into turning FoldCheck into a more advanced and detailed tool. I’ve started by extracting the pLDDT confidence scores for p53 and linking them, so they display in the details panel on the right, adding confidence classifications and explanations of what different confidence meanings. I also expanded the information to include amino acid properties, chemical composition and the function of the region. another major addition was the Atom Explorer, which provides information about individual atoms, including their chemical elements, bonds and roles, within a selected part. a challenge i faced was building a search system, where typing a specific residue/atom actually finds it for you in the Mol*, takes you to it and clearly highlights it for you. i devloped a 3-level autocomplete system that suggests amino acids, real residue positions and actual atom names (for example: ARG 158 CA) extracted from the loaded structure. Along the way, several bugs were encountered, like atom extraction and resetting selections. I also added a Reset View button and improved how the panel responds to selections. Foldcheck now allows users to explore p53 from the whole-protein level down to individual atoms while connecting the 3d structure to scientific explanations and confidence data. Next step, PAE!"}, {"post_id": 76747, "ts": "2026-10-04T14:00:10Z", "hours": 2.4967, "text": "Devlog 5: FoldCheck can finally interact with real AlphaFold structures. Today I worked on connecting FoldCheck’s interface to the actual molecular structure inside Mol*.I first changed the 3D viewer so it can load a real AlphaFold prediction for p53 (UniProt P04637) while keeping the original 1CRN structure as the homepage demo. The bigger challenge was getting clicks inside Mol* back into React. After working through Mol*’s interaction events, FoldCheck can now detect which part of the protein I click and identify the real residue, for example MET 384, PHE 270 or SER 269 on Chain A.I then connected that data to the FoldCheck workspace, so the Selection Details panel updates automatically when a different residue is selected. I also found an important UX problem while testing: clicking individual atoms can expose Mol* labels like CG [idx 1946] | LEU 252 | A, which aren’t beginner-friendly at all. I’m going to replace these raw labels with structured information and build a dedicated The Basics section that explains the scientific concepts used throughout FoldCheck. Next Ill be extracting the actual pLDDT confidence value for the selected residue and turning the selection panel into an actual evidence based analysis"}, {"post_id": 76406, "ts": "2026-10-03T13:17:13Z", "hours": 1.9114, "text": "FoldCheck has real 3D proteins now. Today I started building the actual interactive side of FoldCheck. I installed Mol* into the project and created a separate React component for the molecular viewer. I then connected that component to FoldCheck and built the first version of the 3D protein workspace. There were a few problems getting Mol* working with the project, mainly incorrect import paths and getting the package to work properly with Vite. After debugging those, I managed to load 1CRN, a real protein structure from the Protein Data Bank, directly inside FoldCheck. The structure is now fully interactive, I can rotate it, zoom in and explore it in 3D. The current Mol* controls are only temporary. I also decided that the finished FoldCheck won’t just be one massive scrolling page. Searching for a protein will eventually open a dedicated analysis workspace with separate sections for the 3D structure, confidence, PAE, geometry and experimental comparison. Next I’m going to turn this basic viewer into that proper workspace and start connecting FoldCheck to real AlphaFold prediction data."}, {"post_id": 76183, "ts": "2026-10-02T16:48:03Z", "hours": 1.2936, "text": "Today I worked on one of the parts of FoldCheck I’ve been looking forward to building which is the opening cinematic. I wanted someone opening FoldCheck to understand why protein structure matters before being thrown straight into scientific data, so the intro now follows the story from the human body → cell → amino acids → folded protein → AlphaFold prediction → uncertainty → FoldCheck. The first few scenes use detailed scientific-style visuals with animated labels and transitions, and I built the whole sequence to automatically move between stages while still letting users skip it or replay it later. I also added progress indicators, subtle movement, responsive layouts and a final FoldCheck scene that introduces the different types of evidence the project will eventually bring together. I also learnt a slightly painful lesson about CSS today 😭. While rebuilding the cinematic styling I accidentally wiped the original homepage styles, which turned the entire landing page into basically raw HTML. After a lot of debugging, I reconstructed the stylesheet section by section, fixed several syntax issues, and finally got both the cinematic and the original homepage working together again with no errors. The cinematic isn’t completely finished yet. Some labels still need to be positioned more accurately, and the AlphaFold and uncertainty scenes currently use temporary protein graphics that I want to replace with much better molecular visuals. But the full journey now works from beginning to end, and FoldCheck finally has the opening story I imagined when I planned the project .Next: polish those last cinematic visuals, then start the big part which is loading real AlphaFold protein data and building the interactive 3D analysis workspace."}, {"post_id": 76137, "ts": "2026-10-02T13:42:53Z", "hours": 2.48, "text": "DEVLOG 2: Most of this session went into turning the rough interface from my first devlog into the actual visual direction I had in mind for the project. I built out the main landing experience with a much more deliberate scientific/workstation style. The hero now introduces the main idea behind FoldCheck that a protein prediction is only the beginning of an investigation and I added an animated molecular visual with orbiting elements, a scanning effect and subtle movement to make the page feel alive without turning it into a generic science website. I also built the protein exploration section, including the search interface and example proteins, and added a section explaining the main idea behind the project. Eventually I want every interesting region to be something you can actually investigate and understand. A surprisingly large amount of time went into CSS 😭. I worked on the typography, spacing, dark interface, responsive behaviour, animations, buttons, search components and all the smaller details that make the different sections feel like one product rather than separate pieces. I also cleaned up the React structure and fixed some mismatches between my JSX and CSS that were stopping parts of the design from displaying properly. The interface is still only the shell though. The next part I’m working on is an opening cinematic that goes from the human body → cell → amino-acid sequence → folded protein → AlphaFold prediction, which should explain why FoldCheck exists before someone starts using it. After that comes the part I’m most excited about: an interactive 3D molecular viewer."}, {"post_id": 76010, "ts": "2026-10-02T01:10:09Z", "hours": 1.5992, "text": "Devlog FC 1: New project!! And this one might be slightly crazy I started FoldCheck today. The idea came from something I found really interesting while looking into AlphaFold (an AI that predicts how proteins look): a predicted protein can look incredibly convincing in 3D, but that doesn’t necessarily mean every part of the prediction has the same level of confidence/is biologically accurate. That gave me the idea for FoldCheck. Instead of just showing someone a cool-looking protein model or giving it some random “accuracy score”, I want to build a tool where you can actually investigate the prediction. My goal is to eventually combine things like pLDDT, PAE, structural checks and experimental structures, then let you click into suspicious regions and understand why they deserve attention.A lot of today was honestly figuring out how I could turn that idea into something I can actually build. I planned out the main features and the science I’ll need, then set up the React project and started the website itself. I built the navigation, introduction, protein search area, example proteins and started designing the dark scientific interface. I also spent way longer than expected getting Hackatime working because it originally thought FoldCheck was my other project!. I eventually figured out how to give this workspace its own FoldCheck project, and seeing it finally appear separately was strangely satisfying. There’s still a lot left. Right now I’ve basically built the foundation. Next I want to get a real protein into the site, retrieve actual AlphaFold data, display the structure in interactive 3D and start analysing real pLDDT confidence values. This is definitely the hardest project I’ve attempted so far, which is also why I’m really excited about it. Hopefully the difference between this first screenshot and the finished FoldCheck is crazy!"}]...
|
Title: FoldCheck by @bigkhanfsnewnew | Stardance
Title: FoldCheck by @bigkhanfsnewnew | Stardance
Devlogs:
Devlog FC 1: New project!! And this one might be slightly crazy I started FoldCheck today. The idea came from something I found really interesting while looking into AlphaFold (an AI that predicts how proteins look): a predicted protein can look incredibly convincing in 3D, but that doesn’t necessarily mean every part of the prediction has the same level of confidence/is biologically accurate. That gave me the idea for FoldCheck. Instead of just showing someone a cool-looking protein model or giving it some random “accuracy score”, I want to build a tool where you can actually investigate the prediction. My goal is to eventually combine things like pLDDT, PAE, structural checks and experimental structures, then let you click into suspicious regions and understand why they deserve attention.A lot of today was honestly figuring out how I could turn that idea into something I can actually build. I planned out the main features and the science I’ll need, then set up the React project and started the website itself. I built the navigation, introduction, protein search area, example proteins and started designing the dark scientific interface. I also spent way longer than expected getting Hackatime working because it originally thought FoldCheck was my other project!. I eventually figured out how to give this workspace its own FoldCheck project, and seeing it finally appear separately was strangely satisfying. There’s still a lot left. Right now I’ve basically built the foundation. Next I want to get a real protein into the site, retrieve actual AlphaFold data, display the structure in interactive 3D and start analysing real pLDDT confidence values. This is definitely the hardest project I’ve attempted so far, which is also why I’m really excited about it. Hopefully the difference between this first screenshot and the finished FoldCheck is crazy!
DEVLOG 2: Most of this session went into turning the rough interface from my first devlog into the actual visual direction I had in mind for the project. I built out the main landing experience with a much more deliberate scientific/workstation style. The hero now introduces the main idea behind FoldCheck that a protein prediction is only the beginning of an investigation and I added an animated molecular visual with orbiting elements, a scanning effect and subtle movement to make the page feel alive without turning it into a generic science website. I also built the protein exploration section, including the search interface and example proteins, and added a section explaining the main idea behind the project. Eventually I want every interesting region to be something you can actually investigate and understand. A surprisingly large amount of time went into CSS 😭. I worked on the typography, spacing, dark interface, responsive behaviour, animations, buttons, search components and all the smaller details that make the different sections feel like one product rather than separate pieces. I also cleaned up the React structure and fixed some mismatches between my JSX and CSS that were stopping parts of the design from displaying properly. The interface is still only the shell though. The next part I’m working on is an opening cinematic that goes from the human body → cell → amino-acid sequence → folded protein → AlphaFold prediction, which should explain why FoldCheck exists before someone starts using it. After that comes the part I’m most excited about: an interactive 3D molecular viewer.
Today I worked on one of the parts of FoldCheck I’ve been looking forward to building which is the opening cinematic. I wanted someone opening FoldCheck to understand why protein structure matters before being thrown straight into scientific data, so the intro now follows the story from the human body → cell → amino acids → folded protein → AlphaFold prediction → uncertainty → FoldCheck. The first few scenes use detailed scientific-style visuals with animated labels and transitions, and I built the whole sequence to automatically move between stages while still letting users skip it or replay it later. I also added progress indicators, subtle movement, responsive layouts and a final FoldCheck scene that introduces the different types of evidence the project will eventually bring together. I also learnt a slightly painful lesson about CSS today 😭. While rebuilding the cinematic styling I accidentally wiped the original homepage styles, which turned the entire landing page into basically raw HTML. After a lot of debugging, I reconstructed the stylesheet section by section, fixed several syntax issues, and finally got both the cinematic and the original homepage working together again with no errors. The cinematic isn’t completely finished yet. Some labels still need to be positioned more accurately, and the AlphaFold and uncertainty scenes currently use temporary protein graphics that I want to replace with much better molecular visuals. But the full journey now works from beginning to end, and FoldCheck finally has the opening story I imagined when I planned the project .Next: polish those last cinematic visuals, then start the big part which is loading real AlphaFold protein data and building the interactive 3D analysis workspace.
FoldCheck has real 3D proteins now. Today I started building the actual interactive side of FoldCheck. I installed Mol* into the project and created a separate React component for the molecular viewer. I then connected that component to FoldCheck and built the first version of the 3D protein workspace. There were a few problems getting Mol* working with the project, mainly incorrect import paths and getting the package to work properly with Vite. After debugging those, I managed to load 1CRN, a real protein structure from the Protein Data Bank, directly inside FoldCheck. The structure is now fully interactive, I can rotate it, zoom in and explore it in 3D. The current Mol* controls are only temporary. I also decided that the finished FoldCheck won’t just be one massive scrolling page. Searching for a protein will eventually open a dedicated analysis workspace with separate sections for the 3D structure, confidence, PAE, geometry and experimental comparison. Next I’m going to turn this basic viewer into that proper workspace and start connecting FoldCheck to real AlphaFold prediction data.
Devlog 5: FoldCheck can finally interact with real AlphaFold structures. Today I worked on connecting FoldCheck’s interface to the actual molecular structure inside Mol*.I first changed the 3D viewer so it can load a real AlphaFold prediction for p53 (UniProt P04637) while keeping the original 1CRN structure as the homepage demo. The bigger challenge was getting clicks inside Mol* back into React. After working through Mol*’s interaction events, FoldCheck can now detect which part of the protein I click and identify the real residue, for example MET 384, PHE 270 or SER 269 on Chain A.I then connected that data to the FoldCheck workspace, so the Selection Details panel updates automatically when a different residue is selected. I also found an important UX problem while testing: clicking individual atoms can expose Mol* labels like CG [idx 1946] | LEU 252 | A, which aren’t beginner-friendly at all. I’m going to replace these raw labels with structured information and build a dedicated The Basics section that explains the scientific concepts used throughout FoldCheck. Next Ill be extracting the actual pLDDT confidence value for the selected residue and turning the selection panel into an actual evidence based analysis
Devlog 6: since Devlog 5, I’ve made a lot of progress into turning FoldCheck into a more advanced and detailed tool. I’ve started by extracting the pLDDT confidence scores for p53 and linking them, so they display in the details panel on the right, adding confidence classifications and explanations of what different confidence meanings. I also expanded the information to include amino acid properties, chemical composition and the function of the region. another major addition was the Atom Explorer, which provides information about individual atoms, including their chemical elements, bonds and roles, within a selected part. a challenge i faced was building a search system, where typing a specific residue/atom actually finds it for you in the Mol*, takes you to it and clearly highlights it for you. i devloped a 3-level autocomplete system that suggests amino acids, real residue positions and actual atom names (for example: ARG 158 CA) extracted from the loaded structure. Along the way, several bugs were encountered, like atom extraction and resetting selections. I also added a Reset View button and improved how the panel responds to selections. Foldcheck now allows users to explore p53 from the whole-protein level down to individual atoms while connecting the 3d structure to scientific explanations and confidence data. Next step, PAE!
Devlog 7: Since Devlog 6, I’ve made a lot of progress in expanding FoldCheck’s biological information and making the Region Explorer much more detailed. I started by integrating more data from UniProt, allowing users to explore annotated functional regions of a protein, including their names, residue positions, lengths and biological roles. One major addition was the ability to investigate protein interactions, where FoldCheck retrieves information about interaction partners, their functions, UniProt accessions and available experimental evidence. I also added supporting research references, including PubMed publications, and developed a system that connects biological findings to the protein being explored. A challenge I faced was making this information work dynamically across different proteins, rather than hardcoding information specifically for p53. I also had to fix several issues involving matching interaction partners, retrieving the correct biological information and preventing empty or repetitive sections from appearing. FoldCheck can now provide much more detailed explanations of functional regions and protein interactions, helping users understand not just the 3D structure, but also the biological evidence behind it. Next, I’m working on a dedicated PAE analysis page to help users investigate uncertainty in the relative positions of different parts of a protein! I know I said PAE last time but I got distracted.. MB!
FINALLY!! FoldCheck is ready to ship!!! After so much time coding, fixing errors, testing stuff and adding new features, I’ve finally got FoldCheck to a stage where im happy with it! Since my last devlog, I’ve added a bunch of new things, including interactive 3D protein models, AlphaFold confidence analysis, PAE heatmaps, amino acid and atom information, functional regions and even comparisons with experimental protein structures! One of the hardest parts was definitely getting the 3D models to work properly, especially linking the scientific data with the actual protein structures. There were so many errors along the way, and sometimes fixing one thing would break another 😭 But I’ve learnt so much about proteins, AlphaFold, coding and how scientific software actually works! I also used AI throughout development to help with coding, debugging and understanding concepts I wasn’t familiar with, which was really useful! I did have plans for mutation analysis too, but I’ve decided to leave that for a future personal project rather than rushing it into FoldCheck. The whole point of FoldCheck was to show that just because a predicted protein structure looks accurate, it doesnt mean we should automatically trust every part of it! And now I’ve finally got a working tool that lets people actually investigate that!! I’ve also successfully uploaded the entire project to GitHub, which took a surprising amount of troubleshooting itself 😭 Anyways, im really happy with how far this project has come, and I can’t believe im finally saying this, but FOLDCHECK IS READY TO SHIP!!! 🧬🚀
Ships:
I made FoldCheck!! Its an interactive website that lets you explore and analyse AlphaFold protein predictions, including 3D protein structures, confidence scores, PAE heatmaps, functional regions and comparisons with experimental structures! The most challenging part was definitely getting everything to work together, especially the 3D models and connecting them to the actual scientific data. There were SO many bugs along the way, and sometimes fixing one error would cause another 😭 Im especially proud of the interactive 3D viewer and the ability to compare predicted structures with experimental ones! I’ve also learnt so much about protein biology and coding throughout this project. If you’re testing FoldCheck, try searching for different proteins, clicking on individual amino acids, exploring the confidence scores and PAE heatmaps, and using the experimental comparison feature! Some proteins might not have experimental structures available, so try a few different ones! After 28 hours of coding, im FINALLY shipping FoldCheck!!!...
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1793951539.950256
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1794037939.950256
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25528
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Quant Natural Gas Price Estimator by @knightfallSh Quant Natural Gas Price Estimator by @knightfallShashy | Stardance...
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knightfallShashy
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1
|
2.3
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T04:28:42Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation task 1. The program loads historical monthly price data, visualizes it to identify seasonal trends (winter peaks, summer dips), and implements an estimate_price(date) function that uses linear interpolation for historical dates and linear regression for forecasting future prices up to a year beyond the dataset. The most challenging part was understanding how to switch between interpolation and forecasting depending on whether the input date was within or outside the historical range. To test it, run hello_world.py and enter any date in YYYY-MM-DD format when prompted!", "repo": "https://github.com/Shashyster/jpmorgan-quant-natural-gas", "demo": "https://github.com/Shashyster/jpmorgan-quant-natural-gas/releases/tag/v1.0"}]...
|
[{"post_id": 19616, "ts": "202 [{"post_id": 19616, "ts": "2026-06-30T23:55:10Z", "hours": 0.3042, "text": "I finished compiling a dist file to group everything into 1 file and push it to Github."}, {"post_id": 17380, "ts": "2026-06-28T04:30:56Z", "hours": 1.8397, "text": "I built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation. Loaded and parsed historical monthly price data, I visualized the time series to identify seasonal trends (winter peaks, summer dips), and I built a function that uses linear interpolation for historical dates and linear regression forecasting for future dates."}]...
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Title: Quant Natural Gas Price Estimator by @knigh Title: Quant Natural Gas Price Estimator by @knightfallShashy | Stardance
Devlogs:
I built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation. Loaded and parsed historical monthly price data, I visualized the time series to identify seasonal trends (winter peaks, summer dips), and I built a function that uses linear interpolation for historical dates and linear regression forecasting for future dates.
I finished compiling a dist file to group everything into 1 file and push it to Github.
Ships:
Built a natural gas price estimator in Python for the JPMorgan Chase Quantitative Research Forage simulation task 1. The program loads historical monthly price data, visualizes it to identify seasonal trends (winter peaks, summer dips), and implements an estimate_price(date) function that uses linear interpolation for historical dates and linear regression for forecasting future prices up to a year beyond the dataset. The most challenging part was understanding how to switch between interpolation and forecasting depending on whether the input date was within or outside the historical range. To test it, run hello_world.py and enter any date in YYYY-MM-DD format when prompted!...
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FlexPad 16 by @CoffeBlock | Stardance
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Title: FlexPad 16 by @CoffeBlock | Stardance
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