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56939
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My awesome macropad! by @obskar1 | Stardance
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obskar1
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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 @obskar1 | Stardanc Title: My awesome macropad! by @obskar1 | Stardance...
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1793407815.7748058
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1794012615.7748058
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30003
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Pokémon MuZero by @utilisateur_richard | Stardance
|
utilisateur_richard
|
1
|
37.54
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:59:00Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is an AI (neural network, please do not think it is like ChatGPT) designed to reach superhuman / master level in PTCG (the Pokémon Trading Card Game). Unfortunately, due to its nature and due to the fact that the game engine is proprietary, I cannot send it to you and let you play with it. It is based on the MuZero architecture (made by DeepMind), on the Stochastic MuZero, on the Gumbel MuZero architecture, and on the EfficientZero architecture. How does it work? It is 3 NNs (neural networks) that work together to be invincible at a given game without even knowing the rules! How can it play without knowing the rules? Well, it has an imagination that lets it predict what will happen all by itself without any help. For that, the first network, the Encoder formerly named h, will create a latent space (the imagination / position) based on the real state of the game for the other networks. After that, the Strategist (formerly f) network will see the latent space (the imagination / position) and check: Is this position a winning or a losing position with the V (value) network? What will be the next best moves with the P (policy) network? Then, based on the moves suggested by the P network, the the Simulator network (g) simulates the outcome to create the next imaginary state (latent space). It repeats this loop with the Strategist (f) and the Simulator (g) until it exhausts its thinking budget. But does it just imagine ONE line of play and blindly follow it? No! It actually imagines many different possible moves at the same time, like a tree of possibilities (this is called Monte Carlo Tree Search, or MCTS). At each node of this tree, the model has to pick which branch to expand next, and it does this using a formula (called PUCT) that balances two things: how good the P network and V network think this branch is (exploitation), and how few times this branch has been visited so far compared to its siblings (exploration). So a branch gets visited more when it keeps looking promising as it gets expanded deeper, but every branch still gets a fair shot early on so the model does not tunnel-vision on its first guess. This creates a feedback loop: good branches get explored more, which refines their value estimate even further, and bad branches get abandoned early. In the end, the move it picks is the one that got explored/visited the most during this search, not just “whatever the P network liked the most” at first glance. This is what makes the whole system so much stronger than the raw network alone! Safety mechanics: To avoid having problems like the imagination of the model being completely inaccurate, I added some probes (they are networks, but just remember that they are here to evaluate the model). Their goal is to extract information from the latent space to see if it is accurate. E.g., we create a latent space in which a Pokémon is or isn’t (50-50) K.O., and the probe has to, based only on the latent space, say if the Pokémon is K.O. or not. I also added a lot of logs, for example a log that counts the number of actions that the model takes (e.g., does it attack or does it pass its turn? (I had a problem one time where the model passed its turn 75% to 90% of the time!!)). below, you can see two different latent space (imagination), every dot is a real position in the game, the distance between the dots is their similarity (far = different, close = similar), you can also see in the 4th graph the age of the state (blue = start of the game, yellow = end of the game) and the most important in the 1st, 2nd and 3rd graph, you can see the predicted value of the model, the real value (red = win blue = loose) and the difference between the prediction of the AI and the real value the first png is the model at the first state (not trained) and the second png is the model at its best level", "repo": "https://github.com/utilisateursrichard/MuZero-PTCG/", "demo": "https://ptcg.dino.icu/"}]...
|
[{"post_id": 55738, "ts": "202 [{"post_id": 55738, "ts": "2026-08-27T18:30:05Z", "hours": 2.7586, "text": "addition of a new section in the readme.md !"}, {"post_id": 51211, "ts": "2026-08-20T18:52:58Z", "hours": 3.7792, "text": "I just found a visualizer so now you can play against the NN ! (ptcg.duckdns.org) (visualizer not made by me btw, look at the readme.md to find the original author (idk if i can send link here:/)) (please do not judge the visualizer, that’s not my project)"}, {"post_id": 49843, "ts": "2026-08-18T19:54:32Z", "hours": 1.155, "text": "addition of IREE to use the model with any GPU without downloading the pytorch/ROMc lib"}, {"post_id": 49348, "ts": "2026-08-18T03:48:11Z", "hours": 1.7164, "text": "correction of the visualizer to have beautiful visualization"}, {"post_id": 48954, "ts": "2026-08-17T15:09:07Z", "hours": 22.5117, "text": "the competiton and unfortunately I lost and finished at the 5000 place in the leaderboard :/"}, {"post_id": 21617, "ts": "2026-07-03T17:36:56Z", "hours": 0.8508, "text": "The training pipeline is finally done ! now the real challenge can finally start !"}, {"post_id": 21134, "ts": "2026-07-02T22:46:31Z", "hours": 1.2822, "text": "A quick rundown of a fun bug I encountered today. The concurrency API doesn’t provide any tools for generating or validating a deck, it’s entirely up to the model to create a valid 60card deck, without any safeguards I ran into a big problem with ACE SPEC cards: the game rules prohibit having more than one per deck, regardless of the ACE SPEC category. However, the card database is poorly designed, some cards simply weren’t declared as ACE SPEC in the rules column. My code treated them as standard cards and added several to the deck without issue. The C++ game engine, however, wasn’t having any of it: it systematically rejected the deck, and the worker went into a crash loop. The fix required restarting the detection system from scratch: I now scan all suspicious columns in the CSV and the engine’s API to list absolutely every ACE SPEC in the game. As soon as the Deck Builder draws one, the other 19 are immediately locked for the rest of the draw So now the error is finally corrected and I can finally focus on the real nightmare : the training of the neural network"}, {"post_id": 21046, "ts": "2026-07-02T20:23:22Z", "hours": 3.2472, "text": "fist devlog, for now the pipeline isn’t ready but it will be soon !"}]...
|
Title: Pokémon MuZero by @utilisateur_richard | St Title: Pokémon MuZero by @utilisateur_richard | Stardance
Devlogs:
fist devlog, for now the pipeline isn’t ready but it will be soon !
A quick rundown of a fun bug I encountered today. The concurrency API doesn’t provide any tools for generating or validating a deck, it’s entirely up to the model to create a valid 60card deck, without any safeguards I ran into a big problem with ACE SPEC cards: the game rules prohibit having more than one per deck, regardless of the ACE SPEC category. However, the card database is poorly designed, some cards simply weren’t declared as ACE SPEC in the rules column. My code treated them as standard cards and added several to the deck without issue. The C++ game engine, however, wasn’t having any of it: it systematically rejected the deck, and the worker went into a crash loop. The fix required restarting the detection system from scratch: I now scan all suspicious columns in the CSV and the engine’s API to list absolutely every ACE SPEC in the game. As soon as the Deck Builder draws one, the other 19 are immediately locked for the rest of the draw So now the error is finally corrected and I can finally focus on the real nightmare : the training of the neural network
The training pipeline is finally done ! now the real challenge can finally start !
the competiton and unfortunately I lost and finished at the 5000 place in the leaderboard :/
correction of the visualizer to have beautiful visualization
addition of IREE to use the model with any GPU without downloading the pytorch/ROMc lib
I just found a visualizer so now you can play against the NN ! (ptcg.duckdns.org) (visualizer not made by me btw, look at the readme.md to find the original author (idk if i can send link here:/)) (please do not judge the visualizer, that’s not my project)
addition of a new section in the readme.md !
Ships:
This is an AI (neural network, please do not think it is like ChatGPT) designed to reach superhuman / master level in PTCG (the Pokémon Trading Card Game). Unfortunately, due to its nature and due to the fact that the game engine is proprietary, I cannot send it to you and let you play with it. It is based on the MuZero architecture (made by DeepMind), on the Stochastic MuZero, on the Gumbel MuZero architecture, and on the EfficientZero architecture. How does it work? It is 3 NNs (neural networks) that work together to be invincible at a given game without even knowing the rules! How can it play without knowing the rules? Well, it has an imagination that lets it predict what will happen all by itself without any help. For that, the first network, the Encoder formerly named h, will create a latent space (the imagination / position) based on the real state of the game for the other networks. After that, the Strategist (formerly f) network will see the latent space (the imagination / position) and check: Is this position a winning or a losing position with the V (value) network? What will be the next best moves with the P (policy) network? Then, based on the moves suggested by the P network, the the Simulator network (g) simulates the outcome to create the next imaginary state (latent space). It repeats this loop with the Strategist (f) and the Simulator (g) until it exhausts its thinking budget. But does it just imagine ONE line of play and blindly follow it? No! It actually imagines many different possible moves at the same time, like a tree of possibilities (this is called Monte Carlo Tree Search, or MCTS). At each node of this tree, the model has to pick which branch to expand next, and it does this using a formula (called PUCT) that balances two things: how good the P network and V network think this branch is (exploitation), and how few times this branch has been visited so far compared to its siblings (exploration). So a branch gets visited more when it keeps looking promising as it gets expanded deeper, but every branch still gets a fair shot early on so the model does not tunnel-vision on its first guess. This creates a feedback loop: good branches get explored more, which refines their value estimate even further, and bad branches get abandoned early. In the end, the move it picks is the one that got explored/visited the most during this search, not just “whatever the P network liked the most” at first glance. This is what makes the whole system so much stronger than the raw network alone! Safety mechanics: To avoid having problems like the imagination of the model being completely inaccurate, I added some probes (they are networks, but just remember that they are here to evaluate the model). Their goal is to extract information from the latent space to see if it is accurate. E.g., we create a latent space in which a Pokémon is or isn’t (50-50) K.O., and the probe has to, based only on the latent space, say if the Pokémon is K.O. or not. I also added a lot of logs, for example a log that counts the number of actions that the model takes (e.g., does it attack or does it pass its turn? (I had a problem one time where the model passed its turn 75% to 90% of the time!!)). below, you can see two different latent space (imagination), every dot is a real position in the game, the distance between the dots is their similarity (far = different, close = similar), you can also see in the 4th graph the age of the state (blue = start of the game, yellow = end of the game) and the most important in the 1st, 2nd and 3rd graph, you can see the predicted value of the model, the real value (red = win blue = loose) and the difference between the prediction of the AI and the real value the first png is the model at the first state (not trained) and the second png is the model at its best level...
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1793926214.929197
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1794012614.929197
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12390
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My first slack bot! by @Jessiquokka | Stardance
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Jessiquokka
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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 @Jessiquokka | Stard Title: My first slack bot! by @Jessiquokka | Stardance...
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1793407814.863464
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1794012614.863464
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36174
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vhfydturseta by @reemkhalifa110_1 | Stardance
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reemkhalifa110_1
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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: vhfydturseta by @reemkhalifa110_1 | Stardan Title: vhfydturseta by @reemkhalifa110_1 | Stardance...
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1793407813.954144
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1794012613.954144
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56937
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Pomodoro timer by @anis_kunta6409 | Stardance
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anis_kunta6409
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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: Pomodoro timer by @anis_kunta6409 | Stardan Title: Pomodoro timer by @anis_kunta6409 | Stardance...
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1793407813.022105
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1794012613.022105
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56934
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Orbit Daily by @Harshithsai | Stardance
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Harshithsai
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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: Orbit Daily by @Harshithsai | Stardance
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1793407812.1333096
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1794012612.1333096
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21898
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Beyond the Horizon by @CommanderT3706 | Stardance
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CommanderT3706
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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: Beyond the Horizon by @CommanderT3706 | Sta Title: Beyond the Horizon by @CommanderT3706 | Stardance...
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1793407809.94179
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1794012609.94179
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56933
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webbed site by @sevennn_39 | Stardance
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sevennn_39
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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: webbed site by @sevennn_39 | Stardance
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1793407809.029587
|
1794012609.029587
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56932
|
wranglin' by @sevennn_39 | Stardance
|
sevennn_39
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0
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0.0
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0
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[]
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[]
|
Title: wranglin' by @sevennn_39 | Stardance
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1793407808.1727483
|
1794012608.1727483
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40356
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Untitled project by @asfandblanco | Stardance
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asfandblanco
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @asfandblanco | Stardan Title: Untitled project by @asfandblanco | Stardance...
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1793407807.274218
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1794012607.274218
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56931
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hurry curry! by @Mouad | Stardance
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Mouad
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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: hurry curry! by @Mouad | Stardance
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1793407806.3820732
|
1794012606.3820732
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3769
|
Untitled project by @vermajay6409 | Stardance
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vermajay6409
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @vermajay6409 | Stardan Title: Untitled project by @vermajay6409 | Stardance...
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1793407805.4574556
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1794012605.4574556
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36785
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Rev by @luxi | Stardance
|
luxi
|
2
|
37.14
|
578
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T15:47:48Z", "hours": 23.0, "multiplier": 17.5, "payout": 394, "blessing": "neutral", "text": "I implemented rigid bodies and more optimizations in this release. I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change.", "repo": "https://github.com/nixuntris/Unnamed-CA-engine", "demo": "https://github.com/nixuntris/Unnamed-CA-engine/releases/tag/Stable_Release3"}, {"ship_num": 2, "ts": "2026-07-21T18:08:07Z", "hours": 13.0, "multiplier": 13.86, "payout": 184, "blessing": "neutral", "text": "I made a little physics engine. I am shipping it for the competition but I will come back to it later. It’s a cellular automata based physics engine, every single pixel is simulated. Technically it can support any world size but you might need to play around with the source code, it’s hard set at 1920x1080 rn. You can edit the cell behaviors as well. Wish you a nice day.", "repo": "https://github.com/nixuntris/Unnamed-CA-engine", "demo": "https://github.com/nixuntris/Unnamed-CA-engine/releases/tag/Stable_Release3"}]...
|
[{"post_id": 61115, "ts": "202 [{"post_id": 61115, "ts": "2026-09-03T20:57:29Z", "hours": 1.1433, "text": "I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot"}, {"post_id": 47534, "ts": "2026-08-15T14:43:04Z", "hours": 9.3119, "text": "I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project"}, {"post_id": 43327, "ts": "2026-08-08T15:02:55Z", "hours": 7.0858, "text": "Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller. So for example light update went from 39157us to 3399 us."}, {"post_id": 38207, "ts": "2026-07-31T14:34:22Z", "hours": 3.7519, "text": "I have implemented rigid bodies into the engine. Rn this is a very basic and slow version. I plan to finish their interactions with lighting, optimize their collisions and then add JFA to check for disconnected terrain to become rigid bodies. Happy coding"}, {"post_id": 34667, "ts": "2026-07-25T15:56:56Z", "hours": 2.3528, "text": "I’ve been working on multithreading and general optimizations. I use OMP for it, it makes multihreading much easier however I still needed to make some changes. I split away everything rendering related from physics and lighting updates. I am using OMP as well because CA is much more of a problem of throughput than one of on demand updates. As you update millions of pixels every frame and don’t need to care about splitting physics and sound. However in the future I will ideally have a combination of both. Let’s say 4 threads manually controlled for sound, enemy ai, physics so that they can be responsive while CA uses 8 threads for pure throughput. Please keep in mind light updates are not done every frame, so it being 39157 us doesn’t mean it actually runs at sub 60 fps. One other thing I improved as well is support for larger world. You can have any size you want as long as it is smaller than the 32 bit integer limit."}, {"post_id": 32458, "ts": "2026-07-21T17:39:49Z", "hours": 2.8269, "text": "In the meantime, I’ve worked on optimizing the project. I am trying to implement a more traditional physics solver but I am tired of rigid bodies constantly failing. So I am shipping it as it is in a bit. I will come back and work on it in the future as I still want to play around with it"}, {"post_id": 31447, "ts": "2026-07-19T20:19:32Z", "hours": 5.4047, "text": "I’ve been working on Rev, I have implemented simple lighting, and improved the code structure. The world size can be edited however it’s still tied to the window size. Something I plan on changing. I want to support large worlds. Have a wonderful day"}, {"post_id": 30746, "ts": "2026-07-18T16:00:44Z", "hours": 5.1192, "text": "I’ve been working on a physics engine. I’ve implemented basic CA behavior along with chunking and dirty chunks and different cell behaviors and rules like gases, liquids, static objects, dissolving. Alongside basic terrain gen."}]...
|
Title: Rev by @luxi | Stardance
Devlogs:
I’ve bee Title: Rev by @luxi | Stardance
Devlogs:
I’ve been working on a physics engine. I’ve implemented basic CA behavior along with chunking and dirty chunks and different cell behaviors and rules like gases, liquids, static objects, dissolving. Alongside basic terrain gen.
I’ve been working on Rev, I have implemented simple lighting, and improved the code structure. The world size can be edited however it’s still tied to the window size. Something I plan on changing. I want to support large worlds. Have a wonderful day
In the meantime, I’ve worked on optimizing the project. I am trying to implement a more traditional physics solver but I am tired of rigid bodies constantly failing. So I am shipping it as it is in a bit. I will come back and work on it in the future as I still want to play around with it
I’ve been working on multithreading and general optimizations. I use OMP for it, it makes multihreading much easier however I still needed to make some changes. I split away everything rendering related from physics and lighting updates. I am using OMP as well because CA is much more of a problem of throughput than one of on demand updates. As you update millions of pixels every frame and don’t need to care about splitting physics and sound. However in the future I will ideally have a combination of both. Let’s say 4 threads manually controlled for sound, enemy ai, physics so that they can be responsive while CA uses 8 threads for pure throughput. Please keep in mind light updates are not done every frame, so it being 39157 us doesn’t mean it actually runs at sub 60 fps. One other thing I improved as well is support for larger world. You can have any size you want as long as it is smaller than the 32 bit integer limit.
I have implemented rigid bodies into the engine. Rn this is a very basic and slow version. I plan to finish their interactions with lighting, optimize their collisions and then add JFA to check for disconnected terrain to become rigid bodies. Happy coding
Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller. So for example light update went from 39157us to 3399 us.
I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project
I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot
Ships:
I made a little physics engine. I am shipping it for the competition but I will come back to it later. It’s a cellular automata based physics engine, every single pixel is simulated. Technically it can support any world size but you might need to play around with the source code, it’s hard set at 1920x1080 rn. You can edit the cell behaviors as well. Wish you a nice day.
I implemented rigid bodies and more optimizations in this release. I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change....
|
1793926205.4108684
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1794012605.4108684
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56930
|
My awesome macropad! by @Admin_RobotHoche | Starda My awesome macropad! by @Admin_RobotHoche | Stardance...
|
Admin_RobotHoche
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0
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0.0
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0
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[]
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[]
|
Title: My awesome macropad! by @Admin_RobotHoche | Title: My awesome macropad! by @Admin_RobotHoche | Stardance...
|
1793407804.487811
|
1794012604.487811
|
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18596
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My first slack bot! by @adityasaivadlamudi99 | Sta My first slack bot! by @adityasaivadlamudi99 | Stardance...
|
adityasaivadlamudi99
|
0
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0.0
|
0
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[]
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[]
|
Title: My first slack bot! by @adityasaivadlamudi9 Title: My first slack bot! by @adityasaivadlamudi99 | Stardance...
|
1793407803.5360744
|
1794012603.5360744
|
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38115
|
My very own WebOS by @Denzz | Stardance
|
Denzz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Denzz | Stardance
|
1793407801.4059582
|
1794012601.4059582
|
|
56928
|
My awesome macropad! by @Rakin | Stardance
|
Rakin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Rakin | Stardance
|
1793407799.3639033
|
1794012599.3639033
|
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56927
|
TMG OS by @TheMarioGamer | Stardance
|
TheMarioGamer
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: TMG OS by @TheMarioGamer | Stardance
|
1793407798.4586582
|
1794012598.4586582
|
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56926
|
Project Vortex by @shanell_ivie | Stardance
|
shanell_ivie
|
0
|
0.0
|
0
|
[]
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[]
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Title: Project Vortex by @shanell_ivie | Stardance
|
1793407793.5236545
|
1794012593.5236545
|
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14785
|
ManhwaOS by @ElliotsLittleWave | Stardance
|
ElliotsLittleWave
|
1
|
11.0
|
79
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:18:46Z", "hours": 11.0, "multiplier": 7.24, "payout": 79, "blessing": "neutral", "text": "i made a manhwaOS for all novel and manhwa users to use and save timee. Currently its at the beta stage so most of the actual TIME SAVERS are being added on webOS2 since if i add it rn i maaayyy just have no more ideas for WEBOS2 The most challenging was the design. I actually tried drawing hahahhaah to no avail :( welp atleast it looks okay now since i added leaves and godrays", "repo": "https://github.com/Maxwell7779/ManhwaOS", "demo": "https://manhwa-os.vercel.app/"}]...
|
[{"post_id": 9680, "ts": "2026 [{"post_id": 9680, "ts": "2026-06-16T02:56:09Z", "hours": 0.3944, "text": "LAST LAST DEVLOG#idk THANK YOU FOR EVERYTHINGG this is my first ever project and im so happy and proud that it was shipped HERE IN STARDAANCEEE~!! BYE BYEEE"}, {"post_id": 9133, "ts": "2026-06-15T09:00:10Z", "hours": 0.4122, "text": "LAST DEVLOG #8 FINISHED LAST GOAL AND WILL SHIP added it where when you drag a window over another it prioritzes the window youre dragging and obscues the other windooww will be pushing then submitting BYE YALL"}, {"post_id": 9116, "ts": "2026-06-15T08:04:23Z", "hours": 1.7992, "text": "Devlog#7 ADDED FALLING LEAVES AND GODRAYYSSS!!! i thought what would make it look better? ITS LEAAAVESSS however the main challenge was making it look the same on mobile. I WAS GENUINELY STUCK FOR AN HOUR on making the god rays on mobile not stick to the top while making it look the same on desktop and found : isMobile - i added these to change stuff on mobile aka the responsiveness and all while keeping the desktop UI the same as before!! next devlog ill be making the obscurity of windows change when overlapping to enhance readibility and user-friendliness BYEEE"}, {"post_id": 8775, "ts": "2026-06-14T16:12:42Z", "hours": 2.9244, "text": "DEVLOG#6 possibly last devlog now IMPROVED APP AESTHETIC. Andd YOU CAN NOW DRAG ON MOBILE also improved mobile responsiveness for my mobile viewers to rate highlyy. ALSO finally made it look good, and work across all zoom sizes both mobile and pc YEHEYY hope yall rate this highlyy bye byee"}, {"post_id": 8145, "ts": "2026-06-13T16:14:19Z", "hours": 1.8044, "text": "DEVLOG #5 ADDED A VISITOR COUNTER!! sooo what did i do? i ADVERTISED IT ON REDITT AND DC BTWW i did this and took 2 hours just to leave a good impression on you viewers so plsss rate it highly hehehe THANKSS!! BTW i use supabase for the database and getting the VISITOR COUNT it took me so long its so tricky with the sql editor and stuff BUT I DID ITT"}, {"post_id": 7536, "ts": "2026-06-12T16:11:42Z", "hours": 1.8386, "text": "DEVLOG#4 WHATS NEW!! NEW BACKGROUND search bar seperated for the text not to bleed on mobile better mobile responsiveness change the fonts to MANGA MASTER for that added subtle details into this OS since its a manhwaOS GOAL NEXT DEVLOG add a last feature where when cursor is hovered to the left it opens setting then right you can change the wallpaper ALRIGHT BYE YALL!! NOTE: there was this bad gateway problem so i couldnt update thats why theres a pretty drastic change cuz i was stuck in this computer basically uhh ever since 10 hours ago lol"}, {"post_id": 7418, "ts": "2026-06-12T11:01:33Z", "hours": 0.7914, "text": "DEVLOG #3 BABYY!! YOU CAN SEARCH FOR ANY MANHWA ONLINE!! UPDATE: I SPENT LEGIT 30 mins on LAW cuz it turns out i cant have manhwa on this website because of copyright issues. SO instead i linked it to my manhwa page and my website became a sort of middle man also i feel bad that i didnt accomplish my main goal i added a search bar to open the apps ANDDD ANY MANHWA ONLINEE!! also fixed the issue where the apps open on the same places"}, {"post_id": 7335, "ts": "2026-06-12T07:21:13Z", "hours": 0.6242, "text": "sadly i lost my other file and now i have to redo it which i can but sadly i did commit in time in GIT but had to clone it so my time spent coding went back to 20 minutes"}, {"post_id": 7305, "ts": "2026-06-12T05:24:33Z", "hours": 0.7842, "text": "Im currently making a WebOS to read Manhwas on and i thought itd be possible to read from webtoon adn others inside my webpage? working on it currently"}]...
|
Title: ManhwaOS by @ElliotsLittleWave | Stardance
Title: ManhwaOS by @ElliotsLittleWave | Stardance
Devlogs:
Im currently making a WebOS to read Manhwas on and i thought itd be possible to read from webtoon adn others inside my webpage? working on it currently
sadly i lost my other file and now i have to redo it which i can but sadly i did commit in time in GIT but had to clone it so my time spent coding went back to 20 minutes
DEVLOG #3 BABYY!! YOU CAN SEARCH FOR ANY MANHWA ONLINE!! UPDATE: I SPENT LEGIT 30 mins on LAW cuz it turns out i cant have manhwa on this website because of copyright issues. SO instead i linked it to my manhwa page and my website became a sort of middle man also i feel bad that i didnt accomplish my main goal i added a search bar to open the apps ANDDD ANY MANHWA ONLINEE!! also fixed the issue where the apps open on the same places
DEVLOG#4 WHATS NEW!! NEW BACKGROUND search bar seperated for the text not to bleed on mobile better mobile responsiveness change the fonts to MANGA MASTER for that added subtle details into this OS since its a manhwaOS GOAL NEXT DEVLOG add a last feature where when cursor is hovered to the left it opens setting then right you can change the wallpaper ALRIGHT BYE YALL!! NOTE: there was this bad gateway problem so i couldnt update thats why theres a pretty drastic change cuz i was stuck in this computer basically uhh ever since 10 hours ago lol
DEVLOG #5 ADDED A VISITOR COUNTER!! sooo what did i do? i ADVERTISED IT ON REDITT AND DC BTWW i did this and took 2 hours just to leave a good impression on you viewers so plsss rate it highly hehehe THANKSS!! BTW i use supabase for the database and getting the VISITOR COUNT it took me so long its so tricky with the sql editor and stuff BUT I DID ITT
DEVLOG#6 possibly last devlog now IMPROVED APP AESTHETIC. Andd YOU CAN NOW DRAG ON MOBILE also improved mobile responsiveness for my mobile viewers to rate highlyy. ALSO finally made it look good, and work across all zoom sizes both mobile and pc YEHEYY hope yall rate this highlyy bye byee
Devlog#7 ADDED FALLING LEAVES AND GODRAYYSSS!!! i thought what would make it look better? ITS LEAAAVESSS however the main challenge was making it look the same on mobile. I WAS GENUINELY STUCK FOR AN HOUR on making the god rays on mobile not stick to the top while making it look the same on desktop and found : isMobile - i added these to change stuff on mobile aka the responsiveness and all while keeping the desktop UI the same as before!! next devlog ill be making the obscurity of windows change when overlapping to enhance readibility and user-friendliness BYEEE
LAST DEVLOG #8 FINISHED LAST GOAL AND WILL SHIP added it where when you drag a window over another it prioritzes the window youre dragging and obscues the other windooww will be pushing then submitting BYE YALL
LAST LAST DEVLOG#idk THANK YOU FOR EVERYTHINGG this is my first ever project and im so happy and proud that it was shipped HERE IN STARDAANCEEE~!! BYE BYEEE
Ships:
i made a manhwaOS for all novel and manhwa users to use and save timee. Currently its at the beta stage so most of the actual TIME SAVERS are being added on webOS2 since if i add it rn i maaayyy just have no more ideas for WEBOS2 The most challenging was the design. I actually tried drawing hahahhaah to no avail :( welp atleast it looks okay now since i added leaves and godrays...
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1793926193.3813312
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1794012593.3813312
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8488
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My awesome macropad! by @Maia | Stardance
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Maia
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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 @Maia | Stardance
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1793407791.2835968
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1794012591.2835968
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56924
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Cute web page by @Nico_ | Stardance
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Nico_
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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: Cute web page by @Nico_ | Stardance
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1793407790.3898373
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1794012590.3898373
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16504
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HorizonEngine by @ashwajit | Stardance
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ashwajit
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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: HorizonEngine by @ashwajit | Stardance
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1793407787.7822769
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1794012587.7822769
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17437
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Website! by @Rishi | Stardance
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Rishi
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T21:00:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project.", "repo": "https://github.com/lakkireddyrr-max/hackatime-project-website", "demo": "https://lakkireddyrr-max.github.io/hackatime-project-website/"}]...
|
[{"post_id": 7583, "ts": "2026 [{"post_id": 7583, "ts": "2026-06-12T17:53:58Z", "hours": 0.6031, "text": "I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code."}]...
|
Title: Website! by @Rishi | Stardance
Devlogs:
I’ Title: Website! by @Rishi | Stardance
Devlogs:
I’ve been working on building a functional website using HTML and alter specific elements of the frontend to creatline a baseline page for a website. My initial focuses were getting this text and altering whether it was header text or body text and using for smaller body text. Using this text, I altered aspects of it such as color or alignment through using style=”” to alter the elements of text throughout this webpage, even altering the background color to a beige to further experiment. Along with text, I also implemented a gif into my webpage using a website link rather than file and altered its alignment. To continue this project, I will continue to develop this frontend and further learn HTML coding language to pair along with a backend using JavaScript, with VS code.
Ships:
I made a simple website (very simple) experimenting simple features such as headers, gifs, and text coloration and size only having a frontend to allow me to grasp the basics to further utilize HTML, CSS, and Javascript on a future, unrelated project....
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1793926187.4101403
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1794012587.4101403
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56922
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FPV Drone by @Frosty_ | Stardance
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Frosty_
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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: FPV Drone by @Frosty_ | Stardance
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1793407785.1402605
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1794012585.1402605
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56921
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My first slack bot! by @katherinemoralesh | Starda My first slack bot! by @katherinemoralesh | Stardance...
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katherinemoralesh
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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 @katherinemoralesh | Title: My first slack bot! by @katherinemoralesh | Stardance...
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1793407783.603347
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1794012583.603347
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56919
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My very own WebOS by @meleomi | Stardance
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meleomi
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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 @meleomi | Stardance
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1793407781.5151792
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1794012581.5151792
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56918
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My First Game : Ravenous Roulette by @2shaikaqib | My First Game : Ravenous Roulette by @2shaikaqib | Stardance...
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2shaikaqib
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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 Game : Ravenous Roulette by @2shai Title: My First Game : Ravenous Roulette by @2shaikaqib | Stardance...
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1793407779.4031248
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1794012579.4031248
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31282
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My awesome macropad! by @Xurriyat | Stardance
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Xurriyat
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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 @Xurriyat | Stardan Title: My awesome macropad! by @Xurriyat | Stardance...
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1793407777.2400947
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1794012577.2400947
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56917
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ForgeOS by @Harshithsai | Stardance
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Harshithsai
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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: ForgeOS by @Harshithsai | Stardance
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1793407775.1625159
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1794012575.1625159
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1444
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My first slack bot! by @dancebug | Stardance
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dancebug
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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 @dancebug | Stardanc Title: My first slack bot! by @dancebug | Stardance...
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1793407774.2495763
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1794012574.2495763
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7154
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My first slack bot! by @hades | Stardance
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hades
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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 @hades | Stardance
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1793407772.1437712
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1794012572.1437712
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71431
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PacMac by @Kailey | Stardance
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Kailey
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T03:31:59Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Fixed loop to allow asyncio to work proplerly, redoploy", "repo": "https://github.com/KaileyLiou/PacMac", "demo": "https://kaileyliou.github.io/PacMac/"}]...
|
[{"post_id": 82902, "ts": "202 [{"post_id": 82902, "ts": "2026-10-26T05:42:34Z", "hours": 2.7644, "text": "Finished portal, modified game loop, added walls, added sprites, added music, fixed code/score logic, fixed errors, added start and end screens, added restart, deploy"}]...
|
Title: PacMac by @Kailey | Stardance
Devlogs:
Fin Title: PacMac by @Kailey | Stardance
Devlogs:
Finished portal, modified game loop, added walls, added sprites, added music, fixed code/score logic, fixed errors, added start and end screens, added restart, deploy
Ships:
Fixed loop to allow asyncio to work proplerly, redoploy...
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1793926171.8615897
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1794012571.8615897
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28634
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Untitled project by @harnoor | Stardance
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harnoor
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @harnoor | Stardance
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1793407771.2742183
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1794012571.2742183
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30591
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My very own WebOS by @anjo | Stardance
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anjo
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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 @anjo | Stardance
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1793407769.159082
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1794012569.159082
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24620
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My awesome macropad! by @pranita_chakkingal | Star My awesome macropad! by @pranita_chakkingal | Stardance...
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pranita_chakkingal
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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 @pranita_chakkingal Title: My awesome macropad! by @pranita_chakkingal | Stardance...
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1793407768.2261035
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1794012568.2261035
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7258
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tyse by @tawhidulh1 | Stardance
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0
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0.0
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0
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[]
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[]
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Title: tyse by @tawhidulh1 | Stardance
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1793407767.3111265
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1794012567.3111265
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8323
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Mediacorp HLS Player by @jhhnya | Stardance
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jhhnya
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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: Mediacorp HLS Player by @jhhnya | Stardance
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1793407766.4080136
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1794012566.4080136
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1710
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My first slack bot! by @arya | Stardance
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arya
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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 @arya | Stardance
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1793407765.4533691
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1794012565.4533691
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15536
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My awesome macropad! by @Andre | Stardance
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Andre
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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 @Andre | Stardance
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1793407764.5260825
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1794012564.5260825
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25362
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birdware by @Noxaj | Stardance
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Noxaj
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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: birdware by @Noxaj | Stardance
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1793407762.3657222
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1794012562.3657222
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31584
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Thornwake by @secret | Stardance
|
secret
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1
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23.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-12T14:10:42Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Thornwake - a web-based RPG game. The project is finally finished, the game takes about 15-20 minutes to finish, so it isn’t anything huge but I’m still proud of it. If you have any recommendations I’m happy to hear them. Special thanks to my friend Ultra for his recommendations!", "repo": "https://github.com/dominik-vrg/thornwake-webgame", "demo": "https://dominik-vrg.github.io/thornwake/"}]...
|
[{"post_id": 45774, "ts": "202 [{"post_id": 45774, "ts": "2026-08-12T14:08:27Z", "hours": 3.2056, "text": "Thornwake - #devlog 6 Game is finished! I have finished playtesting, fixing bugs and fine tuning the game. New graphics Enemies adjusted Boss modified"}, {"post_id": 30714, "ts": "2026-07-18T15:01:15Z", "hours": 7.95, "text": "Thornwake - #devlog 5 HUGE UPDATE!!! The game is now nearly in its final form, only thing left to do is for me and some of my friends to playtest it. The site will be deployed on github, I will link it below. If you have any recommendations, please let me know. Added 3 new zones to the game Added new types of enemies, including a final boss Added audio and visual effects The character now faces your cursor instead of the direction of movement Enemies are a bit harder to defeat now The game now has persistent storage and 3 different difficulties Two new NPCs were added, one of them being the blacksmith where you can upgrade your items New items and materials have also been added"}, {"post_id": 28538, "ts": "2026-07-14T20:59:17Z", "hours": 3.3581, "text": "Thornwake - #devlog 4 Worked some more on the game, but there is still a long way to go! If you have any recommendations, or found a bug, please let me know in the comments. Added a crafting system together with a few new items Added a shop system along with a merchant NPC called Bram"}, {"post_id": 26917, "ts": "2026-07-11T23:56:52Z", "hours": 3.0319, "text": "Thornwake - #devlog 3 I made some new small changes: Added a system for NPCs Added a system for enemies which have A* pathfinding Created the first NPC and some enemies"}, {"post_id": 24573, "ts": "2026-07-08T08:00:08Z", "hours": 1.0008, "text": "Thornwake - #devlog 2 New progress: Made a titlescreen with some hints and a start button Made a journal, which will contain quests and lore logs of the game"}, {"post_id": 23723, "ts": "2026-07-06T20:46:31Z", "hours": 4.4261, "text": "Thornwake - #devlog 1 I am making a web based RPG game. So far it has: A player that can move with WASD or Arrow Keys A simple map (probably will change later) Inventory UI system Random pickups on the map, including weapons, armor, healing items and materials HP Bar and equipped items indicator"}]...
|
Title: Thornwake by @secret | Stardance
Devlogs:
Title: Thornwake by @secret | Stardance
Devlogs:
Thornwake - #devlog 1 I am making a web based RPG game. So far it has: A player that can move with WASD or Arrow Keys A simple map (probably will change later) Inventory UI system Random pickups on the map, including weapons, armor, healing items and materials HP Bar and equipped items indicator
Thornwake - #devlog 2 New progress: Made a titlescreen with some hints and a start button Made a journal, which will contain quests and lore logs of the game
Thornwake - #devlog 3 I made some new small changes: Added a system for NPCs Added a system for enemies which have A* pathfinding Created the first NPC and some enemies
Thornwake - #devlog 4 Worked some more on the game, but there is still a long way to go! If you have any recommendations, or found a bug, please let me know in the comments. Added a crafting system together with a few new items Added a shop system along with a merchant NPC called Bram
Thornwake - #devlog 5 HUGE UPDATE!!! The game is now nearly in its final form, only thing left to do is for me and some of my friends to playtest it. The site will be deployed on github, I will link it below. If you have any recommendations, please let me know. Added 3 new zones to the game Added new types of enemies, including a final boss Added audio and visual effects The character now faces your cursor instead of the direction of movement Enemies are a bit harder to defeat now The game now has persistent storage and 3 different difficulties Two new NPCs were added, one of them being the blacksmith where you can upgrade your items New items and materials have also been added
Thornwake - #devlog 6 Game is finished! I have finished playtesting, fixing bugs and fine tuning the game. New graphics Enemies adjusted Boss modified
Ships:
Thornwake - a web-based RPG game. The project is finally finished, the game takes about 15-20 minutes to finish, so it isn’t anything huge but I’m still proud of it. If you have any recommendations I’m happy to hear them. Special thanks to my friend Ultra for his recommendations!...
|
1793926160.9381547
|
1794012560.9381547
|
|
9009
|
My awesome macropad! by @qlovic | Stardance
|
qlovic
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0
|
0.0
|
0
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[]
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[]
|
Title: My awesome macropad! by @qlovic | Stardance
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1793407758.488943
|
1794012558.488943
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17852
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My Weather App by @osasindu20 | Stardance
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osasindu20
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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 Weather App by @osasindu20 | Stardance
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1793407757.544235
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1794012557.544235
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34313
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KozbenSal by @Ulagat | Stardance
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Ulagat
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0
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0.61
|
0
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[]
|
[{"post_id": 27854, "ts": "202 [{"post_id": 27854, "ts": "2026-07-13T19:06:57Z", "hours": 0.6069, "text": "DEVLOG #1 Working on KozbenSal - eye-tracking assistive glasses for people with motor disabilities. Today I: Fixed camera integration - PS3 Eye now captures reliably with DirectShow backend Redesigned interaction - replaced slow dwell-time with fast blink-based point-to-point drawing Improved accuracy - added hybrid pupil detection (MediaPipe + CV contour analysis) System now lets users draw by blinking: first blink places point 1, second blink draws line to point 2. Much faster and more precise than the old system. Next: user testing, threshold tuning, and adding keyboard mode for typing."}]...
|
Title: KozbenSal by @Ulagat | Stardance
Devlogs:
Title: KozbenSal by @Ulagat | Stardance
Devlogs:
DEVLOG #1 Working on KozbenSal - eye-tracking assistive glasses for people with motor disabilities. Today I: Fixed camera integration - PS3 Eye now captures reliably with DirectShow backend Redesigned interaction - replaced slow dwell-time with fast blink-based point-to-point drawing Improved accuracy - added hybrid pupil detection (MediaPipe + CV contour analysis) System now lets users draw by blinking: first blink places point 1, second blink draws line to point 2. Much faster and more precise than the old system. Next: user testing, threshold tuning, and adding keyboard mode for typing....
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1793407755.1954958
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1794012555.1954958
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32218
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Untitled by @kristiansiska | Stardance
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kristiansiska
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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 @kristiansiska | Stardance
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1793407752.7444766
|
1794012552.7444766
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14123
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Orbit by @EngThi | Stardance
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EngThi
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1
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19.9
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132
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T00:22:26Z", "hours": 17.0, "multiplier": 7.88, "payout": 132, "blessing": "neutral", "text": "I built this mini-terminal in C. The trickiest part was dealing with pointers—specifically dereferencing. I got a bit lost in a few places and while organizing function parameters, but nothing major went wrong. I wanted to learn how operating systems and low-level systems work; since C is essentially the foundation for that—and I was already studying it in my course I decided to use it. To test it out, you can simply create a Codespaces instance or clone the repository. If you choose to clone it, you’ll need a C compiler installed. Install it using this command: sudo apt update && sudo apt install build-essential -y", "repo": "https://github.com/EngThi/Orbit", "demo": "https://github.com/EngThi/Orbit/releases/latest"}]...
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[{"post_id": 31756, "ts": "202 [{"post_id": 31756, "ts": "2026-07-20T12:11:09Z", "hours": 2.9022, "text": "Yeah, long time… I was here thinking about whether to continue developing something more complete/add more features here. It just so happens I was working on other projects and liked them, so I kind of set Orbit aside. Actually, every now and then I would come here (I mean to its directory) and test things, skim through the code to think of more stuff, you know. I’d run the program and that was pretty much it. Then I was testing some parts and features of the language related to the course. And since before fully developing the project I studied, checked out, and learned certain things here, I came back and did the same. I even turned off Wakatime since it wasn’t really for the project, but after messing with the others I’d turn it back on and that was that. So yeah, here I am and I tinkered with the project a bit more in the parts I got feedback on. I forgot to translate the version I’d be showing for the demo into English , now I did, I was thinking of leaving the binary and executable program multiplatform and I also went after that. Anyway, there’s already a release with it for Linux, macOS, and Windows. In that and in the translation, I used Antigravity. Now the project is more organized. Now the aliases you create stay saved and don’t get lost when you close that session. I also tweaked things with the voters’ feedback to make it look more professional and like how bash really is . Creating a process and running things with execvp() (the other one is fork() ) or it already kind of gave the clue on how to do it."}, {"post_id": 23177, "ts": "2026-07-06T00:10:51Z", "hours": 0.7314, "text": "I’m done for now. I spent time writing the README and fixing a few things in the code, as well as resolving an issue syncing the Git repository—specifically, a discrepancy between the remote and local versions. I also deleted the binary that had been uploaded there by mistake :| On top of that, I created this architecture diagram right in Canva. That’s basically it; now I’m going to ship the Alpha version."}, {"post_id": 22870, "ts": "2026-07-05T14:28:58Z", "hours": 6.3458, "text": "Massive session in the last days. Honestly, the past few days have been a heavy grind balancing school work and academic study. Between reviewing some Python automation scripts and touching up minor EDA/hardware schematic concepts, I had to take a step back and deeply review C fundamentals. I spent a good chunk of time writing tests to push the limits of basic features, function definitions, and pointer scopes that the language offers. All this testing made it obvious that the old monolithic, single-file structure was hitting a wall. To scale Orbit properly into the Alpha phase (vα), I executed a complete architectural overhaul, breaking the codebase down from 1 single file into 5 highly modular files, all cleanly decoupled and tied together using structured header files (.h) and a dedicated Makefile. Key implementations finalized in this block: Modular File Splitting: Migrated core logic away from the legacy root files. The project is now properly organized under a /src directory, separating the shell’s main loop, the token parser, and individual command definitions into their own independent compilation units. Dynamic Prompt Integration: Hooked up the native getcwd() system call inside the interactive execution loop. Because the shell now correctly tracks process directory state, the prompt dynamically updates and visually prints the absolute path in real-time right after a ‘cd’ executes. Lookup Table for Aliases: Laid down the pre-processing layer for custom shortcut mappings. Designed a static structure array to act as an Alias Table, intercepting raw stdin strings to scan for matches (like replacing ‘ll’ with ‘run ls -la’) before the input ever hits strtok for argument tokenization."}, {"post_id": 8950, "ts": "2026-06-14T21:34:18Z", "hours": 1.9922, "text": "Refactoring the main execution loop with M365 Copilot. Moving away from the messy string comparisons and building a cleaner internal structure for command handling. Spent time debugging memory allocations and ensuring tokens from strtok don’t leak between cycles."}, {"post_id": 8842, "ts": "2026-06-14T18:21:02Z", "hours": 0.9522, "text": "Implemented a dynamic dispatch system using an array of structures and function pointers. Replaced the entire nested if/else chain inside main with a clean lookup table. Commands like echo, sum, and run are now isolated functions mapped to their respective triggers. Much easier to extend now."}, {"post_id": 8760, "ts": "2026-06-14T15:52:13Z", "hours": 0.7778, "text": "It was supposed to be working here. Now the CLI has the repeat command that takes the number 'n' , which is the parameter the user puts in, and looks in history.txt for which 'n' command should be executed and repeats it. I realized that adding history using the ↑↓ (keyboard arrows) would be more complicated and could, not break/bug, but slow me down in what I was doing and testing."}, {"post_id": 8160, "ts": "2026-06-13T16:36:39Z", "hours": 0.6158, "text": "The available commands: help echo sum history clear_history run cd I’ve already finished the list for the available commands here. I left an array, and with that, we can keep *adding more stuff * later and make the help command actually helpful :)"}, {"post_id": 8084, "ts": "2026-06-13T14:32:57Z", "hours": 0.6228, "text": "Today I finished implementing the cd command. Now I can change directories within the project terminal. The process is to run run ls and then use cd . In this case, I left it without the run command, just using cd directly ."}, {"post_id": 7817, "ts": "2026-06-13T01:28:16Z", "hours": 0.8528, "text": "I started making the directory changes . Actually, I spent more time testing and thinking about what to do and running tests . I didn’t even get the idea to be able to see/repeat the last commands like ↑↓ that are in normal terminals. I haven’t done that many upgrades , but I’ve studied and am still developing the idea"}, {"post_id": 7774, "ts": "2026-06-13T00:02:59Z", "hours": 0.5903, "text": "Continuing here, I was working and studying (Chemical Kinetics :\\ ) with the M365 Copilot and it said something like: why not put an enumerator of the commands in the history? I thought it was a good idea and that’s what I went looking for . I had to change, replace, you know, the part where I saw the commands to keep doing a ++ for the counter . But when it worked (compiled and had changed to this new logic) it ended up, for some reason, printing 35949 commands in memory! . Basically some kind of memory flow or something like that related to the command that calls the system (run) . I have to see why this happened…"}, {"post_id": 7607, "ts": "2026-06-12T18:32:21Z", "hours": 0.8681, "text": "So, here I put something REALLY COOL : executing system commands in the terminal inside the terminal -\\°°/-. It’s kind of funny, but like, I can run ls, cat, date, pwd , etc. I thought it would take longer, but it didn’t. I just needed to pass the tokens, concatenate the command setting the `run’ as the one that connects the app to the system terminal . It turned out I was doing some C things for the course and I was already testing this… And I used M365 Copilot to help me. Well, I already use it to reinforce the content of the classes, lessons, learn some things and also to debug my code , exercises/lists that the teachers gave. So I kind of just continued where I was."}, {"post_id": 7563, "ts": "2026-06-12T17:21:28Z", "hours": 0.4425, "text": "That’s a cool thing… I added a command to clear the history , which in this case is clear_history . It’s a simple thing, but it improves the app’s usability. That’s pretty much it."}, {"post_id": 7117, "ts": "2026-06-11T21:48:17Z", "hours": 1.0214, "text": "Basically, I added a very simple history file to the app, like a .bash_history . But in this case, I’m using a history.txt file. It opens and writes exactly everything typed in the terminal, skipping a line . Man, messing with/manipulating files here is quite difficult… using * for pointers and dereferencing confused me a bit. Sometimes I forgot it and it gave me errors. The good part is that my own editor recommended clangd . Actually, I don’t know exactly what it is, but it seems like a lintter and automatic pre-compiler. It’s helping me… One thing I miss is being able to attach more than one media file. At least I had the copy and paste image option, and it didn’t work."}, {"post_id": 5765, "ts": "2026-06-09T17:46:12Z", "hours": 1.165, "text": "Hello. I started this project. Actually, I had thought of something different, and that’s why it has this name “Orbit”. But now that I’ve decided to do this, I’ll change the name later. Basically, I’m starting out in C (really learning it right now), and since I’m a beginner and I got my first laptop, which is Linux (because I didn’t want to pay for a Windows license/I don’t have anything tying me to it, considering this is my first machine), and since I’m in this Dev and Builder life and C is the basis of many things and OSs… So I decided to do something along the lines of Unix/Linux . I thought, “nothing better than playing with the Terminal for this,” so I started with this simple version here. Which: is in an infinite loop (1) has the echo command (to print) and sum (to sum) Uses strtok (which I’m learning) to manipulate strings and the tokens for what they call them. I think that’s it :p"}]...
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Title: Orbit by @EngThi | Stardance
Devlogs:
Hell Title: Orbit by @EngThi | Stardance
Devlogs:
Hello. I started this project. Actually, I had thought of something different, and that’s why it has this name “Orbit”. But now that I’ve decided to do this, I’ll change the name later. Basically, I’m starting out in C (really learning it right now), and since I’m a beginner and I got my first laptop, which is Linux (because I didn’t want to pay for a Windows license/I don’t have anything tying me to it, considering this is my first machine), and since I’m in this Dev and Builder life and C is the basis of many things and OSs… So I decided to do something along the lines of Unix/Linux . I thought, “nothing better than playing with the Terminal for this,” so I started with this simple version here. Which: is in an infinite loop (1) has the echo command (to print) and sum (to sum) Uses strtok (which I’m learning) to manipulate strings and the tokens for what they call them. I think that’s it :p
Basically, I added a very simple history file to the app, like a .bash_history . But in this case, I’m using a history.txt file. It opens and writes exactly everything typed in the terminal, skipping a line . Man, messing with/manipulating files here is quite difficult… using * for pointers and dereferencing confused me a bit. Sometimes I forgot it and it gave me errors. The good part is that my own editor recommended clangd . Actually, I don’t know exactly what it is, but it seems like a lintter and automatic pre-compiler. It’s helping me… One thing I miss is being able to attach more than one media file. At least I had the copy and paste image option, and it didn’t work.
That’s a cool thing… I added a command to clear the history , which in this case is clear_history . It’s a simple thing, but it improves the app’s usability. That’s pretty much it.
So, here I put something REALLY COOL : executing system commands in the terminal inside the terminal -\°°/-. It’s kind of funny, but like, I can run ls, cat, date, pwd , etc. I thought it would take longer, but it didn’t. I just needed to pass the tokens, concatenate the command setting the `run’ as the one that connects the app to the system terminal . It turned out I was doing some C things for the course and I was already testing this… And I used M365 Copilot to help me. Well, I already use it to reinforce the content of the classes, lessons, learn some things and also to debug my code , exercises/lists that the teachers gave. So I kind of just continued where I was.
Continuing here, I was working and studying (Chemical Kinetics :\ ) with the M365 Copilot and it said something like: why not put an enumerator of the commands in the history? I thought it was a good idea and that’s what I went looking for . I had to change, replace, you know, the part where I saw the commands to keep doing a ++ for the counter . But when it worked (compiled and had changed to this new logic) it ended up, for some reason, printing 35949 commands in memory! . Basically some kind of memory flow or something like that related to the command that calls the system (run) . I have to see why this happened…
I started making the directory changes . Actually, I spent more time testing and thinking about what to do and running tests . I didn’t even get the idea to be able to see/repeat the last commands like ↑↓ that are in normal terminals. I haven’t done that many upgrades , but I’ve studied and am still developing the idea
Today I finished implementing the cd command. Now I can change directories within the project terminal. The process is to run run ls and then use cd . In this case, I left it without the run command, just using cd directly .
The available commands: help echo sum history clear_history run cd I’ve already finished the list for the available commands here. I left an array, and with that, we can keep *adding more stuff * later and make the help command actually helpful :)
It was supposed to be working here. Now the CLI has the repeat command that takes the number 'n' , which is the parameter the user puts in, and looks in history.txt for which 'n' command should be executed and repeats it. I realized that adding history using the ↑↓ (keyboard arrows) would be more complicated and could, not break/bug, but slow me down in what I was doing and testing.
Implemented a dynamic dispatch system using an array of structures and function pointers. Replaced the entire nested if/else chain inside main with a clean lookup table. Commands like echo, sum, and run are now isolated functions mapped to their respective triggers. Much easier to extend now.
Refactoring the main execution loop with M365 Copilot. Moving away from the messy string comparisons and building a cleaner internal structure for command handling. Spent time debugging memory allocations and ensuring tokens from strtok don’t leak between cycles.
Massive session in the last days. Honestly, the past few days have been a heavy grind balancing school work and academic study. Between reviewing some Python automation scripts and touching up minor EDA/hardware schematic concepts, I had to take a step back and deeply review C fundamentals. I spent a good chunk of time writing tests to push the limits of basic features, function definitions, and pointer scopes that the language offers. All this testing made it obvious that the old monolithic, single-file structure was hitting a wall. To scale Orbit properly into the Alpha phase (vα), I executed a complete architectural overhaul, breaking the codebase down from 1 single file into 5 highly modular files, all cleanly decoupled and tied together using structured header files (.h) and a dedicated Makefile. Key implementations finalized in this block: Modular File Splitting: Migrated core logic away from the legacy root files. The project is now properly organized under a /src directory, separating the shell’s main loop, the token parser, and individual command definitions into their own independent compilation units. Dynamic Prompt Integration: Hooked up the native getcwd() system call inside the interactive execution loop. Because the shell now correctly tracks process directory state, the prompt dynamically updates and visually prints the absolute path in real-time right after a ‘cd’ executes. Lookup Table for Aliases: Laid down the pre-processing layer for custom shortcut mappings. Designed a static structure array to act as an Alias Table, intercepting raw stdin strings to scan for matches (like replacing ‘ll’ with ‘run ls -la’) before the input ever hits strtok for argument tokenization.
I’m done for now. I spent time writing the README and fixing a few things in the code, as well as resolving an issue syncing the Git repository—specifically, a discrepancy between the remote and local versions. I also deleted the binary that had been uploaded there by mistake :| On top of that, I created this architecture diagram right in Canva. That’s basically it; now I’m going to ship the Alpha version.
Yeah, long time… I was here thinking about whether to continue developing something more complete/add more features here. It just so happens I was working on other projects and liked them, so I kind of set Orbit aside. Actually, every now and then I would come here (I mean to its directory) and test things, skim through the code to think of more stuff, you know. I’d run the program and that was pretty much it. Then I was testing some parts and features of the language related to the course. And since before fully developing the project I studied, checked out, and learned certain things here, I came back and did the same. I even turned off Wakatime since it wasn’t really for the project, but after messing with the others I’d turn it back on and that was that. So yeah, here I am and I tinkered with the project a bit more in the parts I got feedback on. I forgot to translate the version I’d be showing for the demo into English , now I did, I was thinking of leaving the binary and executable program multiplatform and I also went after that. Anyway, there’s already a release with it for Linux, macOS, and Windows. In that and in the translation, I used Antigravity. Now the project is more organized. Now the aliases you create stay saved and don’t get lost when you close that session. I also tweaked things with the voters’ feedback to make it look more professional and like how bash really is . Creating a process and running things with execvp() (the other one is fork() ) or it already kind of gave the clue on how to do it.
Ships:
I built this mini-terminal in C. The trickiest part was dealing with pointers—specifically dereferencing. I got a bit lost in a few places and while organizing function parameters, but nothing major went wrong. I wanted to learn how operating systems and low-level systems work; since C is essentially the foundation for that—and I was already studying it in my course I decided to use it. To test it out, you can simply create a Codespaces instance or clone the repository. If you choose to clone it, you’ll need a C compiler installed. Install it using this command: sudo apt update && sudo apt install build-essential -y...
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1793926151.3822966
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1794012551.3822966
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39242
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Untitled by @PrabhnoorKaur | Stardance
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PrabhnoorKaur
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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 @PrabhnoorKaur | Stardance
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1793407749.9970732
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1794012549.9970732
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24575
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AegisBot, Rescue robot by @tokka252 | Stardance
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tokka252
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0
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0.0
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0
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Title: AegisBot, Rescue robot by @tokka252 | Stard Title: AegisBot, Rescue robot by @tokka252 | Stardance...
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1793407748.05936
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1794012548.05936
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34351
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Me! - My personal site by @takabledawn3067 | Stard Me! - My personal site by @takabledawn3067 | Stardance...
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takabledawn3067
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2.0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-17T23:24:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Me! — my personal site for the “Personal Site” mission Hey! I just finished this project. What it is: A single-page site built with plain HTML, custom CSS (no frameworks), and a bit of vanilla JavaScript. It’s split into four sections — About Me, About This, Other Projects, and Details — connected by a thin vertical timeline running down the page. Features Animated canvas background with drifting gold and white particles that react to the mouse (i found it in a random site I don´t remember). Fully bilingual (EN/ES), with a toggle to switch languages at any point Typography from Google Fonts (Plus Jakarta Sans for body text, JetBrains Mono for details) A quick shoutout in “Other Projects” to two other things I’m building: OrbitOS (a web-based OS with apps like a terminal and calculator) and TaSkO. (a Slack productivity bot) Under the hood Code split across separate index.html, style.css, and background.js files, in a public GitHub repo with commit history, deployed live via GitHub Pages. On AI use I used Claude to help translate content between English and Spanish and to fix a few tricky bugs I got stuck on. The design, layout, and content are my own work.", "repo": "https://github.com/TakableDawn3067/my-personal-site", "demo": "https://takabledawn3067.github.io/my-personal-site/"}]...
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[{"post_id": 30425, "ts": "202 [{"post_id": 30425, "ts": "2026-07-17T23:18:18Z", "hours": 0.2506, "text": "Here´s the page!"}, {"post_id": 30385, "ts": "2026-07-17T21:20:34Z", "hours": 0.2667, "text": "The project is finished! I’ve added a moving background and a few more details… as well as fixing some errors."}, {"post_id": 30366, "ts": "2026-07-17T20:49:02Z", "hours": 0.3, "text": "The site now is working. I´m improving it to best results"}, {"post_id": 30225, "ts": "2026-07-17T17:13:18Z", "hours": 0.2778, "text": "HTML finished. Improving the rest!"}, {"post_id": 30210, "ts": "2026-07-17T16:38:58Z", "hours": 0.6694, "text": "More coding"}, {"post_id": 30048, "ts": "2026-07-17T09:59:59Z", "hours": 0.3992, "text": "Working on HTML"}]...
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Title: Me! - My personal site by @takabledawn3067 Title: Me! - My personal site by @takabledawn3067 | Stardance
Devlogs:
Working on HTML
More coding
HTML finished. Improving the rest!
The site now is working. I´m improving it to best results
The project is finished! I’ve added a moving background and a few more details… as well as fixing some errors.
Here´s the page!
Ships:
Me! — my personal site for the “Personal Site” mission Hey! I just finished this project. What it is: A single-page site built with plain HTML, custom CSS (no frameworks), and a bit of vanilla JavaScript. It’s split into four sections — About Me, About This, Other Projects, and Details — connected by a thin vertical timeline running down the page. Features Animated canvas background with drifting gold and white particles that react to the mouse (i found it in a random site I don´t remember). Fully bilingual (EN/ES), with a toggle to switch languages at any point Typography from Google Fonts (Plus Jakarta Sans for body text, JetBrains Mono for details) A quick shoutout in “Other Projects” to two other things I’m building: OrbitOS (a web-based OS with apps like a terminal and calculator) and TaSkO. (a Slack productivity bot) Under the hood Code split across separate index.html, style.css, and background.js files, in a public GitHub repo with commit history, deployed live via GitHub Pages. On AI use I used Claude to help translate content between English and Spanish and to fix a few tricky bugs I got stuck on. The design, layout, and content are my own work....
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1793926146.3699417
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1794012546.3699417
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