|
57068
|
Minecraft Modpack Site by @spheroidon | Stardance
|
spheroidon
|
2
|
5.23
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T20:11:23Z", "hours": 2.0, "multiplier": 2.95, "payout": 5, "blessing": "neutral", "text": "Ship 2 - customized the site to be focused on my WIP modpack, added various responsibility improvements, and implemented a lightbox.", "repo": "https://github.com/spheroidon/personal-site", "demo": "https://spheroidon.github.io/personal-site/"}, {"ship_num": 2, "ts": "2026-09-01T13:20:52Z", "hours": 2.0, "multiplier": 1.55, "payout": 3, "blessing": "neutral", "text": "Made a little personal site with placeholder stuff to refresh my HTML and CSS knowledge! It’s currently a bunch of placeholder links and images but it’s easily customizable.", "repo": "https://github.com/spheroidon/personal-site", "demo": "https://spheroidon.github.io/personal-site/"}]...
|
[{"post_id": 60944, "ts": "202 [{"post_id": 60944, "ts": "2026-09-03T16:53:44Z", "hours": 0.3194, "text": "Added more changelogs from the modpack’s internal docs to the site. I plan to work on Markdown functionality for the changelogs next!"}, {"post_id": 60740, "ts": "2026-09-03T09:39:16Z", "hours": 0.3622, "text": "Added initial changelog functionality. It loads changelogs from an array, where each changelog is a dict with the content (multiline string), title (string), and date (Date object)."}, {"post_id": 60138, "ts": "2026-09-02T09:59:35Z", "hours": 0.5511, "text": "Added initial implementation of multiple-section functionality, made images lazyload via loading=“lazy”, and made a few other miscellanious improvements (customized text selection color, added a lightbox border for consistency, probably some more stuff)."}, {"post_id": 59812, "ts": "2026-09-01T19:26:15Z", "hours": 0.7383, "text": "Added a list of featured mods to the lightbox, to see what mod is adding the showcased feature! The list also includes the relevant CurseForge links."}, {"post_id": 59791, "ts": "2026-09-01T18:41:26Z", "hours": 0.9669, "text": "Added a lightbox and replaced placeholders with content related to my W.I.P. Minecraft modpack!"}, {"post_id": 59551, "ts": "2026-09-01T13:12:49Z", "hours": 0.3642, "text": "Made navbar links also generate dynamically from a dict, and added a favicon"}, {"post_id": 59539, "ts": "2026-09-01T12:47:35Z", "hours": 0.8292, "text": "Added a dynamically generated image gallery using JS. Currently it’s placeholder images of fish and other critters!"}, {"post_id": 59517, "ts": "2026-09-01T11:56:31Z", "hours": 0.6456, "text": "Setup a basic header with some css and example links!"}]...
|
Title: Minecraft Modpack Site by @spheroidon | Sta Title: Minecraft Modpack Site by @spheroidon | Stardance
Devlogs:
Setup a basic header with some css and example links!
Added a dynamically generated image gallery using JS. Currently it’s placeholder images of fish and other critters!
Made navbar links also generate dynamically from a dict, and added a favicon
Added a lightbox and replaced placeholders with content related to my W.I.P. Minecraft modpack!
Added a list of featured mods to the lightbox, to see what mod is adding the showcased feature! The list also includes the relevant CurseForge links.
Added initial implementation of multiple-section functionality, made images lazyload via loading=“lazy”, and made a few other miscellanious improvements (customized text selection color, added a lightbox border for consistency, probably some more stuff).
Added initial changelog functionality. It loads changelogs from an array, where each changelog is a dict with the content (multiline string), title (string), and date (Date object).
Added more changelogs from the modpack’s internal docs to the site. I plan to work on Markdown functionality for the changelogs next!
Ships:
Made a little personal site with placeholder stuff to refresh my HTML and CSS knowledge! It’s currently a bunch of placeholder links and images but it’s easily customizable.
Ship 2 - customized the site to be focused on my WIP modpack, added various responsibility improvements, and implemented a lightbox....
|
1793602456.9667685
|
1793688856.9667685
|
|
58522
|
vyora by @chestagahlawat06 | Stardance
|
chestagahlawat06
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T12:00:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an interactive space learning platform where learning is fun. The biggest problem i faced was to create texture on the earth of my home screen. I hope you would love the project.", "repo": "https://github.com/chestagahlawat6-maker/Vyora", "demo": "https://vyora-two.vercel.app/"}]...
|
[{"post_id": 63499, "ts": "202 [{"post_id": 63499, "ts": "2026-09-07T11:56:35Z", "hours": 0.7344, "text": "hi i am working on a interactive space learning platform ….. first design of my home screen without any texture on earth…"}, {"post_id": 62248, "ts": "2026-09-05T14:55:04Z", "hours": 1.1342, "text": "hi I am chesta. I am working on vyora an interactive space learning platform…..Finally completed the home screen"}]...
|
Title: vyora by @chestagahlawat06 | Stardance
Dev Title: vyora by @chestagahlawat06 | Stardance
Devlogs:
hi I am chesta. I am working on vyora an interactive space learning platform…..Finally completed the home screen
hi i am working on a interactive space learning platform ….. first design of my home screen without any texture on earth…
Ships:
I made an interactive space learning platform where learning is fun. The biggest problem i faced was to create texture on the earth of my home screen. I hope you would love the project....
|
1793602455.7408938
|
1793688855.7408938
|
|
65187
|
blare pro by @vyn | Stardance
|
vyn
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: blare pro by @vyn | Stardance
|
1793084052.5281231
|
1793688852.5281231
|
|
65185
|
A pdf to Word by @avijitpanda | Stardance
|
avijitpanda
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A pdf to Word by @avijitpanda | Stardance
|
1793084051.6632159
|
1793688851.6632159
|
|
51160
|
Mee7 by @solxmn | Stardance
|
solxmn
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T16:46:34Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mee7 Shipped mee7, a small Slack bot built with Node.js and Slack Bolt. This was definitely one of the easier projects I’ve worked on compared to some of my other recent ones, but I still had a lot of fun making it. The main challenge wasn’t really the bot itself, but getting everything working together properly. The most interesting part was handling APIs. mee7 uses several public APIs for things like cat facts, dog images, jokes, useless facts, and quotes, so I got to learn how to make requests to different endpoints and handle their responses inside a Slack bot. I also learned more about structuring a Node.js project around Slack Bolt and how to host the bot continuously with Nest. Overall, it was a simpler project than some of the others I’ve shipped, but it was still a really fun one to build. It gave me a better understanding of APIs and how they can be combined with other services to make something actually useful (or at least entertaining) inside Slack.", "repo": "https://github.com/Fraczdev/SlackBot-Mee7", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 50039, "ts": "202 [{"post_id": 50039, "ts": "2026-08-19T02:11:07Z", "hours": 0.3575, "text": "done with the commands (for now)! working with apis is really fun"}]...
|
Title: Mee7 by @solxmn | Stardance
Devlogs:
done Title: Mee7 by @solxmn | Stardance
Devlogs:
done with the commands (for now)! working with apis is really fun
Ships:
Mee7 Shipped mee7, a small Slack bot built with Node.js and Slack Bolt. This was definitely one of the easier projects I’ve worked on compared to some of my other recent ones, but I still had a lot of fun making it. The main challenge wasn’t really the bot itself, but getting everything working together properly. The most interesting part was handling APIs. mee7 uses several public APIs for things like cat facts, dog images, jokes, useless facts, and quotes, so I got to learn how to make requests to different endpoints and handle their responses inside a Slack bot. I also learned more about structuring a Node.js project around Slack Bolt and how to host the bot continuously with Nest. Overall, it was a simpler project than some of the others I’ve shipped, but it was still a really fun one to build. It gave me a better understanding of APIs and how they can be combined with other services to make something actually useful (or at least entertaining) inside Slack....
|
1793602451.398093
|
1793688851.398093
|
|
57064
|
Studora by @TiyaDadheech05 | Stardance
|
TiyaDadheech05
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-04T11:13:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Combined: Studora — a 3-page website for managing student coursework, with a home page, a kanban-style assignment board (To do → In progress → Done), and a weekly planner with upcoming deadlines. Built with plain HTML/CSS, using CSS Grid for the layouts and a custom color palette pulled from a landscape banner image. The trickiest part wasn’t building it but getting it actually live — figuring out GitHub Pages deployment and making sure all three pages linked together correctly. What I’m most proud of is the design system — instead of a generic blue SaaS look, the whole palette was built around the mood of the banner image, so it feels intentional rather than templated. It’s a static demo right now (tasks and schedule are hardcoded examples, not yet editable), so click through all three pages using the nav bar at the top to see the full layout.", "repo": "https://github.com/tiyacreates/studora-site", "demo": "https://tiyacreates.github.io/studora-site/"}]...
|
[{"post_id": 61435, "ts": "202 [{"post_id": 61435, "ts": "2026-09-04T10:49:56Z", "hours": 0.26, "text": "Studora is here!! 📖 Put in some work today on the layout and styling — homepage banner, colors, the whole vibe 🎨 Also got the assignment board working (To do → In progress → Done) and a weekly planner so nothing sneaks up on me last minute. It’s basically one spot for all your coursework instead of it being scattered across a bunch of different apps and chats. Live now on GitHub Pages, go take a look! Still figuring out what to add next, so let me know if there’s something you’d want in it 👀"}]...
|
Title: Studora by @TiyaDadheech05 | Stardance
Dev Title: Studora by @TiyaDadheech05 | Stardance
Devlogs:
Studora is here!! 📖 Put in some work today on the layout and styling — homepage banner, colors, the whole vibe 🎨 Also got the assignment board working (To do → In progress → Done) and a weekly planner so nothing sneaks up on me last minute. It’s basically one spot for all your coursework instead of it being scattered across a bunch of different apps and chats. Live now on GitHub Pages, go take a look! Still figuring out what to add next, so let me know if there’s something you’d want in it 👀
Ships:
Combined: Studora — a 3-page website for managing student coursework, with a home page, a kanban-style assignment board (To do → In progress → Done), and a weekly planner with upcoming deadlines. Built with plain HTML/CSS, using CSS Grid for the layouts and a custom color palette pulled from a landscape banner image. The trickiest part wasn’t building it but getting it actually live — figuring out GitHub Pages deployment and making sure all three pages linked together correctly. What I’m most proud of is the design system — instead of a generic blue SaaS look, the whole palette was built around the mood of the banner image, so it feels intentional rather than templated. It’s a static demo right now (tasks and schedule are hardcoded examples, not yet editable), so click through all three pages using the nav bar at the top to see the full layout....
|
1793602450.2134676
|
1793688850.2134676
|
|
65184
|
My Kira Site by @ExKira | Stardance
|
ExKira
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My Kira Site by @ExKira | Stardance
|
1793084049.8656611
|
1793688849.8656611
|
|
57061
|
Blind Ai Assistant by @KashanZahid | Stardance
|
KashanZahid
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T06:41:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its an Ai-Assitant built for the Blind persons. Its uses voice speech recongintion to do daily task life like making call,whatsapps,youtube and a huge amount of commands to being independent", "repo": "https://github.com/Kashan-Zahid/Blind-AI-Assistant", "demo": "http://tiny.cc/fdx9101"}]...
|
[{"post_id": 62006, "ts": "202 [{"post_id": 62006, "ts": "2026-09-05T06:39:08Z", "hours": 0.4944, "text": "Gemini integrations done bro!!!! Ready to sail"}, {"post_id": 61634, "ts": "2026-09-04T17:00:43Z", "hours": 2.0628, "text": "Alhamduillah done!!!"}, {"post_id": 59604, "ts": "2026-09-01T14:52:26Z", "hours": 0.4286, "text": "Something Come UP!!!!!"}]...
|
Title: Blind Ai Assistant by @KashanZahid | Starda Title: Blind Ai Assistant by @KashanZahid | Stardance
Devlogs:
Something Come UP!!!!!
Alhamduillah done!!!
Gemini integrations done bro!!!! Ready to sail
Ships:
Its an Ai-Assitant built for the Blind persons. Its uses voice speech recongintion to do daily task life like making call,whatsapps,youtube and a huge amount of commands to being independent...
|
1793602449.0642903
|
1793688849.0642903
|
|
58517
|
My very own WebOS by @yoru_ayan | Stardance
|
yoru_ayan
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T05:43:45Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WEB based OS UI. It quite fun to make it, with some minor problems that I face like app that I want to use in this OS didn’t work because that popular platforms don’t allow ifram and which cause the whole problem for me but with the alternative I finally made over 14 working app in the OS where Kobayashi OS was the project which inspire me to build mine", "repo": "https://github.com/aniway89/Web-os-1", "demo": "https://web-os-1-rho.vercel.app/"}]...
|
[{"post_id": 62693, "ts": "202 [{"post_id": 62693, "ts": "2026-09-06T05:40:34Z", "hours": 0.3325, "text": "add few game and change the UI a little bit. Add new function for the windows to open inproper 16/8 ratio."}, {"post_id": 62410, "ts": "2026-09-05T19:07:15Z", "hours": 0.8769, "text": "Drinoed OS is a fun little desktop you can run right in your browser — made with just HTML, CSS, and JS. It’s got a real desktop with app icons, a dock, draggable windows, a launcher, and apps like Notepad, Calculator, Terminal, and Settings where you can change the wallpaper and brightness. You can even open sites like YouTube or Spotify inside it. Your stuff (notes, wallpaper, etc.) is saved automatically, so it’s all still there when you come back. No install, no login — just open it and it feels like a mini OS of your own."}, {"post_id": 62334, "ts": "2026-09-05T17:21:56Z", "hours": 5.2808, "text": "I try to follow the WEBOS Guide to build a web OS and with so much efforts I made it. There are lots of app which do not work but I will fix them soon."}]...
|
Title: My very own WebOS by @yoru_ayan | Stardance Title: My very own WebOS by @yoru_ayan | Stardance
Devlogs:
I try to follow the WEBOS Guide to build a web OS and with so much efforts I made it. There are lots of app which do not work but I will fix them soon.
Drinoed OS is a fun little desktop you can run right in your browser — made with just HTML, CSS, and JS. It’s got a real desktop with app icons, a dock, draggable windows, a launcher, and apps like Notepad, Calculator, Terminal, and Settings where you can change the wallpaper and brightness. You can even open sites like YouTube or Spotify inside it. Your stuff (notes, wallpaper, etc.) is saved automatically, so it’s all still there when you come back. No install, no login — just open it and it feels like a mini OS of your own.
add few game and change the UI a little bit. Add new function for the windows to open inproper 16/8 ratio.
Ships:
I made a WEB based OS UI. It quite fun to make it, with some minor problems that I face like app that I want to use in this OS didn’t work because that popular platforms don’t allow ifram and which cause the whole problem for me but with the alternative I finally made over 14 working app in the OS where Kobayashi OS was the project which inspire me to build mine...
|
1793602447.8985522
|
1793688847.8985522
|
|
65183
|
My Kira Site by @ExKira | Stardance
|
ExKira
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My Kira Site by @ExKira | Stardance
|
1793084046.8749533
|
1793688846.8749533
|
|
198
|
Calamity Engine by @zrl | Stardance
|
zrl
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T20:24:10Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Calamity Engine Alpha v1.1.0 Calamity Engine is a small, portable, 2D game engine made with retro/underpowered platforms in mind, written in C++. I worked on maintaining and updating Calamity Engine with new features, such as multi-window support, raycasts, collision signals, a bunch of refactoring/restructuring, etc… I also wrote 4 new examples that showcase these new features! I recommend checking out the website where you will find (almost) every example compiled to the web, so you can try them out without leaving your browser! Please consider checking it out, I put a lot of work into it.", "repo": "https://github.com/sl4shed/calamity-engine", "demo": "https://calamity.sl4shed.xyz/"}]...
|
[{"post_id": 16912, "ts": "202 [{"post_id": 16912, "ts": "2026-06-27T13:51:30Z", "hours": 11.8522, "text": "Calamity engine devlog 3 we back baby Fixed the github workflow!! I finally figured out what was going on with the github workflow! The issue was that I was using an outdated version of download-emscripten and the emscripten version being downloaded was fried and that would mess up the loading. In the process of fixing the runner, i also migrated it to an arch container for no specific reason other than I like arch. New examples and refactoring I refactored every example (except graphics-settings and multi-window ) to run on console platforms and work with controllers! The code in the examples is now a better resource for learning the ins and outs of Calamity Engine. Input service fixes You can now see what modifiers are active in a key event now (look at InputEventWithModifiers ) visible and enabled properties on Nodes Before alpha 1.1, components (i.e. sprites) handled visibility individually but I decided that I don’t like that and now visibility a property of the node class! It is also inherited down the node tree to the children of the node. I also added the enabled property to Nodes! While visibility affects the rendering, the enabled property basically stops all lifetime functions such as update , physicsUpdate and input along with render . Full Windows support Windows is now fully supported and every issue I have encountered is ironed out. The console is now hidden in release builds, etc, etc New examples I added the graphics-settings , multi-window , button and raycast examples. You can check these out on the website (except for graphics-settings and multi-window because those are desktop specific)! Alpha 1.1 And with this devlog, I will be publishing Calamity Engine 1.1! i really don’t know what else to say so i attached a video of the new node-tree example"}, {"post_id": 8612, "ts": "2026-06-14T09:50:57Z", "hours": 7.24, "text": "Calamity engine devlog 2 i’m back with another fire devlog Physics changes I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class. Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)! Windows is supported again You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though… Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library) Example changes I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service! Stuff that’s planned for the next minor release I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1. New minor release After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother."}, {"post_id": 383, "ts": "2026-06-01T18:54:17Z", "hours": 1.7694, "text": "Calamity engine devlog 1 Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :( Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed! (i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…) Changes that occurred between Flavortown and Stardance Added multi-window support Started working on 3DS support (wasn’t able to finish in time unfortunately) Added collision detection signals to every physics body Added mouse hover detection signals to every physics body Made an example project of a button Added tracy support Added some QOL functions, such as lookAt() on Transforms “Fixed” github runner that compiles the website (it’s still broken 😭) Goals with development Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things. Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions). When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it… I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog , cereal , fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP .)"}, {"post_id": 26, "ts": "2026-05-31T08:48:10Z", "hours": 0.4903, "text": "calamity engine will resume development on stardance"}]...
|
Title: Calamity Engine by @zrl | Stardance
Devlog Title: Calamity Engine by @zrl | Stardance
Devlogs:
calamity engine will resume development on stardance
Calamity engine devlog 1 Because of a lot of internal changes (i.e. multi-window support), the node-tree example broke :( Saving and loading sprites and textures was broken however i got it working again! Saving and loading any physics shape was also broken but now it’s also fixed! (i still have to fix loading for animated sprites/animations which will also be a pain in the bum bum but it is what it is…) Changes that occurred between Flavortown and Stardance Added multi-window support Started working on 3DS support (wasn’t able to finish in time unfortunately) Added collision detection signals to every physics body Added mouse hover detection signals to every physics body Made an example project of a button Added tracy support Added some QOL functions, such as lookAt() on Transforms “Fixed” github runner that compiles the website (it’s still broken 😭) Goals with development Primarily, I want to ship a more definitive version of Calamity Engine. I want to expand to more platforms, add networking, improve audio, add a ui library among other smaller things. Instead of one big release (alpha 1.0), i will probably be splitting ships across smaller releases (i.e. i want to release an alpha 1.1 version when i’m done with some smaller fixes and physics additions). When all of my goals are achieved with Calamity Engine, I want to work on a separate project that uses Calamity Engine - a cross-platform Navidrome client! I’ve always wanted to use my PSP as a music player but because I can’t be bothered to keep updating my playlist/redownloading music, I never got around to it… I also want to remake simulator canalizare 2019 in Calamity Engine and ship it to whatever platforms my engine will eventually support (technically, PS2 support is possible! Cross platform support really depends on how good the homebrew SDK’s are though. For each and every platform I want to get Calamity working on, I basically have to port spdlog , cereal , fmt and box2d myself unless i get really lucky and there are already maintained packages for all of those like on the PSP .)
Calamity engine devlog 2 i’m back with another fire devlog Physics changes I made a lot of changes to the Physics service, including adding the SegmentShape, Raycasts and overall tidying up the service by creating the PhysicsBody class. Every physics body (Rigidbody, Staticbody) inherits this class. Also, every physics body now has a signal for when the mouse enters and leaves the shape! This allows the creation of ui elements (i.e. look at the button example)! Windows is supported again You can build the game on Windows either using mingw64 or MSVC! There are a couple of issues though… Windows support isn’t necessarily a top priority for me right now, but I will be working on it and hopefully getting it ready for when I create the next release! (also there’s some edge cases regarding the calamity folder on MSVC and especially on mingw64 where you have to manually copy over the dll of every vendored library) Example changes I’m working on tidying up all the example code and adding console platform support to every example! (for example, the node-tree example didn’t have any console support). I also added two new examples - button and raycast. These demonstrate how to use the new additions to the Physics service! Stuff that’s planned for the next minor release I want to fix the GitHub workflow that runs every push, it compiles every example for emscripten and builds the website. But, for some reason, the examples don’t load properly when the runner pushes the website. It works properly when I do it manually and the workflow runs the exact same commands I do… It’s a pretty weird issue and it’s very hard to debug but I want to get it fixed for alpha 1.1. New minor release After I fix the runner and finish tidying up the examples, I will create a new alpha 1.1 release! I don’t know if I will ship the project yet, I don’t think I have enough hours and I kinda want a bigger payout xD that’s it scooby gang. please like and subscribe and make sure to share this devlog to every family member in your vicinity! That also includes your grandmother.
Calamity engine devlog 3 we back baby Fixed the github workflow!! I finally figured out what was going on with the github workflow! The issue was that I was using an outdated version of download-emscripten and the emscripten version being downloaded was fried and that would mess up the loading. In the process of fixing the runner, i also migrated it to an arch container for no specific reason other than I like arch. New examples and refactoring I refactored every example (except graphics-settings and multi-window ) to run on console platforms and work with controllers! The code in the examples is now a better resource for learning the ins and outs of Calamity Engine. Input service fixes You can now see what modifiers are active in a key event now (look at InputEventWithModifiers ) visible and enabled properties on Nodes Before alpha 1.1, components (i.e. sprites) handled visibility individually but I decided that I don’t like that and now visibility a property of the node class! It is also inherited down the node tree to the children of the node. I also added the enabled property to Nodes! While visibility affects the rendering, the enabled property basically stops all lifetime functions such as update , physicsUpdate and input along with render . Full Windows support Windows is now fully supported and every issue I have encountered is ironed out. The console is now hidden in release builds, etc, etc New examples I added the graphics-settings , multi-window , button and raycast examples. You can check these out on the website (except for graphics-settings and multi-window because those are desktop specific)! Alpha 1.1 And with this devlog, I will be publishing Calamity Engine 1.1! i really don’t know what else to say so i attached a video of the new node-tree example
Ships:
Calamity Engine Alpha v1.1.0 Calamity Engine is a small, portable, 2D game engine made with retro/underpowered platforms in mind, written in C++. I worked on maintaining and updating Calamity Engine with new features, such as multi-window support, raycasts, collision signals, a bunch of refactoring/restructuring, etc… I also wrote 4 new examples that showcase these new features! I recommend checking out the website where you will find (almost) every example compiled to the web, so you can try them out without leaving your browser! Please consider checking it out, I put a lot of work into it....
|
1793602446.7716327
|
1793688846.7716327
|
|
65182
|
OS by @HDHDHD | Stardance
|
HDHDHD
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OS by @HDHDHD | Stardance
|
1793084046.0447514
|
1793688846.0447514
|
|
58505
|
Cryptic Market Widget by @Duxredux | Stardance
|
Duxredux
|
1
|
9.3
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T15:21:53Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Introducing Cryptic Market Widget. A sleek Widget to track Crypto Price movements in real time while you work on other stuff of yours. Track your favourite Crypto or other assets that are listed on Binance with ease. I was only used to using crypto data from Binance for my strategy testing and development projects but I decided to try something new by trying to make a Widget that I can actually use. This was a hell lotta fun to build. Hope you all like it", "repo": "https://github.com/Sohan-r07/CrypticMarketWidget", "demo": "https://github.com/Sohan-r07/CrypticMarketWidget/releases/tag/v1.0.1"}]...
|
[{"post_id": 83788, "ts": "202 [{"post_id": 83788, "ts": "2026-10-28T16:32:44Z", "hours": 3.4325, "text": "Made a bunch of changes. Changed the UI to make it more simple and minimalist and also sometimes Binance does not want to stream data so you just have to use a VPN or something(I personally use Cloudflare Warp). Hope all of this was worth it because they keed reporting it as an AI readme and stuff even though i wrote it fully 😭😭"}, {"post_id": 67912, "ts": "2026-09-14T06:50:20Z", "hours": 0.4003, "text": "Made a few critical improvements. The ReadMe file got erased due to the last push so had to rewrite it. Second, Added a close option to the Widget so you can close it when you do not want to use it."}, {"post_id": 67496, "ts": "2026-09-13T16:40:40Z", "hours": 0.4697, "text": "Added a few changes and created an official Github release for the Widget. 1.Added a few asthetic effects when you hover over the cards. 2. Now Shows the 24h High and low for the coins too. Would be brainstorming for some more features going on into this."}, {"post_id": 62239, "ts": "2026-09-05T14:42:15Z", "hours": 4.5869, "text": "Made some major changes and bug fixes for the widget: Made the UI smoother and more responsive. 2.Fixed a Bug where the remove asset button was not working earlier Made the Widget Hide itself into the edge of the screen. Will be looking to make add some extra features later on that could possibly improve the functionality and utility of the Widget going on."}]...
|
Title: Cryptic Market Widget by @Duxredux | Starda Title: Cryptic Market Widget by @Duxredux | Stardance
Devlogs:
Made some major changes and bug fixes for the widget: Made the UI smoother and more responsive. 2.Fixed a Bug where the remove asset button was not working earlier Made the Widget Hide itself into the edge of the screen. Will be looking to make add some extra features later on that could possibly improve the functionality and utility of the Widget going on.
Added a few changes and created an official Github release for the Widget. 1.Added a few asthetic effects when you hover over the cards. 2. Now Shows the 24h High and low for the coins too. Would be brainstorming for some more features going on into this.
Made a few critical improvements. The ReadMe file got erased due to the last push so had to rewrite it. Second, Added a close option to the Widget so you can close it when you do not want to use it.
Made a bunch of changes. Changed the UI to make it more simple and minimalist and also sometimes Binance does not want to stream data so you just have to use a VPN or something(I personally use Cloudflare Warp). Hope all of this was worth it because they keed reporting it as an AI readme and stuff even though i wrote it fully 😭😭
Ships:
Introducing Cryptic Market Widget. A sleek Widget to track Crypto Price movements in real time while you work on other stuff of yours. Track your favourite Crypto or other assets that are listed on Binance with ease. I was only used to using crypto data from Binance for my strategy testing and development projects but I decided to try something new by trying to make a Widget that I can actually use. This was a hell lotta fun to build. Hope you all like it...
|
1793602445.5769022
|
1793688845.5769022
|
|
65178
|
My awesome macropad! by @aaravvohra_ | Stardance
|
aaravvohra_
|
0
|
3.07
|
0
|
[]
|
[{"post_id": 74943, "ts": "202 [{"post_id": 74943, "ts": "2026-09-28T17:26:49Z", "hours": 0.3361, "text": "made case for the macropod on fusion. previewed with keys"}, {"post_id": 74849, "ts": "2026-09-28T13:15:12Z", "hours": 2.7333, "text": "made preliminary model of pcb on kicad"}]...
|
Title: My awesome macropad! by @aaravvohra_ | Star Title: My awesome macropad! by @aaravvohra_ | Stardance
Devlogs:
made preliminary model of pcb on kicad
made case for the macropod on fusion. previewed with keys...
|
1793084044.2175288
|
1793688844.2175288
|
|
58504
|
Study app by @Jay-can-code | Stardance
|
Jay-can-code
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T20:49:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made something that I felt would personally help me and those like me, being people with ADHD, keep track of school things! It was hard to make its dynamic graphics, but im satisfied with how things turned out!", "repo": "https://github.com/Jay-at-GSMST/Organize", "demo": "https://jay-at-gsmst.github.io/Organize/"}]...
|
[{"post_id": 65601, "ts": "202 [{"post_id": 65601, "ts": "2026-09-10T20:47:40Z", "hours": 0.4436, "text": "Made a page for tracking budget for school related things"}, {"post_id": 65564, "ts": "2026-09-10T19:45:28Z", "hours": 1.3736, "text": "I’ve made it so that theres a checklist and a progress wheel for assignments, and something to upload notes on. Next thing im gonna do is a folder system to categorize it, and then flesh out the other pages!"}, {"post_id": 63971, "ts": "2026-09-08T02:05:00Z", "hours": 0.8844, "text": "Just made a rough draft for the home page! It’ll have tabs to the other pages on the left, a place for you to type general notes in the bottom, it’ll show your to-do list in the middle with a progress bar on the right!"}]...
|
Title: Study app by @Jay-can-code | Stardance
Dev Title: Study app by @Jay-can-code | Stardance
Devlogs:
Just made a rough draft for the home page! It’ll have tabs to the other pages on the left, a place for you to type general notes in the bottom, it’ll show your to-do list in the middle with a progress bar on the right!
I’ve made it so that theres a checklist and a progress wheel for assignments, and something to upload notes on. Next thing im gonna do is a folder system to categorize it, and then flesh out the other pages!
Made a page for tracking budget for school related things
Ships:
I made something that I felt would personally help me and those like me, being people with ADHD, keep track of school things! It was hard to make its dynamic graphics, but im satisfied with how things turned out!...
|
1793602443.516002
|
1793688843.516002
|
|
13498
|
20026 by @miles_s_aguilar | Stardance
|
|
1
|
1.39
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T17:39:25Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A website in the theme of Jon Bois’ 17776 and 20020!!! I like how plain it looks. Functional. Please go check out his works if you like what you see.", "repo": "https://github.com/stackofdoggos/GYWP-Website", "demo": "https://milesaguilar.com/GYWP"}]...
|
[{"post_id": 26119, "ts": "202 [{"post_id": 26119, "ts": "2026-07-10T18:32:09Z", "hours": 0.3864, "text": "Hotfix: Fixed image not loading bug"}, {"post_id": 26075, "ts": "2026-07-10T17:36:12Z", "hours": 1.4347, "text": "20026 - A speculative fiction homage to Jon Bois’ 17776 and 20020 If you go read those works, this will make a lot more sense. Anyways, I decided to code an homage to Bois’ writing in order to hopefully get more people interested in anticipation of his next book, 50007! On my site, you’ll see I tried to emulate his style and wrote some sample text that paraphrases some of his work. The feature I decided to include was an API that fetched football games!"}]...
|
Title: 20026 by @miles_s_aguilar | Stardance
Devl Title: 20026 by @miles_s_aguilar | Stardance
Devlogs:
20026 - A speculative fiction homage to Jon Bois’ 17776 and 20020 If you go read those works, this will make a lot more sense. Anyways, I decided to code an homage to Bois’ writing in order to hopefully get more people interested in anticipation of his next book, 50007! On my site, you’ll see I tried to emulate his style and wrote some sample text that paraphrases some of his work. The feature I decided to include was an API that fetched football games!
Hotfix: Fixed image not loading bug
Ships:
A website in the theme of Jon Bois’ 17776 and 20020!!! I like how plain it looks. Functional. Please go check out his works if you like what you see....
|
1793602442.3818576
|
1793688842.3818576
|
|
30829
|
A simple web-based calculator by @jow544445 | Star A simple web-based calculator by @jow544445 | Stardance...
|
jow544445
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T01:53:16Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This project is a responsive web based calculator developed using HTML, CSS, and JavaScript. It was built to provide a simple and user-friendly interface while supporting both basic arithmetic and several scientific operations such as square roots, powers, factorials, logarithms, modulus, and the constant π. One of the main goals of this project was to create an experience similar to using a physical calculator. In addition to mouse interaction, users can navigate through the calculator using the keyboard arrow keys, select buttons, and perform calculations without touching the mouse. The application also includes sound effects that provide feedback for button presses, calculations, deletions, and errors, making the interaction feel more natural. The calculator automatically validates user input, handles unmatched parentheses, converts mathematical expressions into valid JavaScript syntax, and displays appropriate error messages for invalid calculations.", "repo": "https://github.com/jow5445/mod-calculator", "demo": "https://jow5445.github.io/mod-calculator/src/web-calculator.html"}]...
|
[{"post_id": 22519, "ts": "202 [{"post_id": 22519, "ts": "2026-07-05T01:17:01Z", "hours": 2.3042, "text": "Building a Web Calculator .. I wanted to build something that looked simple at first but would let me practice writing clean JavaScript and handling user interactions. A calculator felt like the perfect project because there’s more going on behind the scenes than it seems.I started with the basic layout using HTML and CSS, making sure it was responsive so it would work well on both desktop and mobile screens. After that, I focused on getting the core calculations working. Basic operations were straightforward, but adding scientific functions like factorial, square root, logarithm, powers, and modulus required more input processing before evaluating expressions.One of the challenges I ran into was handling invalid expressions. Users don’t always type perfectly, so I added input validation and automatically closed missing parentheses to reduce errors. I also made sure the calculator displayed a friendly error message instead of crashing whenever an invalid calculation occurred.The feature I enjoyed the most was keyboard navigation. Instead of limiting the calculator to mouse clicks, I added support for navigating between buttons with the arrow keys and activating them from the keyboard. It made the application feel much closer to using a real calculator.To make the experience more interactive, I also added sound effects for button presses, calculations, deleting characters, and errors. They’re small details, but they make the interface feel more responsive and satisfying to use.Overall, this project helped me get more comfortable with DOM manipulation, keyboard events, regular expressions, input validation, and building interactive interfaces using plain JavaScript without relying on any frameworks. It was a fun reminder that even a simple application can involve a lot of interesting problem-solving."}]...
|
Title: A simple web-based calculator by @jow544445 Title: A simple web-based calculator by @jow544445 | Stardance
Devlogs:
Building a Web Calculator .. I wanted to build something that looked simple at first but would let me practice writing clean JavaScript and handling user interactions. A calculator felt like the perfect project because there’s more going on behind the scenes than it seems.I started with the basic layout using HTML and CSS, making sure it was responsive so it would work well on both desktop and mobile screens. After that, I focused on getting the core calculations working. Basic operations were straightforward, but adding scientific functions like factorial, square root, logarithm, powers, and modulus required more input processing before evaluating expressions.One of the challenges I ran into was handling invalid expressions. Users don’t always type perfectly, so I added input validation and automatically closed missing parentheses to reduce errors. I also made sure the calculator displayed a friendly error message instead of crashing whenever an invalid calculation occurred.The feature I enjoyed the most was keyboard navigation. Instead of limiting the calculator to mouse clicks, I added support for navigating between buttons with the arrow keys and activating them from the keyboard. It made the application feel much closer to using a real calculator.To make the experience more interactive, I also added sound effects for button presses, calculations, deleting characters, and errors. They’re small details, but they make the interface feel more responsive and satisfying to use.Overall, this project helped me get more comfortable with DOM manipulation, keyboard events, regular expressions, input validation, and building interactive interfaces using plain JavaScript without relying on any frameworks. It was a fun reminder that even a simple application can involve a lot of interesting problem-solving.
Ships:
This project is a responsive web based calculator developed using HTML, CSS, and JavaScript. It was built to provide a simple and user-friendly interface while supporting both basic arithmetic and several scientific operations such as square roots, powers, factorials, logarithms, modulus, and the constant π. One of the main goals of this project was to create an experience similar to using a physical calculator. In addition to mouse interaction, users can navigate through the calculator using the keyboard arrow keys, select buttons, and perform calculations without touching the mouse. The application also includes sound effects that provide feedback for button presses, calculations, deletions, and errors, making the interaction feel more natural. The calculator automatically validates user input, handles unmatched parentheses, converts mathematical expressions into valid JavaScript syntax, and displays appropriate error messages for invalid calculations....
|
1793602441.2159562
|
1793688841.2159562
|
|
33054
|
my APOD site by @robopugo | Stardance
|
robopugo
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T17:51:16Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple apod site that can get the apod img for any day or one from a random day, with a simple clock in the corner. It also includes the title and description of the img. The main thing i learned from the mission was how to use vite.", "repo": "https://github.com/no10123/New-tab", "demo": "https://no10123.github.io/New-tab/"}]...
|
[{"post_id": 25410, "ts": "202 [{"post_id": 25410, "ts": "2026-07-09T17:48:29Z", "hours": 0.5956, "text": "Finished my site up with a random button, and clock, that can be toggled. I learned a lot, and had fun with the mission."}, {"post_id": 25378, "ts": "2026-07-09T17:05:12Z", "hours": 1.2764, "text": "Finished the basic mission portion. Planing on adding a simple clock, and random date button, before i ship."}]...
|
Title: my APOD site by @robopugo | Stardance
Devl Title: my APOD site by @robopugo | Stardance
Devlogs:
Finished the basic mission portion. Planing on adding a simple clock, and random date button, before i ship.
Finished my site up with a random button, and clock, that can be toggled. I learned a lot, and had fun with the mission.
Ships:
I made a simple apod site that can get the apod img for any day or one from a random day, with a simple clock in the corner. It also includes the title and description of the img. The main thing i learned from the mission was how to use vite....
|
1793602440.070287
|
1793688840.070287
|
|
65177
|
receipt-stardance by @kaxokaze | Stardance
|
kaxokaze
|
0
|
1.08
|
0
|
[]
|
[{"post_id": 73704, "ts": "202 [{"post_id": 73704, "ts": "2026-09-25T18:55:47Z", "hours": 1.0825, "text": "issssSPIDERMANNN issssSPIDERMANNN. checkout now:"}]...
|
Title: receipt-stardance by @kaxokaze | Stardance
Title: receipt-stardance by @kaxokaze | Stardance
Devlogs:
issssSPIDERMANNN issssSPIDERMANNN. checkout now:...
|
1793084039.816749
|
1793688839.816749
|
|
35529
|
My own site! by @syntaxical | Stardance
|
syntaxical
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T10:59:53Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple website about me. It was pretty challenging especially trying to put a image and text in a certain area, and finding out how to like make boxes and stuff. I’m proud of how it genuinely came out like after the very first design prototype I knew it looked ugly, so I revamped the entire design to be in a box with a sidebar with some projects so it looks a bit better. Uh nothing much its a static website so you can just navigate to the website @ https://xxpwnxxx420lord.github.io/personalwebsite/ . But the UI was made in a very streched screen resoultion ( 3440x1440 ) so on smaller screens (1980x1080) it might be a little big but thats fine (I hope).", "repo": "https://github.com/xxpwnxxx420lord/personalwebsite", "demo": "https://xxpwnxxx420lord.github.io/personalwebsite/"}]...
|
[{"post_id": 29410, "ts": "202 [{"post_id": 29410, "ts": "2026-07-16T10:50:24Z", "hours": 0.5897, "text": "did major changes"}, {"post_id": 29389, "ts": "2026-07-16T09:51:05Z", "hours": 0.4625, "text": "finish"}, {"post_id": 29324, "ts": "2026-07-16T05:48:46Z", "hours": 0.405, "text": "Added some stuff :3"}, {"post_id": 29317, "ts": "2026-07-16T05:11:06Z", "hours": 0.5361, "text": "working on it first day 30 minutes in"}]...
|
Title: My own site! by @syntaxical | Stardance
De Title: My own site! by @syntaxical | Stardance
Devlogs:
working on it first day 30 minutes in
Added some stuff :3
finish
did major changes
Ships:
I made a simple website about me. It was pretty challenging especially trying to put a image and text in a certain area, and finding out how to like make boxes and stuff. I’m proud of how it genuinely came out like after the very first design prototype I knew it looked ugly, so I revamped the entire design to be in a box with a sidebar with some projects so it looks a bit better. Uh nothing much its a static website so you can just navigate to the website @ https://xxpwnxxx420lord.github.io/personalwebsite/ . But the UI was made in a very streched screen resoultion ( 3440x1440 ) so on smaller screens (1980x1080) it might be a little big but thats fine (I hope)....
|
1793602438.9045587
|
1793688838.9045587
|
|
65176
|
WarioWare Game by @JirkaM_12 | Stardance
|
JirkaM_12
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @JirkaM_12 | Stardance
|
1793084038.0855265
|
1793688838.0855265
|
|
20748
|
PrayDB by @lupc65779 | Stardance
|
lupc65779
|
1
|
2.78
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T11:58:44Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Say hello to PrayDB, the only database engine powered entirely by gambling and faith. What started as a joke by openclaw has turned into a fully functioning project that I plan on actually maintaining. ! Note: The site demo is just a preview of how it works. To actually use it check out the GH repo.", "repo": "https://github.com/Lupc9102/PrayDB", "demo": "https://www.lupc.xyz/praydb-demo"}]...
|
[{"post_id": 11310, "ts": "202 [{"post_id": 11310, "ts": "2026-06-18T14:37:29Z", "hours": 0.7797, "text": "Basic showcase/walk-through script now on GH"}, {"post_id": 11233, "ts": "2026-06-18T11:50:03Z", "hours": 1.4272, "text": "Wrote README.md and published the client-side demo on https://www.lupc.xyz/praydb-demo"}, {"post_id": 10609, "ts": "2026-06-17T13:32:32Z", "hours": 0.9361, "text": "Little introduction to this project: PrayDB is a dumb idea that an OpenClaw agent jokingly gave to me on a Saturday afternoon. Who the fuck isn’t bored of MySQL, Mongo, and others? We need a CHANGE. As we can all see, the world is leaning towards using AI in pretty much everything… now why wouldn’t you want an LLM handling your super-duper-important database with super-duper-important user data? (I know this is dumb.) Therefore, I present to you PrayDB: the only DB that introduces gambling to data storage."}]...
|
Title: PrayDB by @lupc65779 | Stardance
Devlogs:
Title: PrayDB by @lupc65779 | Stardance
Devlogs:
Little introduction to this project: PrayDB is a dumb idea that an OpenClaw agent jokingly gave to me on a Saturday afternoon. Who the fuck isn’t bored of MySQL, Mongo, and others? We need a CHANGE. As we can all see, the world is leaning towards using AI in pretty much everything… now why wouldn’t you want an LLM handling your super-duper-important database with super-duper-important user data? (I know this is dumb.) Therefore, I present to you PrayDB: the only DB that introduces gambling to data storage.
Wrote README.md and published the client-side demo on https://www.lupc.xyz/praydb-demo
Basic showcase/walk-through script now on GH
Ships:
Say hello to PrayDB, the only database engine powered entirely by gambling and faith. What started as a joke by openclaw has turned into a fully functioning project that I plan on actually maintaining. ! Note: The site demo is just a preview of how it works. To actually use it check out the GH repo....
|
1793602437.7152395
|
1793688837.7152395
|
|
4740
|
HiveMind by @Dorapakoda | Stardance
|
Dorapakoda
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T07:08:29Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "verview HiveMind is a modular swarm intelligence platform designed around interconnected ESP32-based nodes that can operate as a coordinated autonomous system. Rather than relying on a single powerful controller, HiveMind distributes tasks, communication, and decision-making across multiple low-cost nodes, creating a resilient and scalable network capable of adapting to changing environments and mission requirements. The project explores how large numbers of simple devices can work together to achieve complex objectives such as area mapping, search operations, environmental monitoring, surveillance, and autonomous exploration. Vision Traditional robotic systems often depend on centralized control, making them vulnerable to single points of failure. HiveMind aims to demonstrate a different approach: a decentralized network where individual nodes cooperate, share information, and dynamically allocate tasks based on the current state of the mission. Inspired by natural swarm systems such as ant colonies and bee hives, HiveMind focuses on collective intelligence emerging from many simple units working together.", "repo": "https://github.com/EnigmaGaming03/HiveMind", "demo": "https://hive-mind-simulator--menot58157.replit.app/"}]...
|
[{"post_id": 2665, "ts": "2026 [{"post_id": 2665, "ts": "2026-06-05T10:34:38Z", "hours": 2.0442, "text": "Finished with drone frame and component placement.Next is setting up of the O2O communication system and control system for the drone as well as other safety/ smart features"}, {"post_id": 1469, "ts": "2026-06-03T14:57:30Z", "hours": 3.3953, "text": "In this session i worked on making the full driver board and fixing all the shorts on the schematic. due to certain crashes of KiCad there was a lot of component unsyncing happening so i had to force sync the schematic a few times to fix the errors , i also made the board to size based on the previously designed CAD model of the drone frame. a few issues were faced while wiring the board, causing the routes to no snap on to the place , although after some trouble shooting it was fixed by changing the settings in the interactice routing tab and selecting allow DRC violations. Though this caused more trouble shooting steps in the end it allowed me to be able to quickly build the initial board. i also had to redo the board J1 socket as seen in image attached as i had forgotten to add voltage in from the ESP32 cam to this additional board to run the motors"}, {"post_id": 1270, "ts": "2026-06-03T04:46:05Z", "hours": 2.0492, "text": "In this session, i worked on the driver board for the drone, which the ESP32 will connect to and be able to controll the motors, its a unidirectional 4 channel controller, it uses a Q_NMOS, 10K resistors and a 1N4148 Diode. Faced a few issues because most of the schematics needed to be found using different names Q_NMOS was known as SI2300 N-channel but that name doesnt work in the kicad library. furthermore when switching to the schematics to the PCB editor most of the components didnt have a footprint assigned so i had to work on assigning footprints to each component again."}, {"post_id": 787, "ts": "2026-06-02T13:40:47Z", "hours": 1.1478, "text": "Working on a Drone swarming system that uses ESP32 with camera module for o2o( Object to object ) communication In this first session I made the drone frame and decided the placement of various components on the frame. As well as a bit of research about the components that may be necessary for the motor driver pcb that has to fabricated / designed at a later session"}]...
|
Title: HiveMind by @Dorapakoda | Stardance
Devlog Title: HiveMind by @Dorapakoda | Stardance
Devlogs:
Working on a Drone swarming system that uses ESP32 with camera module for o2o( Object to object ) communication In this first session I made the drone frame and decided the placement of various components on the frame. As well as a bit of research about the components that may be necessary for the motor driver pcb that has to fabricated / designed at a later session
In this session, i worked on the driver board for the drone, which the ESP32 will connect to and be able to controll the motors, its a unidirectional 4 channel controller, it uses a Q_NMOS, 10K resistors and a 1N4148 Diode. Faced a few issues because most of the schematics needed to be found using different names Q_NMOS was known as SI2300 N-channel but that name doesnt work in the kicad library. furthermore when switching to the schematics to the PCB editor most of the components didnt have a footprint assigned so i had to work on assigning footprints to each component again.
In this session i worked on making the full driver board and fixing all the shorts on the schematic. due to certain crashes of KiCad there was a lot of component unsyncing happening so i had to force sync the schematic a few times to fix the errors , i also made the board to size based on the previously designed CAD model of the drone frame. a few issues were faced while wiring the board, causing the routes to no snap on to the place , although after some trouble shooting it was fixed by changing the settings in the interactice routing tab and selecting allow DRC violations. Though this caused more trouble shooting steps in the end it allowed me to be able to quickly build the initial board. i also had to redo the board J1 socket as seen in image attached as i had forgotten to add voltage in from the ESP32 cam to this additional board to run the motors
Finished with drone frame and component placement.Next is setting up of the O2O communication system and control system for the drone as well as other safety/ smart features
Ships:
verview HiveMind is a modular swarm intelligence platform designed around interconnected ESP32-based nodes that can operate as a coordinated autonomous system. Rather than relying on a single powerful controller, HiveMind distributes tasks, communication, and decision-making across multiple low-cost nodes, creating a resilient and scalable network capable of adapting to changing environments and mission requirements. The project explores how large numbers of simple devices can work together to achieve complex objectives such as area mapping, search operations, environmental monitoring, surveillance, and autonomous exploration. Vision Traditional robotic systems often depend on centralized control, making them vulnerable to single points of failure. HiveMind aims to demonstrate a different approach: a decentralized network where individual nodes cooperate, share information, and dynamically allocate tasks based on the current state of the mission. Inspired by natural swarm systems such as ant colonies and bee hives, HiveMind focuses on collective intelligence emerging from many simple units working together....
|
1793602436.5448081
|
1793688836.5448081
|
|
65175
|
The chimer by @joseph_thang | Stardance
|
joseph_thang
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: The chimer by @joseph_thang | Stardance
|
1793084035.4353614
|
1793688835.4353614
|
|
26846
|
Battleship by @Gian_Maria | Stardance
|
Gian_Maria
|
1
|
11.21
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T08:28:34Z", "hours": 9.0, "multiplier": 1.69, "payout": 15, "blessing": "neutral", "text": "H1 Beta relese This is the BETA of my game. I’m releasing it to start getting feedback, which will help me expand the game. Several things are still missing, including: -The ship placement system A better UI Code optimization, to allow for better maintenance and make it run better ALL CRITICISM IS WELCOME!!! Have fun xcx", "repo": "https://github.com/GianMaria01/battleship", "demo": "https://gian-maria01.itch.io/battleship"}]...
|
[{"post_id": 19325, "ts": "202 [{"post_id": 19325, "ts": "2026-06-30T16:35:13Z", "hours": 2.2078, "text": "IT’S COMPLETE IG After several technical problems which led me to rewrite the most important function like, CPP Void Hitbox(); , to allow the placement of larger ships, I decided to wrap up this project here, which turned out to be much harder than expected. See you in my other projects xcx"}, {"post_id": 18449, "ts": "2026-06-29T16:40:20Z", "hours": 3.9017, "text": "Day 3 After a full day of work the game is technically playable, though a lot still needs to be done — from ship placement to UI polish. Here’s what I got done: I rewrote the hit/miss detection logic from scratch to fix some bugs, added a text label and animations to clearly show the player when they miss, locked grid interaction during animations to prevent exploits, and built a function that tracks correct hits to detect when all ships have been sunk. Oh, and on community advice I switched the UI language from Italian to English to lower the barrier for more players."}, {"post_id": 17521, "ts": "2026-06-28T10:26:53Z", "hours": 2.8308, "text": "Introduce aversario pointer and fix turn assignment/spacing. Add mouse click handling to record attacks (giocatore->attachiVS) when clicking inside the grid, and draw hit markers (GRAY) where the opponent’s hitbox and player’s attacks coincide. Add null-check for both giocatore and aversario and normalize PosTesX adjustments. Minor style/whitespace fixes and use of consistent modulo spacing."}, {"post_id": 17164, "ts": "2026-06-27T21:12:17Z", "hours": 1.04, "text": "Implement ship placement tracking to prevent players from ending their turn until all ships are positioned. Added DimNave field to track placed ship cells, disabled the turn-end button until placement is complete, and added visual feedback (button graying) when ships haven’t all been placed. Also added toggle functionality to remove previously placed ships."}, {"post_id": 17019, "ts": "2026-06-27T16:58:36Z", "hours": 1.1703, "text": "I have finished the UI foundations with a working grid and if you click on the text “Fine turno” the turn is passed to the second player. The ship count control logic is missing, along with a clearer UI, and I need to block the console from appearing at startup. (Just to be transparent, I translated this report with AI, I’m Italian)"}]...
|
Title: Battleship by @Gian_Maria | Stardance
Devl Title: Battleship by @Gian_Maria | Stardance
Devlogs:
I have finished the UI foundations with a working grid and if you click on the text “Fine turno” the turn is passed to the second player. The ship count control logic is missing, along with a clearer UI, and I need to block the console from appearing at startup. (Just to be transparent, I translated this report with AI, I’m Italian)
Implement ship placement tracking to prevent players from ending their turn until all ships are positioned. Added DimNave field to track placed ship cells, disabled the turn-end button until placement is complete, and added visual feedback (button graying) when ships haven’t all been placed. Also added toggle functionality to remove previously placed ships.
Introduce aversario pointer and fix turn assignment/spacing. Add mouse click handling to record attacks (giocatore->attachiVS) when clicking inside the grid, and draw hit markers (GRAY) where the opponent’s hitbox and player’s attacks coincide. Add null-check for both giocatore and aversario and normalize PosTesX adjustments. Minor style/whitespace fixes and use of consistent modulo spacing.
Day 3 After a full day of work the game is technically playable, though a lot still needs to be done — from ship placement to UI polish. Here’s what I got done: I rewrote the hit/miss detection logic from scratch to fix some bugs, added a text label and animations to clearly show the player when they miss, locked grid interaction during animations to prevent exploits, and built a function that tracks correct hits to detect when all ships have been sunk. Oh, and on community advice I switched the UI language from Italian to English to lower the barrier for more players.
IT’S COMPLETE IG After several technical problems which led me to rewrite the most important function like, CPP Void Hitbox(); , to allow the placement of larger ships, I decided to wrap up this project here, which turned out to be much harder than expected. See you in my other projects xcx
Ships:
H1 Beta relese This is the BETA of my game. I’m releasing it to start getting feedback, which will help me expand the game. Several things are still missing, including: -The ship placement system A better UI Code optimization, to allow for better maintenance and make it run better ALL CRITICISM IS WELCOME!!! Have fun xcx...
|
1793602435.372991
|
1793688835.372991
|
|
65174
|
Clocks by @leander_sturm | Stardance
|
leander_sturm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Clocks by @leander_sturm | Stardance
|
1793084034.5975463
|
1793688834.5975463
|
|
55732
|
metropolis technologies! by @tanzeemrockz | Starda metropolis technologies! by @tanzeemrockz | Stardance...
|
tanzeemrockz
|
3
|
21.0
|
64
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T16:24:07Z", "hours": 1.0, "multiplier": 1.98, "payout": 2, "blessing": "neutral", "text": "Metropolis - My Personal Portfolio I made this project for Stardance What it has in it It includes a lot about me i.e. Hero Banner with name and a short single-sentence summary Quotes (3 to be exact. 1 is an ayah from the Holy Qur’an, the other two are just quotes.) About Me section (pretty much has the same as the hero banner maybe even less lol) The tech stack and tools I use (e.g. HTML5, etc…) Featured projects Hobbies and interests Contact info My hardware and software setup A very responsive layout Tech Stack HTML5 CSS3 JavaScript Google Fonts (for Google Sans and Noto Sans Arabic) TailwindCSS CDN Project Structure index.html The main landing page of Metropolis. style.css The main stylesheet of index.html main.js The main script file of index.html uses/ The folder containing the index.html for the uses page. uses/index.html The index.html for the uses page img/ The images folder. Preview You can visit the site at metropolis.cyberslayercorpz.dev Conclusion I don’t know why I added this but let this sit here! Btw this page is really cool, but not as cool as you ;) :D", "repo": "https://github.com/tanzeemrockz/my-site-eh", "demo": "https://tanzeemrockz.github.io/my-site-eh/"}, {"ship_num": 2, "ts": "2026-10-31T09:07:29Z", "hours": 18.0, "multiplier": 3.43, "payout": 62, "blessing": "neutral", "text": "Metropolis - My Personal Portfolio I made this project for Stardance What it has in it It includes a lot about me i.e. Hero Banner with name and a short single-sentence summary Quotes (3 to be exact. 1 is an ayah from the Holy Qur’an, the other two are just quotes.) About Me section (pretty much has the same as the hero banner maybe even less lol) The tech stack and tools I use (e.g. HTML5, etc…) Featured projects Hobbies and interests Contact info My hardware and software setup A very responsive layout Tech Stack HTML5 CSS3 JavaScript Google Fonts (for Google Sans and Noto Sans Arabic) TailwindCSS CDN Project Structure index.html The main landing page of Metropolis. style.css The main stylesheet of index.html main.js The main script file of index.html uses/ The folder containing the index.html for the uses page. uses/index.html The index.html for the uses page img/ The images folder. Preview You can visit the site at metropolis.cyberslayercorpz.dev Conclusion I don’t know why I added this but let this sit here! Btw this page is really cool, but not as cool as you ;) :D", "repo": "https://github.com/tanzeemrockz/my-site-eh", "demo": "https://tanzeemrockz.github.io/my-site-eh/"}, {"ship_num": 3, "ts": "2026-08-29T12:59:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Metropolis Technologies as my personal site and project hub under CyberSlayerCorpz. I built it with HTML5 and Tailwind CSS, with a dark grid background, custom Google Sans typography, cyan accents, and custom Neon Dragon cursors. The most annoying part was honestly Tailwind 😭. I spent way too long fighting with items-center, grid-cols-2, colours, and the Tailwind config. I also ran into issues with the Google Fonts / preconnect setup, which made debugging even more fun. I’m pretty happy with how the final site turned out, especially the project cards and overall dark/cyberpunk look. It’s deployed on GitHub Pages and has sections for my projects, about info, and links. This was made for the Hack Club Stardance Personal Site mission, and I tracked 2 hours and 2 minutes with Hackatime. The site is live, the repo is public, and after all that Tailwind pain, it finally works™ 💀", "repo": "https://github.com/tanzeemrockz/my-site-eh", "demo": "https://tanzeemrockz.github.io/my-site-eh/"}]...
|
[{"post_id": 85653, "ts": "202 [{"post_id": 85653, "ts": "2026-10-31T16:12:25Z", "hours": 1.1383, "text": "so I’ve read the user reviews and well, I’ve made some changes!"}, {"post_id": 85404, "ts": "2026-10-31T08:42:35Z", "hours": 1.2075, "text": "this is going to be the LAST devlog for this project. i have added a new page, LOTS of extra sections, and I have removed the F1 tracker section because ’twas givin me a headache ( i wasted 4 DAMN HOURS on that shi )"}, {"post_id": 85373, "ts": "2026-10-31T07:16:26Z", "hours": 9.3525, "text": "some great changes upcoming. stay tuned! :D"}, {"post_id": 67544, "ts": "2026-09-13T17:55:35Z", "hours": 1.4894, "text": "Yo guys, I just added an f1 score tracker that says what position Max Verstappen got in the last race and his total championship points this season. But OpanF1 was a pain to configure damn cuz a race just ended and it doesn’t like queries at this time lol. Anyways, this is the final project with the f1 tracker"}, {"post_id": 60228, "ts": "2026-09-02T13:49:14Z", "hours": 6.0083, "text": "I just built this site and i had LOTS of issues and all i wanted to do was add a favicon, bg-image, etc. After a few youtube tutorials, reading the mdn docs and w3 schools page and ESPECIALLY STACK OVERFLOW for 67 million times (not quite but), I finally got it. After tinkering with the look for a million times, i settled on a single round ish? pattern bg image and after considering a grid backgrounf for the millionth time, i just settled on that picture. The hero section also has a bg-image of an F1 car and i tried making pills in the ui using s, i found out that i can never make it shorter horizontally and i finally switched to a and now, everything finally work™!"}, {"post_id": 57310, "ts": "2026-08-29T12:57:29Z", "hours": 2.2842, "text": "I spent 2 hours fighting Tailwind for a personal site This project was made for the Hack Club Stardance Personal Site mission. The mission is basically to build and deploy your own personal website, with stuff like HTML + CSS, a public repo with a README, a fully deployed site, and multiple sections/pages. So naturally I decided to make Metropolis Technologies, a personal hub for the projects and random stuff I build under CyberSlayerCorpz. The original idea was pretty simple: dark UI, grid background, cyan accents, project cards, links, done. Then Tailwind happened. I got stuck on the most stupid things 😭 For some reason, getting items-center to behave properly was way more annoying than it should’ve been. Then grid-cols-2 decided it didn’t want to cooperate either. I also spent way too long changing colours and trying to get everything set up properly with the Tailwind config. And then I had Google Fonts. The / preconnect stuff somehow ended up causing problems with the rest of my setup, which sent me down another rabbit hole of wondering why perfectly normal things weren’t behaving normally. Eventually I got everything working and ended up with this: dark grid background cyan accents responsive project cards custom Google Sans typography custom cursor setup sections for my projects, about, and links deployed with GitHub Pages The final result is pretty much what I originally wanted, and I’m actually pretty happy with how the project cards turned out. I tracked the whole thing with Hackatime and ended up spending 2 hours and 2 minutes on it. Honestly, a concerning amount of that time was probably just me staring at Tailwind classes and asking myself why grid-cols-2 wasn’t doing the ONE JOB I GAVE IT 💀 But yeah, it’s finally live and this is my submission for the Stardance Personal Site mission 🫡 Tech: HTML5 + Tailwind CSS + Google Fonts Time: 2h 02m Mission: Hack Club Stardance — Personal Site Status: finally works™"}]...
|
Title: metropolis technologies! by @tanzeemrockz | Title: metropolis technologies! by @tanzeemrockz | Stardance
Devlogs:
I spent 2 hours fighting Tailwind for a personal site This project was made for the Hack Club Stardance Personal Site mission. The mission is basically to build and deploy your own personal website, with stuff like HTML + CSS, a public repo with a README, a fully deployed site, and multiple sections/pages. So naturally I decided to make Metropolis Technologies, a personal hub for the projects and random stuff I build under CyberSlayerCorpz. The original idea was pretty simple: dark UI, grid background, cyan accents, project cards, links, done. Then Tailwind happened. I got stuck on the most stupid things 😭 For some reason, getting items-center to behave properly was way more annoying than it should’ve been. Then grid-cols-2 decided it didn’t want to cooperate either. I also spent way too long changing colours and trying to get everything set up properly with the Tailwind config. And then I had Google Fonts. The / preconnect stuff somehow ended up causing problems with the rest of my setup, which sent me down another rabbit hole of wondering why perfectly normal things weren’t behaving normally. Eventually I got everything working and ended up with this: dark grid background cyan accents responsive project cards custom Google Sans typography custom cursor setup sections for my projects, about, and links deployed with GitHub Pages The final result is pretty much what I originally wanted, and I’m actually pretty happy with how the project cards turned out. I tracked the whole thing with Hackatime and ended up spending 2 hours and 2 minutes on it. Honestly, a concerning amount of that time was probably just me staring at Tailwind classes and asking myself why grid-cols-2 wasn’t doing the ONE JOB I GAVE IT 💀 But yeah, it’s finally live and this is my submission for the Stardance Personal Site mission 🫡 Tech: HTML5 + Tailwind CSS + Google Fonts Time: 2h 02m Mission: Hack Club Stardance — Personal Site Status: finally works™
I just built this site and i had LOTS of issues and all i wanted to do was add a favicon, bg-image, etc. After a few youtube tutorials, reading the mdn docs and w3 schools page and ESPECIALLY STACK OVERFLOW for 67 million times (not quite but), I finally got it. After tinkering with the look for a million times, i settled on a single round ish? pattern bg image and after considering a grid backgrounf for the millionth time, i just settled on that picture. The hero section also has a bg-image of an F1 car and i tried making pills in the ui using s, i found out that i can never make it shorter horizontally and i finally switched to a and now, everything finally work™!
Yo guys, I just added an f1 score tracker that says what position Max Verstappen got in the last race and his total championship points this season. But OpanF1 was a pain to configure damn cuz a race just ended and it doesn’t like queries at this time lol. Anyways, this is the final project with the f1 tracker
some great changes upcoming. stay tuned! :D
this is going to be the LAST devlog for this project. i have added a new page, LOTS of extra sections, and I have removed the F1 tracker section because ’twas givin me a headache ( i wasted 4 DAMN HOURS on that shi )
so I’ve read the user reviews and well, I’ve made some changes!
Ships:
I made Metropolis Technologies as my personal site and project hub under CyberSlayerCorpz. I built it with HTML5 and Tailwind CSS, with a dark grid background, custom Google Sans typography, cyan accents, and custom Neon Dragon cursors. The most annoying part was honestly Tailwind 😭. I spent way too long fighting with items-center, grid-cols-2, colours, and the Tailwind config. I also ran into issues with the Google Fonts / preconnect setup, which made debugging even more fun. I’m pretty happy with how the final site turned out, especially the project cards and overall dark/cyberpunk look. It’s deployed on GitHub Pages and has sections for my projects, about info, and links. This was made for the Hack Club Stardance Personal Site mission, and I tracked 2 hours and 2 minutes with Hackatime. The site is live, the repo is public, and after all that Tailwind pain, it finally works™ 💀
Metropolis - My Personal Portfolio I made this project for Stardance What it has in it It includes a lot about me i.e. Hero Banner with name and a short single-sentence summary Quotes (3 to be exact. 1 is an ayah from the Holy Qur’an, the other two are just quotes.) About Me section (pretty much has the same as the hero banner maybe even less lol) The tech stack and tools I use (e.g. HTML5, etc…) Featured projects Hobbies and interests Contact info My hardware and software setup A very responsive layout Tech Stack HTML5 CSS3 JavaScript Google Fonts (for Google Sans and Noto Sans Arabic) TailwindCSS CDN Project Structure index.html The main landing page of Metropolis. style.css The main stylesheet of index.html main.js The main script file of index.html uses/ The folder containing the index.html for the uses page. uses/index.html The index.html for the uses page img/ The images folder. Preview You can visit the site at metropolis.cyberslayercorpz.dev Conclusion I don’t know why I added this but let this sit here! Btw this page is really cool, but not as cool as you ;) :D
Metropolis - My Personal Portfolio I made this project for Stardance What it has in it It includes a lot about me i.e. Hero Banner with name and a short single-sentence summary Quotes (3 to be exact. 1 is an ayah from the Holy Qur’an, the other two are just quotes.) About Me section (pretty much has the same as the hero banner maybe even less lol) The tech stack and tools I use (e.g. HTML5, etc…) Featured projects Hobbies and interests Contact info My hardware and software setup A very responsive layout Tech Stack HTML5 CSS3 JavaScript Google Fonts (for Google Sans and Noto Sans Arabic) TailwindCSS CDN Project Structure index.html The main landing page of Metropolis. style.css The main stylesheet of index.html main.js The main script file of index.html uses/ The folder containing the index.html for the uses page. uses/index.html The index.html for the uses page img/ The images folder. Preview You can visit the site at metropolis.cyberslayercorpz.dev Conclusion I don’t know why I added this but let this sit here! Btw this page is really cool, but not as cool as you ;) :D...
|
1793602434.1905522
|
1793688834.1905522
|
|
65173
|
My awesome macropad! by @fernandimine256 | Stardan My awesome macropad! by @fernandimine256 | Stardance...
|
fernandimine256
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @fernandimine256 | Title: My awesome macropad! by @fernandimine256 | Stardance...
|
1793084031.8451788
|
1793688831.8451788
|
|
33211
|
robot - intake and frame by @kaylawong | Stardance
|
kaylawong
|
1
|
65.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T06:59:07Z", "hours": 65.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Alongside a team of 2 other high schoolers, I helped to make a robot that can intake balls, shoot balls, and navigate across an obstacle course. It was originally intended to be autonomous, but we wanted to focus more on the mechanical systems that were on the robot. I was in charge of designing and assembling the intake subsystem. It was very challenging to fit within the design constraints that we were provided but it was very rewarding once I saw my CAD come to life! This was my first time having something I designed online turn into something physical, so I was very surprised that when all my parts got shipped that it all came together nicely. I did this under a summer program in collaboration with Stardance called Definity Education Summer Camp and it was fun going through trial and error to see what worked and didn’t work. The hardest part was definitely having to make everything from scratch and not buying pre-made FTC or VEX parts, like getting our sheet metal manufactured was a risk in itself! But it was totally worth it.", "repo": "https://github.com/kwong09/definity-robot-project", "demo": ""}]...
|
[{"post_id": 49407, "ts": "202 [{"post_id": 49407, "ts": "2026-08-18T06:55:42Z", "hours": 0.7392, "text": "i just updated our limit switch arm because it ended up snapping!! i thickened the arm and i also included a filleted part to prevent it from snapping so easily. that’s it for today!!"}, {"post_id": 45502, "ts": "2026-08-12T01:25:13Z", "hours": 1.4008, "text": "i finally have a good idea on how to slice for bambu printers!! i did a lot of 3d printing today, and i started by reprinting the side funnel walls . i also helped to make an attachment so that the limit switch would be pressed once the intake has pivoted past a certain point, to make sure it doesn’t touch the ground. it is definitely not the best solution but i was able to make it work with a bunch of tape and 3d print iterations !!"}, {"post_id": 45015, "ts": "2026-08-11T04:49:30Z", "hours": 1.3597, "text": "we finally got our intake and shooter to work! i mostly helped by tensioning the neoprene rubber strips and using rubber glue to secure it. earlier, i was trying to make a 3d print to make it easier to cut the rubber strip so that it can be cut at an angle, allowing me to overlap the rubber without making the conveyor too thick. however, that didn’t end up working because the rubber was difficult to cut, so we just decided to glue one on top of the other. one issue we ran into was that on the overlapped portion, it would jam into the pulley for the shooter. this was eventually fixed by cutting the part of the rubber conveyor that was too thick and would hit the pulley! with the extra scraps of rubber that i messed up on, i made a little dude with scissors"}, {"post_id": 42302, "ts": "2026-08-06T23:08:39Z", "hours": 2.22, "text": "i had to take apart and reassemble the intake because the pulleys were on the wrong side… since the pulley on the motor shaft doesn’t fit over the set screw on the shaft, the final belt had to be on the opposite side, so i had to take everything apart :’) my teammate attached the shooter system onto the intake after i was done, so our robot is finally coming together!!"}, {"post_id": 41685, "ts": "2026-08-06T01:53:41Z", "hours": 4.1467, "text": "i worked on assembling the intake, which was mostly the last part of the day today. we got our metal parts in the afternoon ish, so earlier in the day i was working on the guides to funnel the balls into the intake. i also continued refining the cad so now it looks like this!! the intake itself is working decently okay, i have to attach the motor tomorrow. one problem is that i have to wrap around the rubber onto the conveyor, otherwise there is no contact from the rollers on the conveyor to the tennis balls."}, {"post_id": 40444, "ts": "2026-08-03T23:22:04Z", "hours": 1.8822, "text": "on friday and today, i mounted the 3d prints to the shafts to start assembling the intake. i was struggling to attach a lot of these parts to the shafts because a layer of the prints kept on stopping the shaft from going all the way through. someone else had to hammer the parts onto the shafts in order for it to work :’) we’re still waiting on our metal part that will contain all of our intake parts, but we do have other components printed. our rollers were printed using TPU, and we also got our pulleys and shaft collars finished as well. we also have very very colorful filament now!!"}, {"post_id": 38275, "ts": "2026-07-31T16:14:36Z", "hours": 3.4442, "text": "yesterday i worked on making the shaft collars and pulleys to print out. our pulley prints were not very successful, but the shaft collars turned out great. i downloaded a free shaft collar file from this link and i changed the size of the screw hole, the width, and i adjusted it so there were two flat ends (so we could use a screw and nut). my team also cut the shafts so we can start making our intake"}, {"post_id": 37470, "ts": "2026-07-30T07:37:50Z", "hours": 4.8083, "text": "today i iterated more on the design of the intake. after printing the pulleys, we realized the belt was slipping and skipping teeth on the pulleys because we were using GT2 belts. we’re now pivoting to HTD-5M belts so we can hopefully not have any slipping happen on our intake. we also ordered more parts and added them to our purchase list!! when the sheet metal comes, we will be able to test the fit of bearings and other parts as well."}, {"post_id": 36860, "ts": "2026-07-29T05:58:16Z", "hours": 3.6517, "text": "here’s an update on what the robot has been doing! i haven’t been working much on the driving part, so my teammates did a majority of figuring out how to navigate the course and how to drive. our robot was able to make it over the hill (but it flipped over if you watch the video lol). i am still working on the intake, but i have gotten further by printing out some pulleys and some shaft to bearing attachments we might use on the robot. tomorrow we will hopefully order sheet metal to hold our intake system. also, one of our prints turned into a blob"}, {"post_id": 36248, "ts": "2026-07-28T06:55:01Z", "hours": 3.0003, "text": "some of our parts for the intake arrived, so i was able to design more parts of our intake around it. i adjusted the rollers and came up with two different iterations, depending on the width of the rubber we will use to wrap around the rollers. i also measured the diameter of the hex shafts that arrived, which let me test printing out GT2 gears. i edited the gear by finding a part on McMaster-Carr and cutting out the hex shape and chopping off the extruded portion."}, {"post_id": 34463, "ts": "2026-07-25T06:02:53Z", "hours": 2.2911, "text": "i worked on our shooter design, coming up with different ways to get the tennis balls into a bucket while fitting into our size constraints. especially with having a pivot on our intake, having the motors for the flywheels in the back would add too much weight, so i am still figuring out how to get that to work. i am testing out different orientations for the motors and flywheel, such as a dual horizontal flywheel shooter and a single flywheel shooter."}, {"post_id": 33908, "ts": "2026-07-24T06:27:49Z", "hours": 3.1067, "text": "today, i worked on editing our parts that will be machined for our intake. instead of making it three pieces, we realized we could just bend one large piece of metal. for the motor mount, i added a way to allow it to tension so that when we add belts, we can adjust accordingly. i also ordered all the parts we need for the intake system, including the shafts, motor, bearings, etc. lastly, we also started planning out how our shooter would work, which we chose to do two flywheels at the end of the conveyor."}, {"post_id": 33540, "ts": "2026-07-23T16:02:48Z", "hours": 2.7739, "text": "i mostly researched different parts to purchase and further refined how the intake would work. to run the conveyor, one motor would power the first roller, then the rest would be connected by pulleys and belts. i also added a motor mount to the side plate of the intake. for the chassis itself, i extended the base plate and L-brackets so that it would be 15x15 inches, which was one of the constraints."}, {"post_id": 33069, "ts": "2026-07-22T17:19:41Z", "hours": 4.6258, "text": "yesterday i worked on combining our intake system with a pivot. i realized that there was very little space between both motors, so i moved the pivot between where two motors are, where a shaft would be placed under the intake. however, in order to fit under the 8 inch limit, the pvc pipes would have to be smaller or the walls of the intake would have to be shorter. i also started putting other components into the CAD, including the bearings, pipes, and pulleys that might be on the robot. lastly, i tried to modify the bottom pan of the robot’s frame to allow for the intake to turn downwards at a more drastic angle."}, {"post_id": 32206, "ts": "2026-07-21T06:57:44Z", "hours": 3.6667, "text": "today, my teammates and i first worked on getting the 3d printed center parts of our wheels to fit. the pneumatic wheels were really difficult to work with, especially because the prints weren’t fitting on perfectly (it took us like 1-2 hours). while the others worked on driving with the new wheels and drafting the climbing mechanism, i worked on designing our intake and shooter. i made a 3d model and a geometry sketch to figure out how the pivot would work and how our motors would be mounted. i eventually landed on this design that i will edit more tomorrow."}, {"post_id": 30481, "ts": "2026-07-18T02:59:44Z", "hours": 3.7114, "text": "i continued to work on the intake system, which we plan to do a roller and conveyor system to hold/intake the tennis balls. i found several components online and compiled them into a spreadsheet to check the costs. i ran into some issues, especially with figuring out how to pivot the entire conveyor while being able to secure the two plates so they move together."}, {"post_id": 29892, "ts": "2026-07-17T01:52:54Z", "hours": 2.0811, "text": "earlier in the day, we switched out our ESCs so now our wheels can turn in both directions. we also tried flipping over the robot to see if that would allow for a greater chassis to wheel clearance. later, we brainstormed the next steps for our robot, especially the intake and shooter as well as the climb mechanism. i spent a lot of time creating geometry sketches for different ways we can shoot the tennis balls to fit within the size constraints. we ended up choosing to do a conveyor-like system and either magnets or a cascading system for climb."}, {"post_id": 29303, "ts": "2026-07-16T04:03:55Z", "hours": 2.7892, "text": "we assembled all of our aluminum parts using rivets and tested our drive program. our wheels started to fall off because the 3d prints started to get looser on the motors, but we were able to successfully drive. although we only used our unidirectional ESCs, we were able to drive around by only going forward. the bearing pivot had issues as well, especially because when it rammed into cinderblocks it would get bent… but we were able to print containers for our electrical components (batteries, raspberry pi, arducam etc.). i was able to test my vision program to slalom around the cones, and it wasn’t exactly perfect but it was able to respond to obstacles."}, {"post_id": 28762, "ts": "2026-07-15T07:16:14Z", "hours": 5.5689, "text": "after we 3d printed more wheels and glued rubber to the pla, we got to assemble our first iteration of our robot!! we used a cardboard box temporarily, but it was very flimsy so the motors/wheels weren’t very secure. right now, we are using unidirectional ESCs so we will hopefully get bidirectional ones so our robot can go backwards. i used ai to work on a vision program so that the robot would slalom around the red cones using the raspberry pi and arducam. also, our aluminum parts finally came in so tomorrow we will get to put together more parts"}, {"post_id": 26297, "ts": "2026-07-11T00:37:57Z", "hours": 2.5231, "text": "as a team we worked on figuring out the cad for our robot. i worked on making the l-brackets using onshape. we took inspiration from the hammerhead gobilda robot that had the front two wheels on an axle which would help us when navigating the obstacles on the course. i learned how to use new features on onshape, like the sheet metal model and the flange to make bends on the model."}, {"post_id": 25600, "ts": "2026-07-09T23:22:47Z", "hours": 5.0814, "text": "we started brainstorming ideas for how our autonomous robot would look like and function. since our first goal is to just have a robot that can drive, we sketched out a drivebase and chassis. we also researched different materials, like motors, that we may need for the project. earlier, i used ai to develop a vision system on my computer to detect tennis balls."}]...
|
Title: robot - intake and frame by @kaylawong | St Title: robot - intake and frame by @kaylawong | Stardance
Devlogs:
we started brainstorming ideas for how our autonomous robot would look like and function. since our first goal is to just have a robot that can drive, we sketched out a drivebase and chassis. we also researched different materials, like motors, that we may need for the project. earlier, i used ai to develop a vision system on my computer to detect tennis balls.
as a team we worked on figuring out the cad for our robot. i worked on making the l-brackets using onshape. we took inspiration from the hammerhead gobilda robot that had the front two wheels on an axle which would help us when navigating the obstacles on the course. i learned how to use new features on onshape, like the sheet metal model and the flange to make bends on the model.
after we 3d printed more wheels and glued rubber to the pla, we got to assemble our first iteration of our robot!! we used a cardboard box temporarily, but it was very flimsy so the motors/wheels weren’t very secure. right now, we are using unidirectional ESCs so we will hopefully get bidirectional ones so our robot can go backwards. i used ai to work on a vision program so that the robot would slalom around the red cones using the raspberry pi and arducam. also, our aluminum parts finally came in so tomorrow we will get to put together more parts
we assembled all of our aluminum parts using rivets and tested our drive program. our wheels started to fall off because the 3d prints started to get looser on the motors, but we were able to successfully drive. although we only used our unidirectional ESCs, we were able to drive around by only going forward. the bearing pivot had issues as well, especially because when it rammed into cinderblocks it would get bent… but we were able to print containers for our electrical components (batteries, raspberry pi, arducam etc.). i was able to test my vision program to slalom around the cones, and it wasn’t exactly perfect but it was able to respond to obstacles.
earlier in the day, we switched out our ESCs so now our wheels can turn in both directions. we also tried flipping over the robot to see if that would allow for a greater chassis to wheel clearance. later, we brainstormed the next steps for our robot, especially the intake and shooter as well as the climb mechanism. i spent a lot of time creating geometry sketches for different ways we can shoot the tennis balls to fit within the size constraints. we ended up choosing to do a conveyor-like system and either magnets or a cascading system for climb.
i continued to work on the intake system, which we plan to do a roller and conveyor system to hold/intake the tennis balls. i found several components online and compiled them into a spreadsheet to check the costs. i ran into some issues, especially with figuring out how to pivot the entire conveyor while being able to secure the two plates so they move together.
today, my teammates and i first worked on getting the 3d printed center parts of our wheels to fit. the pneumatic wheels were really difficult to work with, especially because the prints weren’t fitting on perfectly (it took us like 1-2 hours). while the others worked on driving with the new wheels and drafting the climbing mechanism, i worked on designing our intake and shooter. i made a 3d model and a geometry sketch to figure out how the pivot would work and how our motors would be mounted. i eventually landed on this design that i will edit more tomorrow.
yesterday i worked on combining our intake system with a pivot. i realized that there was very little space between both motors, so i moved the pivot between where two motors are, where a shaft would be placed under the intake. however, in order to fit under the 8 inch limit, the pvc pipes would have to be smaller or the walls of the intake would have to be shorter. i also started putting other components into the CAD, including the bearings, pipes, and pulleys that might be on the robot. lastly, i tried to modify the bottom pan of the robot’s frame to allow for the intake to turn downwards at a more drastic angle.
i mostly researched different parts to purchase and further refined how the intake would work. to run the conveyor, one motor would power the first roller, then the rest would be connected by pulleys and belts. i also added a motor mount to the side plate of the intake. for the chassis itself, i extended the base plate and L-brackets so that it would be 15x15 inches, which was one of the constraints.
today, i worked on editing our parts that will be machined for our intake. instead of making it three pieces, we realized we could just bend one large piece of metal. for the motor mount, i added a way to allow it to tension so that when we add belts, we can adjust accordingly. i also ordered all the parts we need for the intake system, including the shafts, motor, bearings, etc. lastly, we also started planning out how our shooter would work, which we chose to do two flywheels at the end of the conveyor.
i worked on our shooter design, coming up with different ways to get the tennis balls into a bucket while fitting into our size constraints. especially with having a pivot on our intake, having the motors for the flywheels in the back would add too much weight, so i am still figuring out how to get that to work. i am testing out different orientations for the motors and flywheel, such as a dual horizontal flywheel shooter and a single flywheel shooter.
some of our parts for the intake arrived, so i was able to design more parts of our intake around it. i adjusted the rollers and came up with two different iterations, depending on the width of the rubber we will use to wrap around the rollers. i also measured the diameter of the hex shafts that arrived, which let me test printing out GT2 gears. i edited the gear by finding a part on McMaster-Carr and cutting out the hex shape and chopping off the extruded portion.
here’s an update on what the robot has been doing! i haven’t been working much on the driving part, so my teammates did a majority of figuring out how to navigate the course and how to drive. our robot was able to make it over the hill (but it flipped over if you watch the video lol). i am still working on the intake, but i have gotten further by printing out some pulleys and some shaft to bearing attachments we might use on the robot. tomorrow we will hopefully order sheet metal to hold our intake system. also, one of our prints turned into a blob
today i iterated more on the design of the intake. after printing the pulleys, we realized the belt was slipping and skipping teeth on the pulleys because we were using GT2 belts. we’re now pivoting to HTD-5M belts so we can hopefully not have any slipping happen on our intake. we also ordered more parts and added them to our purchase list!! when the sheet metal comes, we will be able to test the fit of bearings and other parts as well.
yesterday i worked on making the shaft collars and pulleys to print out. our pulley prints were not very successful, but the shaft collars turned out great. i downloaded a free shaft collar file from this link and i changed the size of the screw hole, the width, and i adjusted it so there were two flat ends (so we could use a screw and nut). my team also cut the shafts so we can start making our intake
on friday and today, i mounted the 3d prints to the shafts to start assembling the intake. i was struggling to attach a lot of these parts to the shafts because a layer of the prints kept on stopping the shaft from going all the way through. someone else had to hammer the parts onto the shafts in order for it to work :’) we’re still waiting on our metal part that will contain all of our intake parts, but we do have other components printed. our rollers were printed using TPU, and we also got our pulleys and shaft collars finished as well. we also have very very colorful filament now!!
i worked on assembling the intake, which was mostly the last part of the day today. we got our metal parts in the afternoon ish, so earlier in the day i was working on the guides to funnel the balls into the intake. i also continued refining the cad so now it looks like this!! the intake itself is working decently okay, i have to attach the motor tomorrow. one problem is that i have to wrap around the rubber onto the conveyor, otherwise there is no contact from the rollers on the conveyor to the tennis balls.
i had to take apart and reassemble the intake because the pulleys were on the wrong side… since the pulley on the motor shaft doesn’t fit over the set screw on the shaft, the final belt had to be on the opposite side, so i had to take everything apart :’) my teammate attached the shooter system onto the intake after i was done, so our robot is finally coming together!!
we finally got our intake and shooter to work! i mostly helped by tensioning the neoprene rubber strips and using rubber glue to secure it. earlier, i was trying to make a 3d print to make it easier to cut the rubber strip so that it can be cut at an angle, allowing me to overlap the rubber without making the conveyor too thick. however, that didn’t end up working because the rubber was difficult to cut, so we just decided to glue one on top of the other. one issue we ran into was that on the overlapped portion, it would jam into the pulley for the shooter. this was eventually fixed by cutting the part of the rubber conveyor that was too thick and would hit the pulley! with the extra scraps of rubber that i messed up on, i made a little dude with scissors
i finally have a good idea on how to slice for bambu printers!! i did a lot of 3d printing today, and i started by reprinting the side funnel walls . i also helped to make an attachment so that the limit switch would be pressed once the intake has pivoted past a certain point, to make sure it doesn’t touch the ground. it is definitely not the best solution but i was able to make it work with a bunch of tape and 3d print iterations !!
i just updated our limit switch arm because it ended up snapping!! i thickened the arm and i also included a filleted part to prevent it from snapping so easily. that’s it for today!!
Ships:
Alongside a team of 2 other high schoolers, I helped to make a robot that can intake balls, shoot balls, and navigate across an obstacle course. It was originally intended to be autonomous, but we wanted to focus more on the mechanical systems that were on the robot. I was in charge of designing and assembling the intake subsystem. It was very challenging to fit within the design constraints that we were provided but it was very rewarding once I saw my CAD come to life! This was my first time having something I designed online turn into something physical, so I was very surprised that when all my parts got shipped that it all came together nicely. I did this under a summer program in collaboration with Stardance called Definity Education Summer Camp and it was fun going through trial and error to see what worked and didn’t work. The hardest part was definitely having to make everything from scratch and not buying pre-made FTC or VEX parts, like getting our sheet metal manufactured was a risk in itself! But it was totally worth it....
|
1793602430.2427871
|
1793688830.2427871
|
|
65172
|
My very own WebOS by @joseph_thang | Stardance
|
joseph_thang
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @joseph_thang | Starda Title: My very own WebOS by @joseph_thang | Stardance...
|
1793084030.1346123
|
1793688830.1346123
|
|
65171
|
slack bot by @madyan | Stardance
|
madyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: slack bot by @madyan | Stardance
|
1793084029.225186
|
1793688829.225186
|
|
27643
|
Slack bot gets the sack by @SphericalHamster | Sta Slack bot gets the sack by @SphericalHamster | Stardance...
|
SphericalHamster
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T21:15:08Z", "hours": 0.0, "multiplier": 1.18, "payout": 0, "blessing": "neutral", "text": "Hello all! This is my first project on Starsance! So excited! I followed and expanded on the slackbot project guide, and made a few mistakes along the way. (Like not properly tracking my time, this took around 3-4hrs) Anyway… you can test it on the official Hack Club workspace on slack, under #bot-spam! For all the commands: Use: /sackbot-help and have fun!", "repo": "https://github.com/BallHamster/stardance_slack_bot/", "demo": "https://hackclub.enterprise.slack.com/messages/C0P5NE354?skip_today=1"}]...
|
[{"post_id": 18330, "ts": "202 [{"post_id": 18330, "ts": "2026-06-29T13:10:55Z", "hours": 0.2783, "text": "Hello all! I am working on a really basic slackot called sackbot! Built with the normal commands, and a little more! It is running 0-24 on Hackclub’s bot-spam channel on slack. /sackbot-help to use!"}]...
|
Title: Slack bot gets the sack by @SphericalHamste Title: Slack bot gets the sack by @SphericalHamster | Stardance
Devlogs:
Hello all! I am working on a really basic slackot called sackbot! Built with the normal commands, and a little more! It is running 0-24 on Hackclub’s bot-spam channel on slack. /sackbot-help to use!
Ships:
Hello all! This is my first project on Starsance! So excited! I followed and expanded on the slackbot project guide, and made a few mistakes along the way. (Like not properly tracking my time, this took around 3-4hrs) Anyway… you can test it on the official Hack Club workspace on slack, under #bot-spam! For all the commands: Use: /sackbot-help and have fun!...
|
1793602429.0019047
|
1793688829.0019047
|
|
65170
|
Camera Light by @Best_Jaro | Stardance
|
Best_Jaro
|
0
|
1.13
|
0
|
[]
|
[{"post_id": 72800, "ts": "202 [{"post_id": 72800, "ts": "2026-09-23T19:16:33Z", "hours": 1.1333, "text": "First dev-vlog of this project! For the first dev-vlog i just disassembled the lamp into parts to use later to build a camera light in a 3d-printed case with a hot shoe mount."}]...
|
Title: Camera Light by @Best_Jaro | Stardance
Dev Title: Camera Light by @Best_Jaro | Stardance
Devlogs:
First dev-vlog of this project! For the first dev-vlog i just disassembled the lamp into parts to use later to build a camera light in a 3d-printed case with a hot shoe mount....
|
1793084028.3725717
|
1793688828.3725717
|
|
23166
|
plexity.tools by @OrangJaguar | Stardance
|
OrangJaguar
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T04:25:53Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Full-stack personal dashboard that rebuilds 16+ everyday productivity tools from scratch into a unified system — task manager, calendar, grade tracker, live stock workspace, college planner, and more — all connected through a shared data layer and navigated through a single command bar and AI assistant.", "repo": "https://github.com/OrangJaguar/Plexity", "demo": "https://plexity.tools/"}]...
|
[{"post_id": 19573, "ts": "202 [{"post_id": 19573, "ts": "2026-06-30T22:13:51Z", "hours": 4.4089, "text": "Plexity — Devlog 01 I have a problem. Whenever I open my laptop to get stuff done, I immediately end up with 6 tabs open before I’ve done anything. One for tasks, one for my calendar, one to organize my college application workspace, one because I wanted to check a stock real quick, and one for a GPA calculator I found on some random website in 2023 and never closed. You know the feeling. So I built Plexity — a full-stack personal dashboard that just… has everything built exactly how I think works the best and looks the best. One shell, one place, command bar at the top. that’s it. What is it actually Plexity is a unified productivity OS with 16+ tools built from scratch , all connected through a shared data layer. Not a Notion clone, not an AI wrapper. Just tools I actually use, rebuilt the way I want them. Here’s what’s inside right now: Dashboard — your home base, everything at a glance Tasks — natural language date parsing (type “due friday” and it figures it out) Calendar — actually connected to your tasks and deadlines Grades — GPA tracker with per-course breakdowns Goals — long-term tracking, not just to-dos Journal — private, clean, no distractions Focus — timer, nothing else Calculator — with real math rendering via KaTeX PDF Tools — in-browser, no upload-to-some-random-site required Profile — A personal reference hub for your identity, background, context, links, etc. Stocks — live workspace for quick lookups College — college planning tools (this one’s personal) Lists — simple, fast list-making Units — unit converter Typing — typing speed practice Passwords — local password manager Catalog — browse everything from one place The whole thing is navigated through a single command bar. Hit a shortcut, type what you want, open it. It felt weird to use at first and now I can’t imagine going back. What I’ve been building Honestly… everything at once, which is probably not the smartest way to ship but here we are. The part I’m most proud of right now is how the tools actually talk to each other. Your tasks show up in your calendar. Your goals connect to your to-do list. it’s not just 16 isolated pages — there’s a shared data layer underneath holding it together. Getting that right took longer than I expected. The command bar was also a whole thing to build. Parsing natural language dates with chrono-node , routing commands to the right tool, making it feel instant — there were a lot of small details that had to line up before it felt good. Now it does. The stocks tool is one of my favorites because it’s the one I find myself opening randomly throughout the day. Live lookups, clean workspace, no clutter — just the data you want without the noise of a full brokerage UI. Built it for myself and it turned out really clean. Tech React + Vite + Tailwind + Zustand + TanStack Query + Base44 for the backend. Kept it lean on purpose — no unnecessary abstractions, just the tools that made the most sense. It’s Open Source The whole thing is on GitHub — github.com/OrangJaguar/Plexity . Still a side project, always free, no AI features, no paywall. Live at plexity.tools . More tools coming. More devlogs coming. Just wanted to get this first one out. — Sanskar"}]...
|
Title: plexity.tools by @OrangJaguar | Stardance
Title: plexity.tools by @OrangJaguar | Stardance
Devlogs:
Plexity — Devlog 01 I have a problem. Whenever I open my laptop to get stuff done, I immediately end up with 6 tabs open before I’ve done anything. One for tasks, one for my calendar, one to organize my college application workspace, one because I wanted to check a stock real quick, and one for a GPA calculator I found on some random website in 2023 and never closed. You know the feeling. So I built Plexity — a full-stack personal dashboard that just… has everything built exactly how I think works the best and looks the best. One shell, one place, command bar at the top. that’s it. What is it actually Plexity is a unified productivity OS with 16+ tools built from scratch , all connected through a shared data layer. Not a Notion clone, not an AI wrapper. Just tools I actually use, rebuilt the way I want them. Here’s what’s inside right now: Dashboard — your home base, everything at a glance Tasks — natural language date parsing (type “due friday” and it figures it out) Calendar — actually connected to your tasks and deadlines Grades — GPA tracker with per-course breakdowns Goals — long-term tracking, not just to-dos Journal — private, clean, no distractions Focus — timer, nothing else Calculator — with real math rendering via KaTeX PDF Tools — in-browser, no upload-to-some-random-site required Profile — A personal reference hub for your identity, background, context, links, etc. Stocks — live workspace for quick lookups College — college planning tools (this one’s personal) Lists — simple, fast list-making Units — unit converter Typing — typing speed practice Passwords — local password manager Catalog — browse everything from one place The whole thing is navigated through a single command bar. Hit a shortcut, type what you want, open it. It felt weird to use at first and now I can’t imagine going back. What I’ve been building Honestly… everything at once, which is probably not the smartest way to ship but here we are. The part I’m most proud of right now is how the tools actually talk to each other. Your tasks show up in your calendar. Your goals connect to your to-do list. it’s not just 16 isolated pages — there’s a shared data layer underneath holding it together. Getting that right took longer than I expected. The command bar was also a whole thing to build. Parsing natural language dates with chrono-node , routing commands to the right tool, making it feel instant — there were a lot of small details that had to line up before it felt good. Now it does. The stocks tool is one of my favorites because it’s the one I find myself opening randomly throughout the day. Live lookups, clean workspace, no clutter — just the data you want without the noise of a full brokerage UI. Built it for myself and it turned out really clean. Tech React + Vite + Tailwind + Zustand + TanStack Query + Base44 for the backend. Kept it lean on purpose — no unnecessary abstractions, just the tools that made the most sense. It’s Open Source The whole thing is on GitHub — github.com/OrangJaguar/Plexity . Still a side project, always free, no AI features, no paywall. Live at plexity.tools . More tools coming. More devlogs coming. Just wanted to get this first one out. — Sanskar
Ships:
Full-stack personal dashboard that rebuilds 16+ everyday productivity tools from scratch into a unified system — task manager, calendar, grade tracker, live stock workspace, college planner, and more — all connected through a shared data layer and navigated through a single command bar and AI assistant....
|
1793602427.8367555
|
1793688827.8367555
|
|
65169
|
Untitled project by @ExKira | Stardance
|
ExKira
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ExKira | Stardance
|
1793084026.473937
|
1793688826.473937
|
|
55724
|
Portfolio Webpage by @PiGuy141 | Stardance
|
PiGuy141
|
1
|
9.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T15:00:12Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I completed making my portfolio page. It was kinda fun and i tried my best to make it look good as im not a UI designer. I have used AI only for some text content and helper functions. Not much to see but I hope you guys like it!", "repo": "https://github.com/prasadbahekar/prasadbahekar.github.io", "demo": "https://prasadbahekar.github.io/"}]...
|
[{"post_id": 60868, "ts": "202 [{"post_id": 60868, "ts": "2026-09-03T14:41:21Z", "hours": 2.4214, "text": "Day 5 - 6: Created Info Page I have now completed the whole webpage. The info page has been added which contains five sections: Hero About Me Skills Ongoing Project Footer Time Distribution: 0h 20m: Hero Section 1h 10m: Skills Section 0h 30m: About Me Section 0h 30m: Ongoing Project Section"}, {"post_id": 60118, "ts": "2026-09-02T08:59:49Z", "hours": 2.5261, "text": "Day 3 - 4: Footer and Finishing Touches I added the footer section and made it responsive. Then I fixed other small bugs which were of UI and React. Lastly I made the UI a bit better by adding smooth scroll and made most of the buttons work. I have started making the info section. Time Distribution: 0h 40m: Footer Section 0h 10m: Making it Responsive 0h 10m: Fixing other minor bugs 0h 50m: Making some changes to UI 0h 40m: Started Info Section"}, {"post_id": 58718, "ts": "2026-08-31T08:17:19Z", "hours": 2.0739, "text": "Day 2: Works Section I created the works section where i have currently added 3 projects of mine. There is a unique color for each gradient hover effect in each project. Time Distribution: 1h 00m: Base output created 0h 20m: Refactor into multiple components 0h 20m: Add Responsiveness 0h 20m: Fix bugs"}, {"post_id": 57273, "ts": "2026-08-29T11:43:10Z", "hours": 2.2428, "text": "Day 1: Setup Started with my portfolio page, nothing too crazy. but why tf does ts look like some AI Slop 😭 2 Hours Distribution: 0h 30m: Vite + React setup and package installation. 0h 30m: Navbar created 0h 40m: Hero page created 0h 20m: Added responsiveness"}]...
|
Title: Portfolio Webpage by @PiGuy141 | Stardance
Title: Portfolio Webpage by @PiGuy141 | Stardance
Devlogs:
Day 1: Setup Started with my portfolio page, nothing too crazy. but why tf does ts look like some AI Slop 😭 2 Hours Distribution: 0h 30m: Vite + React setup and package installation. 0h 30m: Navbar created 0h 40m: Hero page created 0h 20m: Added responsiveness
Day 2: Works Section I created the works section where i have currently added 3 projects of mine. There is a unique color for each gradient hover effect in each project. Time Distribution: 1h 00m: Base output created 0h 20m: Refactor into multiple components 0h 20m: Add Responsiveness 0h 20m: Fix bugs
Day 3 - 4: Footer and Finishing Touches I added the footer section and made it responsive. Then I fixed other small bugs which were of UI and React. Lastly I made the UI a bit better by adding smooth scroll and made most of the buttons work. I have started making the info section. Time Distribution: 0h 40m: Footer Section 0h 10m: Making it Responsive 0h 10m: Fixing other minor bugs 0h 50m: Making some changes to UI 0h 40m: Started Info Section
Day 5 - 6: Created Info Page I have now completed the whole webpage. The info page has been added which contains five sections: Hero About Me Skills Ongoing Project Footer Time Distribution: 0h 20m: Hero Section 1h 10m: Skills Section 0h 30m: About Me Section 0h 30m: Ongoing Project Section
Ships:
I completed making my portfolio page. It was kinda fun and i tried my best to make it look good as im not a UI designer. I have used AI only for some text content and helper functions. Not much to see but I hope you guys like it!...
|
1793602426.3825595
|
1793688826.3825595
|
|
35875
|
tundra by @pinetree182 | Stardance
|
pinetree182
|
2
|
21.0
|
205
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T01:39:49Z", "hours": 18.0, "multiplier": 11.42, "payout": 205, "blessing": "neutral", "text": "tundra OS i made a web OS called tundra. visually, it’s really similar to Serenity OS and it was a whole lot of fun to make. features lots of apps, like a browser, text editor, and file browser a working(ish) filesystem a whole dialog system 3d graphics elite references", "repo": "https://github.com/annaxiomm/tundra", "demo": "https://annaxiomm.github.io/tundra"}, {"ship_num": 2, "ts": "2026-07-17T08:46:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "tundra v0.1.0 (alpha) tundra is finally ready to release! it’s currently very much in its infancy and doesn’t have very many features but it meets the requirements of the ship and i’m proud of it! so far we have: multiple draggable windows that are instanceable and defined as classes in javascript (so you can open more than one of the same app!) a welcome message, notes app (which is really an editable changelog), and a nice assortment of images for you to look at a status bar with the date and a handy app drawer so you can access all (3 of) the cool apps on display! a beautiful font (cozette by the-moonwitch) i hope you all like it so far, and plenty more features will follow in the coming weeks", "repo": "https://github.com/annaxiomm/tundra", "demo": "https://annaxiomm.github.io/tundra"}]...
|
[{"post_id": 63300, "ts": "202 [{"post_id": 63300, "ts": "2026-09-07T01:36:33Z", "hours": 3.1278, "text": "devlog #12 - the end? (for now) this is going to be my last devlog before I ship tundra, i’m really proud of how far it’s come and the fact that i’ve actually managed to finish a project for once! I didn’t quite get to add everything I wanted but most of it is there text editor time! i added a real simple text editor that can save and load files from the “disk”. i don’t really have anything else to say about it rated D for dialogs in order for the text editor to work properly, I had to make save and open dialog boxes. these are basically an unholy frankenstein of the normal dialog box and the file browser app, and they work well enough object permanence using JSON and the world’s jankiest serialization/deserialization system I was able to save the user’s filesystem state to localStorage so that even of you reload or close the page, your precious writing will be preserved you’re getting the boot real operating systems don’t open straight to the desktop - theres a whole boot sequence that leads to this (and if you’re cool and use linux it’s all on display for you). inspired by @cooki ’s FPS-OS (go check it out it’s really cool) i added a boot screen that looks pretty alright I guess. visual imagery finally, I got around to adding icons for each app. they’re 16x16, made in aseprite over the course of about 10 minutes, and work just enough that I don’t need to redesign them constantly. next steps ship it!"}, {"post_id": 61451, "ts": "2026-09-04T11:45:40Z", "hours": 0.8858, "text": "devlog #11 - ctrl+alt+delete this is a bit of a shorter devlog since I basically only added one thing - a functioning shutdown sequence! first a little dialog pops up asking if you’re sure, and then the whole screen goes black and says “shutting down…”, finally followed by an elite reference (Progressbar95 players rise up!)"}, {"post_id": 57784, "ts": "2026-08-30T02:28:02Z", "hours": 3.5117, "text": "devlog #10 - new apps after like a month-long hiatus i thought that i ought to add a few more apps - this is meant to be somewhat useful after all! calculator this is a really basic calculator app, basically when you press a button it adds its value (like 2 or + or . ) to an expression, and when you hit the = button it evaluates the expression with eval() . yes, i know its not the safest but it works. colo(u)r picker this one is also really simple: every time you press a key on your keyboard, a new random colour is generated and the rgb and hex values are shown in the bottom. need i say more? file explorer once again, this is really basic. all it does is gets the contents of the current directory (i had to make a new fs function to return each path’s type as well) and then makes a new element for each path with an icon corresponding to what it is. there’s also a back button if you need to… well.. go back next steps file opening from the file explorer text editor more functions in the calculator / better calculator"}, {"post_id": 41048, "ts": "2026-08-05T00:17:34Z", "hours": 3.0744, "text": "devlog #9 - files! what’s an operating system if you can’t have files? so, i decided to write a basic filesystem for tundra. paired with a simple terminal and now tundra is actually kind of cool! the filesystem tundra uses a really simple filesystem model: there’s a File and a Directory class that both inherit from FSNode, Files have names and contents and Directories have names and children. tundra uses a traditional unix file layout (/home, /bin, /etc and so on) because its cool. the terminal i really wanted some way to navigate the filesystem but didn’t feel like implementing an entire file browser so I added a simple terminal. it has a few methods like writeln and readline which you can use. all the commands (including the shell!) are defined in their own classes, just like apps, which makes it really easy to add new ones. so far, i’ve added cd, ls, mkdir, touch, cat, and my own version of neofetch. next steps an actual file browser some more commands ANSI escape codes for colours a text editor to make files for the filesystem"}, {"post_id": 39219, "ts": "2026-08-02T01:30:03Z", "hours": 3.3094, "text": "devlog #8 - too many changes! my devlogs from here on are going to be getting a lot longer now because i’m really settling into the grind, so i’m going to try out a more structured format. dialogs! i implemented a whole dialog box system into caribou (the window manager). so far it only has confirm (cancel/ok) style dialogs but it’s modular so i’ll be sure to add plenty more in the future. dialogs return promises that resolve with a value when an action happens (like when the dialog is closed), and this can then be used to execute code. this all came about because i wanted to add fullscreen mode but apparently browsers don’t like it when you request fullscreen without user interaction so here we are! changelog changes (?) the changelog, as promised, pulls directly from github to ensure you always get the most up-to-date changes with minimal effort on my end ! it uses marked and DOMPurify to parse the CHANGELOG.md from the repo and to make sure you are personally secure from anyone who’s dumb enough to waste their time trying to attack tundra. preparing for themes soon, i’ll work on adding themes to tundra so i decided i’d make it a bit easier for myself by making every single value that might want to be changed in css a variable. this was excruciatingly painful but we got through it in the end (it took like 10 minutes max). also, the background is now loaded dynamically through js which will lead to custom backgrounds at some point (much to the dismay of my browser’s performance) next steps improve the dialog system and add more dialog types add a filesystem (very scary) add more apps add theming and changeable backgrounds"}, {"post_id": 36136, "ts": "2026-07-28T00:56:50Z", "hours": 1.6256, "text": "devlog #7 - now we’re getting somewhere! tundra is starting to take off! i’ve changed the look of the taskbar very slightly (there’s now more padding), and i’ve also revamped the appdrawer so that it looks cleaner (and more like SerenityOS). also, submenus! now the appdrawer can be more organised as I continue to add apps instead of turning into a wastebin of buttons. i deleted all of the original apps and have replaced them with (so far) an updated welcome/about (with wally, the derpy walrus who’s tundra’s new mascot), a proper changelog (eventually i’ll make it pull from github but for now it’s hardcoded), and a cube to test out threejs."}, {"post_id": 32283, "ts": "2026-07-21T11:04:31Z", "hours": 1.3792, "text": "devlog #6 - more taskbar stuff i decided that it’s probably a good idea to be able to see what apps you have open, so i implemented a little window list in the status bar. it’s pretty rudimentary - it just makes an element for each open window and updates any time a window is added or removed. eventually i’ll get around to adding window logos and context menus that let you close and minimise windows from the taskbar but that’s a bit advanced for the minute."}, {"post_id": 30070, "ts": "2026-07-17T11:10:55Z", "hours": 1.0528, "text": "devlog #5 - visual updates i decided i wanted to make tundra look a bit like serenityOS, so i modified the window header to include the distinctive red gradient. i also added a proper focusing system which required a decent rewrite of a portion of caribou (the wm). also, i worked on centralising the wm. previously, windows handled their own focusing and closing but since i’ve discovered customevents windows now request this behaviour from the wm. finally, windows now auto-focus when you open them!"}, {"post_id": 30022, "ts": "2026-07-17T08:30:14Z", "hours": 1.1878, "text": "devlog #4 - almost time to ship ! after much tedious work i added 2 other apps: a notes app that currently has a small TODO list and a changelog; and an image viewer that shows off a random image i’ve taken. i’ve also prettied the whole thing up a little bit by changing the font from [default] to Cozette, a nice cozy bitmap-ish font. finally, i added an app drawer so you can open all the (3) apps available in v0.1.0! i’m really looking forward to adding tons of new features and making it look super awesome!"}, {"post_id": 29369, "ts": "2026-07-16T08:39:15Z", "hours": 0.5478, "text": "devlog #3 - windows (again!) windows and apps are now instanced and defined purely in their own classes in javascript instead of being predefined in HTML and shown / hidden. i know it’s not strictly part of the mission for WebOS 1 but it makes me feel a bit better about myself AND it’ll make things a whole lot easier for me down the line. since apps are instanced, i can have as many welcomes as i want !"}, {"post_id": 29355, "ts": "2026-07-16T07:46:35Z", "hours": 0.9558, "text": "devlog #2 - windows i started working on the first iteration of caribou - tundra’s window manager (aka a window class and a list of open windows). so far, windows can be dragged around using some very janky freestyled code, and can also be closed (one of the can even be opened again !). it’s currently looking quite… webby , so next i’ll probably work on making it look a bit more personal (maybe a bit like my personal homepage??)"}, {"post_id": 29335, "ts": "2026-07-16T06:41:18Z", "hours": 0.5217, "text": "devlog #1 - let’s make an OS (sort of) ! building my own OS has been a dream of mine for a long, long time but i’ve never actually been able to make one before (because i know next to nothing about low-level programming). so imagine my reaction when i saw that i could get 50 stardust for making one? well, one small catch. it had to be a web-based OS. wait, is that really a catch though? its like a thousand times easier, and has just enough instant gratification for my short-form content-fried dopamine-addicted brain. so here we are. so far, tundra has a window and a status bar, and thats about it (also, the wallpaper is a photo i took down at the beach today !). i’m really looking forward to adding a ton more features to tundra in the future."}]...
|
Title: tundra by @pinetree182 | Stardance
Devlogs Title: tundra by @pinetree182 | Stardance
Devlogs:
devlog #1 - let’s make an OS (sort of) ! building my own OS has been a dream of mine for a long, long time but i’ve never actually been able to make one before (because i know next to nothing about low-level programming). so imagine my reaction when i saw that i could get 50 stardust for making one? well, one small catch. it had to be a web-based OS. wait, is that really a catch though? its like a thousand times easier, and has just enough instant gratification for my short-form content-fried dopamine-addicted brain. so here we are. so far, tundra has a window and a status bar, and thats about it (also, the wallpaper is a photo i took down at the beach today !). i’m really looking forward to adding a ton more features to tundra in the future.
devlog #2 - windows i started working on the first iteration of caribou - tundra’s window manager (aka a window class and a list of open windows). so far, windows can be dragged around using some very janky freestyled code, and can also be closed (one of the can even be opened again !). it’s currently looking quite… webby , so next i’ll probably work on making it look a bit more personal (maybe a bit like my personal homepage??)
devlog #3 - windows (again!) windows and apps are now instanced and defined purely in their own classes in javascript instead of being predefined in HTML and shown / hidden. i know it’s not strictly part of the mission for WebOS 1 but it makes me feel a bit better about myself AND it’ll make things a whole lot easier for me down the line. since apps are instanced, i can have as many welcomes as i want !
devlog #4 - almost time to ship ! after much tedious work i added 2 other apps: a notes app that currently has a small TODO list and a changelog; and an image viewer that shows off a random image i’ve taken. i’ve also prettied the whole thing up a little bit by changing the font from [default] to Cozette, a nice cozy bitmap-ish font. finally, i added an app drawer so you can open all the (3) apps available in v0.1.0! i’m really looking forward to adding tons of new features and making it look super awesome!
devlog #5 - visual updates i decided i wanted to make tundra look a bit like serenityOS, so i modified the window header to include the distinctive red gradient. i also added a proper focusing system which required a decent rewrite of a portion of caribou (the wm). also, i worked on centralising the wm. previously, windows handled their own focusing and closing but since i’ve discovered customevents windows now request this behaviour from the wm. finally, windows now auto-focus when you open them!
devlog #6 - more taskbar stuff i decided that it’s probably a good idea to be able to see what apps you have open, so i implemented a little window list in the status bar. it’s pretty rudimentary - it just makes an element for each open window and updates any time a window is added or removed. eventually i’ll get around to adding window logos and context menus that let you close and minimise windows from the taskbar but that’s a bit advanced for the minute.
devlog #7 - now we’re getting somewhere! tundra is starting to take off! i’ve changed the look of the taskbar very slightly (there’s now more padding), and i’ve also revamped the appdrawer so that it looks cleaner (and more like SerenityOS). also, submenus! now the appdrawer can be more organised as I continue to add apps instead of turning into a wastebin of buttons. i deleted all of the original apps and have replaced them with (so far) an updated welcome/about (with wally, the derpy walrus who’s tundra’s new mascot), a proper changelog (eventually i’ll make it pull from github but for now it’s hardcoded), and a cube to test out threejs.
devlog #8 - too many changes! my devlogs from here on are going to be getting a lot longer now because i’m really settling into the grind, so i’m going to try out a more structured format. dialogs! i implemented a whole dialog box system into caribou (the window manager). so far it only has confirm (cancel/ok) style dialogs but it’s modular so i’ll be sure to add plenty more in the future. dialogs return promises that resolve with a value when an action happens (like when the dialog is closed), and this can then be used to execute code. this all came about because i wanted to add fullscreen mode but apparently browsers don’t like it when you request fullscreen without user interaction so here we are! changelog changes (?) the changelog, as promised, pulls directly from github to ensure you always get the most up-to-date changes with minimal effort on my end ! it uses marked and DOMPurify to parse the CHANGELOG.md from the repo and to make sure you are personally secure from anyone who’s dumb enough to waste their time trying to attack tundra. preparing for themes soon, i’ll work on adding themes to tundra so i decided i’d make it a bit easier for myself by making every single value that might want to be changed in css a variable. this was excruciatingly painful but we got through it in the end (it took like 10 minutes max). also, the background is now loaded dynamically through js which will lead to custom backgrounds at some point (much to the dismay of my browser’s performance) next steps improve the dialog system and add more dialog types add a filesystem (very scary) add more apps add theming and changeable backgrounds
devlog #9 - files! what’s an operating system if you can’t have files? so, i decided to write a basic filesystem for tundra. paired with a simple terminal and now tundra is actually kind of cool! the filesystem tundra uses a really simple filesystem model: there’s a File and a Directory class that both inherit from FSNode, Files have names and contents and Directories have names and children. tundra uses a traditional unix file layout (/home, /bin, /etc and so on) because its cool. the terminal i really wanted some way to navigate the filesystem but didn’t feel like implementing an entire file browser so I added a simple terminal. it has a few methods like writeln and readline which you can use. all the commands (including the shell!) are defined in their own classes, just like apps, which makes it really easy to add new ones. so far, i’ve added cd, ls, mkdir, touch, cat, and my own version of neofetch. next steps an actual file browser some more commands ANSI escape codes for colours a text editor to make files for the filesystem
devlog #10 - new apps after like a month-long hiatus i thought that i ought to add a few more apps - this is meant to be somewhat useful after all! calculator this is a really basic calculator app, basically when you press a button it adds its value (like 2 or + or . ) to an expression, and when you hit the = button it evaluates the expression with eval() . yes, i know its not the safest but it works. colo(u)r picker this one is also really simple: every time you press a key on your keyboard, a new random colour is generated and the rgb and hex values are shown in the bottom. need i say more? file explorer once again, this is really basic. all it does is gets the contents of the current directory (i had to make a new fs function to return each path’s type as well) and then makes a new element for each path with an icon corresponding to what it is. there’s also a back button if you need to… well.. go back next steps file opening from the file explorer text editor more functions in the calculator / better calculator
devlog #11 - ctrl+alt+delete this is a bit of a shorter devlog since I basically only added one thing - a functioning shutdown sequence! first a little dialog pops up asking if you’re sure, and then the whole screen goes black and says “shutting down…”, finally followed by an elite reference (Progressbar95 players rise up!)
devlog #12 - the end? (for now) this is going to be my last devlog before I ship tundra, i’m really proud of how far it’s come and the fact that i’ve actually managed to finish a project for once! I didn’t quite get to add everything I wanted but most of it is there text editor time! i added a real simple text editor that can save and load files from the “disk”. i don’t really have anything else to say about it rated D for dialogs in order for the text editor to work properly, I had to make save and open dialog boxes. these are basically an unholy frankenstein of the normal dialog box and the file browser app, and they work well enough object permanence using JSON and the world’s jankiest serialization/deserialization system I was able to save the user’s filesystem state to localStorage so that even of you reload or close the page, your precious writing will be preserved you’re getting the boot real operating systems don’t open straight to the desktop - theres a whole boot sequence that leads to this (and if you’re cool and use linux it’s all on display for you). inspired by @cooki ’s FPS-OS (go check it out it’s really cool) i added a boot screen that looks pretty alright I guess. visual imagery finally, I got around to adding icons for each app. they’re 16x16, made in aseprite over the course of about 10 minutes, and work just enough that I don’t need to redesign them constantly. next steps ship it!
Ships:
tundra v0.1.0 (alpha) tundra is finally ready to release! it’s currently very much in its infancy and doesn’t have very many features but it meets the requirements of the ship and i’m proud of it! so far we have: multiple draggable windows that are instanceable and defined as classes in javascript (so you can open more than one of the same app!) a welcome message, notes app (which is really an editable changelog), and a nice assortment of images for you to look at a status bar with the date and a handy app drawer so you can access all (3 of) the cool apps on display! a beautiful font (cozette by the-moonwitch) i hope you all like it so far, and plenty more features will follow in the coming weeks
tundra OS i made a web OS called tundra. visually, it’s really similar to Serenity OS and it was a whole lot of fun to make. features lots of apps, like a browser, text editor, and file browser a working(ish) filesystem a whole dialog system 3d graphics elite references...
|
1793602423.4918046
|
1793688823.4918046
|
|
55722
|
Lens by @divyaraaj_parmar_05 | Stardance
|
divyaraaj_parmar_05
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T13:46:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was the project started with problem I encountered. After building this I came to know about Stardance and Hackatime so the time worked is very low :(. Try it, I will also add the NPM install soon. Star it on Github if you like it and vote, follow me here too :),", "repo": "https://github.com/dpsyfk/lens", "demo": "https://github.com/dpsyfk/lens/blob/main/docs/INSTALL.md"}]...
|
[{"post_id": 58107, "ts": "202 [{"post_id": 58107, "ts": "2026-08-30T13:37:07Z", "hours": 0.3389, "text": "Project 1 Lens its developed only be working on updates and new project: https://github.com/dpsyfk/lens Didn’t knew about Hackatime then :("}]...
|
Title: Lens by @divyaraaj_parmar_05 | Stardance
D Title: Lens by @divyaraaj_parmar_05 | Stardance
Devlogs:
Project 1 Lens its developed only be working on updates and new project: https://github.com/dpsyfk/lens Didn’t knew about Hackatime then :(
Ships:
This was the project started with problem I encountered. After building this I came to know about Stardance and Hackatime so the time worked is very low :(. Try it, I will also add the NPM install soon. Star it on Github if you like it and vote, follow me here too :),...
|
1793602422.2446702
|
1793688822.2446702
|
|
65168
|
BLARE by @madyan | Stardance
|
madyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @madyan | Stardance
|
1793084021.293084
|
1793688821.293084
|
|
65167
|
Smart Converter by @SohamKaran | Stardance
|
SohamKaran
|
0
|
0.37
|
0
|
[]
|
[{"post_id": 73197, "ts": "202 [{"post_id": 73197, "ts": "2026-09-24T16:11:31Z", "hours": 0.3733, "text": "TODAY I realize that my family members are always forgot to turn off the lights so i decided to make this automatic by using a HC-SR501 sensor module , transistor and relay and some other components so at first i started to drawing the sch today later when i done the sch work i started making the pcb today I didn’t connect the wires.after done the sch draw I select all the footprint and then desgning the pcb for the requarment size for all components and then i make some holes for mounting the pcb and connect all the components. today i realize that in my project some major defect are present like the live wire are extremely thin and also i put the live wire under the relay also i doesn’t give any space be twin tne relay and power supply so i completely redesign the pcb also i create a repo on github.in today my pcb was looking quite simple so i add some graphics on it and later export the Gerber files after finishing the pcb i started making a zine poster for my project today i finally complete upload some necessary files on repo later i also upload the Gerber file on jlc pcb"}]...
|
Title: Smart Converter by @SohamKaran | Stardance
Title: Smart Converter by @SohamKaran | Stardance
Devlogs:
TODAY I realize that my family members are always forgot to turn off the lights so i decided to make this automatic by using a HC-SR501 sensor module , transistor and relay and some other components so at first i started to drawing the sch today later when i done the sch work i started making the pcb today I didn’t connect the wires.after done the sch draw I select all the footprint and then desgning the pcb for the requarment size for all components and then i make some holes for mounting the pcb and connect all the components. today i realize that in my project some major defect are present like the live wire are extremely thin and also i put the live wire under the relay also i doesn’t give any space be twin tne relay and power supply so i completely redesign the pcb also i create a repo on github.in today my pcb was looking quite simple so i add some graphics on it and later export the Gerber files after finishing the pcb i started making a zine poster for my project today i finally complete upload some necessary files on repo later i also upload the Gerber file on jlc pcb...
|
1793084019.3749242
|
1793688819.3749242
|
|
65165
|
Cosmic Explorer by @bastanmngvv | Stardance
|
bastanmngvv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Cosmic Explorer by @bastanmngvv | Stardance
|
1793084018.0045972
|
1793688818.0045972
|
|
65164
|
Spike control center by @boobergoober | Stardance
|
boobergoober
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Spike control center by @boobergoober | Sta Title: Spike control center by @boobergoober | Stardance...
|
1793084015.7571082
|
1793688815.7571082
|
|
65163
|
Prodot IDE by @atharv2610 | Stardance
|
atharv2610
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Prodot IDE by @atharv2610 | Stardance
|
1793084013.4374323
|
1793688813.4374323
|
|
65161
|
My own site! by @priya_artist4668 | Stardance
|
priya_artist4668
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @priya_artist4668 | Stardan Title: My own site! by @priya_artist4668 | Stardance...
|
1793084011.6850648
|
1793688811.6850648
|
|
26158
|
potato by @yay | Stardance
|
yay
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T23:46:04Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is potatoOS :) Potato OS is an cute little operating system running in your browser :D It’s themed around the various plushies I have in my house. It has 3 apps: the welcome screen, a notepad, and a random number guessing game. This was my first project using javascript, so it was a bit challenging, and I used AI to help debug some parts. To access it, just click on the link in the repo :D", "repo": "https://github.com/xinyal-12237/wafflee", "demo": "https://pineapple-bun.vercel.app/"}]...
|
[{"post_id": 21153, "ts": "202 [{"post_id": 21153, "ts": "2026-07-02T23:18:17Z", "hours": 1.4711, "text": "Progress update: made the last window a random number guessing game. fixed some small bugs in the notepad made the apps in the dock labeled correctly almost ready to ship :D"}, {"post_id": 19478, "ts": "2026-06-30T20:10:20Z", "hours": 2.2331, "text": "potatoOS progress update: I converted the window into a notepad! You can now give it a title, edit the text, and save it. I also organized the js so that its easier to read :)"}, {"post_id": 17733, "ts": "2026-06-28T17:23:30Z", "hours": 3.3703, "text": "I’m working on potatoOS :) though the apps are not done yet"}]...
|
Title: potato by @yay | Stardance
Devlogs:
I’m wo Title: potato by @yay | Stardance
Devlogs:
I’m working on potatoOS :) though the apps are not done yet
potatoOS progress update: I converted the window into a notepad! You can now give it a title, edit the text, and save it. I also organized the js so that its easier to read :)
Progress update: made the last window a random number guessing game. fixed some small bugs in the notepad made the apps in the dock labeled correctly almost ready to ship :D
Ships:
This is potatoOS :) Potato OS is an cute little operating system running in your browser :D It’s themed around the various plushies I have in my house. It has 3 apps: the welcome screen, a notepad, and a random number guessing game. This was my first project using javascript, so it was a bit challenging, and I used AI to help debug some parts. To access it, just click on the link in the repo :D...
|
1793602411.1757839
|
1793688811.1757839
|
|
33301
|
My first slack bot! by @blackbird | Stardance
|
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T17:15:55Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made claude-counter, a Slack bot that tallies every time someone says claude and replies with your running count, because so many people say it in another Slack I’m in. It counts the number of times a person says claude (/claude-counter-me), dispenses vibe coding sermons on request (/claude-counter-sermon), and ranks the faithful in the Vibe Coding Hall of Slop (/claude-counter-board or claudeboard).", "repo": "https://github.com/flyingchickensaucer/claude-counter", "demo": "https://hackclub.enterprise.slack.com/archives/C0BHJLJRDME"}]...
|
[{"post_id": 26689, "ts": "202 [{"post_id": 26689, "ts": "2026-07-11T16:58:14Z", "hours": 0.9086, "text": "The Slack bot is now up and running on Slack through Nest. One of the biggest challenges for this phase was just navigating and understanding how an SSH works. Since the last update it gained an actual leaderboard (aligned table, usernames, claude counts), a logo of the Claude asterisk wearing a slightly crooked halo, and I lost twenty minutes to Slack’s manifest editor over how to display usernames instead of user id’s."}, {"post_id": 25771, "ts": "2026-07-10T07:07:02Z", "hours": 1.3147, "text": "I am currently building claude-counter, a Slack bot that tallies every time someone says “claude” and replies with their running count, because it has become an extremely common word in another Slack channel I’m part of and I thought it would be funny. It announces milestones like they’re religious events and keeps a leaderboard called the Vibe Coding Hall of Slop, plus /claude-counter-me for checking your rank and /claude-counter-sermon if you’re in need of a vibe coding proverb (written by claude, cause it’s funnier that way). Currently, I have the code written out, but am still not through the process of testing and deploying to nest."}]...
|
Title: My first slack bot! by @blackbird | Stardan Title: My first slack bot! by @blackbird | Stardance
Devlogs:
I am currently building claude-counter, a Slack bot that tallies every time someone says “claude” and replies with their running count, because it has become an extremely common word in another Slack channel I’m part of and I thought it would be funny. It announces milestones like they’re religious events and keeps a leaderboard called the Vibe Coding Hall of Slop, plus /claude-counter-me for checking your rank and /claude-counter-sermon if you’re in need of a vibe coding proverb (written by claude, cause it’s funnier that way). Currently, I have the code written out, but am still not through the process of testing and deploying to nest.
The Slack bot is now up and running on Slack through Nest. One of the biggest challenges for this phase was just navigating and understanding how an SSH works. Since the last update it gained an actual leaderboard (aligned table, usernames, claude counts), a logo of the Claude asterisk wearing a slightly crooked halo, and I lost twenty minutes to Slack’s manifest editor over how to display usernames instead of user id’s.
Ships:
I made claude-counter, a Slack bot that tallies every time someone says claude and replies with your running count, because so many people say it in another Slack I’m in. It counts the number of times a person says claude (/claude-counter-me), dispenses vibe coding sermons on request (/claude-counter-sermon), and ranks the faithful in the Vibe Coding Hall of Slop (/claude-counter-board or claudeboard)....
|
1793602409.9619195
|
1793688809.9619195
|
|
13882
|
My WebOS - AstraOS by @anuththara | Stardance
|
anuththara
|
1
|
5.77
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T09:32:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AstraOS is officially shipped AstraOS is now a fully working browser-based desktop environment that simulates a modern operating system experience directly inside the browser. It is no longer a prototype or UI demo - it’s a functional system with windows, apps, persistence, and a structured desktop environment What’s included Desktop environment Responsive desktop workspace with icon grid system Wallpaper support and adaptive scaling Context menu interactions Consistent layout behavior across screen sizes Window management Draggable, resizable windows Minimize, maximize, and close controls Multi-window support with proper focus handling Z-index management for active windows Window restore and centering logic Built-in applications Notes app with persistent storage Calculator with working expression engine File explorer for navigating system structure Settings application for customization Dock and system navigation Application dock with launch and running state indicators Global menu bar with live clock Smooth application switching and lifecycle handling Persistence layer User preferences stored locally Application state persistence across sessions Desktop layout saved and restored automatically Local storage integration for continuity Design system Glassmorphism-based UI styling Blur and depth layering effects Smooth transitions and animations Consistent component-driven layout system Architecture Modular component structure Event-driven interaction system Reusable UI primitives Optimized rendering behavior for responsiveness What AstraOS is AstraOS is an experiment in turning the browser into a usable operating system layer — combining application lifecycle management, persistent state, and desktop-style interaction patterns into one unified interface. Try it, break it, push it This is not a finished product. It is a working system designed to evolve. Use it as a workspace, stress test the interactions, and explore where it breaks. Feedback that helps: What feels slow or unnecessary What apps are missing What would make this replace a real desktop workflow If it’s useful, it stays. If it’s not, it gets rebuilt.", "repo": "https://github.com/anuththara2007-W/WEB-OS-1", "demo": "https://astraoperatingsystem.netlify.app/"}]...
|
[{"post_id": 55062, "ts": "202 [{"post_id": 55062, "ts": "2026-08-26T14:22:36Z", "hours": 0.4308, "text": "AstraOS WebOS 2 Update 🚀 A major update is now implemented in AstraOS, focused on making the desktop experience more polished, interactive, and responsive.Implemented: 🏝️ Dynamic Island for system notifications 🪟 Aero Shake for minimizing background windows 🌙 Night Shift with a warm display filter 👀 Aero Peek for quickly revealing the desktop ⚙️ Interactive Desktop Gadgets with drag support 📊 Hardware Monitor for CPU, memory, and network usage ✨ Improved animations and desktop interactionsAstra OS is continuing to evolve into a complete WebOS desktop experience with a focus on smooth interactions and a modern interface."}, {"post_id": 40535, "ts": "2026-08-04T04:47:46Z", "hours": 0.3381, "text": "AstraOS has officially transitioned from an architectural prototype into a fully functional, production-ready, browser-based desktop environment. This final phase marks the stabilization of application lifecycles, full implementation of a unified persistence layer, and the deployment of a highly responsive, multi -window desktop shell that simulates a real operating system layer directly inside the browser single-page runtime."}, {"post_id": 10460, "ts": "2026-06-17T06:00:01Z", "hours": 1.9083, "text": "DEV LOG FINAL - ASTRAOS PLATFORM INTEGRATION Overview AstraOS has evolved into a browser-based operating system simulation that recreates a modern desktop experience with modular applications, persistent storage, and interactive system components. Implemented Features Desktop Environment Responsive desktop workspace Dynamic icon grid system Wallpaper support Context menus Adaptive scaling Window Management Draggable windows Minimize, maximize and close controls Active window prioritization Z-index management Multi-window support Window restoration and centering Dock & Menu Bar Application launcher dock Running application indicators Hover animations Real-time clock Global system navigation Applications Notes application with persistent storage Functional calculator engine Interactive file explorer Settings application Persistence Layer User preferences storage Desktop layout persistence Application state persistence Local storage integration Design System Glassmorphism effects Blur surfaces Dynamic shadows Smooth animations Responsive layouts Unified visual consistency Architecture Improvements Modular component structure Event-driven interactions Reusable UI components Optimized rendering pipelines Summary AstraOS is now a fully interactive browser-based desktop environment that combines operating system concepts, application lifecycle management, persistent data handling, and modern UI engineering into a cohesive web platform."}, {"post_id": 5543, "ts": "2026-06-09T11:06:28Z", "hours": 2.9267, "text": "DEV LOG 01 - ASTRAOS INITIAL SYSTEM ARCHITECTURE BOOTSTRAP Overview AstraOS is a browser-based desktop operating system simulation inspired by macOS interaction patterns. This initial phase focuses on establishing core UI infrastructure, deterministic window management, and modular application containers inside a single-page web runtime. The primary goal is to create a stable foundation for a scalable OS-like environment with persistent state handling and structured UI orchestration. Core System Architecture Desktop Shell Layer Implemented base desktop rendering system using DOM-based layout structure Established icon grid system for desktop applications and folders Configured dock and menu bar positioning framework Introduced initial spacing and alignment rules for UI consistency Defined viewport-based scaling for responsive desktop rendering Window Management System Implemented draggable window containers using pointer-event interaction model Introduced window lifecycle handling (create, focus, minimize, maximize, close) Centered window launch logic based on viewport calculations Added basic z-index stacking system for active window prioritization Defined initial window state model (normal, minimized, maximized) Dock System Built application launcher registry mapped to dock UI elements Enabled app instantiation via dock click events Added hover interaction states for dock icons Introduced basic runtime tracking for active applications Menu Bar System Implemented persistent top-level system bar Added basic clock display module (initial implementation) Reserved integration points for system indicators: Network status Battery state System settings routing Application Layer Initial applications implemented as isolated UI modules: Notes: localStorage-based text persistence prototype Calculator: UI scaffold with incomplete computation binding File Explorer: static interface without filesystem backend Settings: configuration UI skeleton without full state linkage These apps currently function as independent UI shells awaiting central state integration. Persistence Layer Implemented localStorage-based persistence strategy Defined early schema for: User preferences Desktop layout state Application metadata Initial groundwork for virtual filesystem simulation Design System Established macOS-inspired visual language (rounded surfaces, depth shadows, blur effects) Defined spacing grid for desktop icon placement Implemented window styling primitives Added basic transition timing system for UI animations System Limitations No centralized state manager implemented yet Window resizing not fully supported No multitasking scheduler or process isolation layer Missing system-level integrations (battery, network, audio) Menu clock not synchronized with real-time API No virtual filesystem fully implemented Next Objectives Implement full window resize and transform system Build global state manager (event-driven architecture) Complete Notes and Calculator logic engines Introduce virtual filesystem layer (VFS abstraction) Improve dock animations and runtime process tracking Add system API integrations (battery, network, audio) Begin Safari rendering engine stabilization Summary This phase establishes the foundational UI and interaction architecture of AstraOS. The system is currently a structured desktop shell with modular applications and persistent state groundwork. Future development will transition toward full OS-like behavior with real-time system integration and improved runtime consistency."}]...
|
Title: My WebOS - AstraOS by @anuththara | Stardan Title: My WebOS - AstraOS by @anuththara | Stardance
Devlogs:
DEV LOG 01 - ASTRAOS INITIAL SYSTEM ARCHITECTURE BOOTSTRAP Overview AstraOS is a browser-based desktop operating system simulation inspired by macOS interaction patterns. This initial phase focuses on establishing core UI infrastructure, deterministic window management, and modular application containers inside a single-page web runtime. The primary goal is to create a stable foundation for a scalable OS-like environment with persistent state handling and structured UI orchestration. Core System Architecture Desktop Shell Layer Implemented base desktop rendering system using DOM-based layout structure Established icon grid system for desktop applications and folders Configured dock and menu bar positioning framework Introduced initial spacing and alignment rules for UI consistency Defined viewport-based scaling for responsive desktop rendering Window Management System Implemented draggable window containers using pointer-event interaction model Introduced window lifecycle handling (create, focus, minimize, maximize, close) Centered window launch logic based on viewport calculations Added basic z-index stacking system for active window prioritization Defined initial window state model (normal, minimized, maximized) Dock System Built application launcher registry mapped to dock UI elements Enabled app instantiation via dock click events Added hover interaction states for dock icons Introduced basic runtime tracking for active applications Menu Bar System Implemented persistent top-level system bar Added basic clock display module (initial implementation) Reserved integration points for system indicators: Network status Battery state System settings routing Application Layer Initial applications implemented as isolated UI modules: Notes: localStorage-based text persistence prototype Calculator: UI scaffold with incomplete computation binding File Explorer: static interface without filesystem backend Settings: configuration UI skeleton without full state linkage These apps currently function as independent UI shells awaiting central state integration. Persistence Layer Implemented localStorage-based persistence strategy Defined early schema for: User preferences Desktop layout state Application metadata Initial groundwork for virtual filesystem simulation Design System Established macOS-inspired visual language (rounded surfaces, depth shadows, blur effects) Defined spacing grid for desktop icon placement Implemented window styling primitives Added basic transition timing system for UI animations System Limitations No centralized state manager implemented yet Window resizing not fully supported No multitasking scheduler or process isolation layer Missing system-level integrations (battery, network, audio) Menu clock not synchronized with real-time API No virtual filesystem fully implemented Next Objectives Implement full window resize and transform system Build global state manager (event-driven architecture) Complete Notes and Calculator logic engines Introduce virtual filesystem layer (VFS abstraction) Improve dock animations and runtime process tracking Add system API integrations (battery, network, audio) Begin Safari rendering engine stabilization Summary This phase establishes the foundational UI and interaction architecture of AstraOS. The system is currently a structured desktop shell with modular applications and persistent state groundwork. Future development will transition toward full OS-like behavior with real-time system integration and improved runtime consistency.
DEV LOG FINAL - ASTRAOS PLATFORM INTEGRATION Overview AstraOS has evolved into a browser-based operating system simulation that recreates a modern desktop experience with modular applications, persistent storage, and interactive system components. Implemented Features Desktop Environment Responsive desktop workspace Dynamic icon grid system Wallpaper support Context menus Adaptive scaling Window Management Draggable windows Minimize, maximize and close controls Active window prioritization Z-index management Multi-window support Window restoration and centering Dock & Menu Bar Application launcher dock Running application indicators Hover animations Real-time clock Global system navigation Applications Notes application with persistent storage Functional calculator engine Interactive file explorer Settings application Persistence Layer User preferences storage Desktop layout persistence Application state persistence Local storage integration Design System Glassmorphism effects Blur surfaces Dynamic shadows Smooth animations Responsive layouts Unified visual consistency Architecture Improvements Modular component structure Event-driven interactions Reusable UI components Optimized rendering pipelines Summary AstraOS is now a fully interactive browser-based desktop environment that combines operating system concepts, application lifecycle management, persistent data handling, and modern UI engineering into a cohesive web platform.
AstraOS has officially transitioned from an architectural prototype into a fully functional, production-ready, browser-based desktop environment. This final phase marks the stabilization of application lifecycles, full implementation of a unified persistence layer, and the deployment of a highly responsive, multi -window desktop shell that simulates a real operating system layer directly inside the browser single-page runtime.
AstraOS WebOS 2 Update 🚀 A major update is now implemented in AstraOS, focused on making the desktop experience more polished, interactive, and responsive.Implemented: 🏝️ Dynamic Island for system notifications 🪟 Aero Shake for minimizing background windows 🌙 Night Shift with a warm display filter 👀 Aero Peek for quickly revealing the desktop ⚙️ Interactive Desktop Gadgets with drag support 📊 Hardware Monitor for CPU, memory, and network usage ✨ Improved animations and desktop interactionsAstra OS is continuing to evolve into a complete WebOS desktop experience with a focus on smooth interactions and a modern interface.
Ships:
AstraOS is officially shipped AstraOS is now a fully working browser-based desktop environment that simulates a modern operating system experience directly inside the browser. It is no longer a prototype or UI demo - it’s a functional system with windows, apps, persistence, and a structured desktop environment What’s included Desktop environment Responsive desktop workspace with icon grid system Wallpaper support and adaptive scaling Context menu interactions Consistent layout behavior across screen sizes Window management Draggable, resizable windows Minimize, maximize, and close controls Multi-window support with proper focus handling Z-index management for active windows Window restore and centering logic Built-in applications Notes app with persistent storage Calculator with working expression engine File explorer for navigating system structure Settings application for customization Dock and system navigation Application dock with launch and running state indicators Global menu bar with live clock Smooth application switching and lifecycle handling Persistence layer User preferences stored locally Application state persistence across sessions Desktop layout saved and restored automatically Local storage integration for continuity Design system Glassmorphism-based UI styling Blur and depth layering effects Smooth transitions and animations Consistent component-driven layout system Architecture Modular component structure Event-driven interaction system Reusable UI primitives Optimized rendering behavior for responsiveness What AstraOS is AstraOS is an experiment in turning the browser into a usable operating system layer — combining application lifecycle management, persistent state, and desktop-style interaction patterns into one unified interface. Try it, break it, push it This is not a finished product. It is a working system designed to evolve. Use it as a workspace, stress test the interactions, and explore where it breaks. Feedback that helps: What feels slow or unnecessary What apps are missing What would make this replace a real desktop workflow If it’s useful, it stays. If it’s not, it gets rebuilt....
|
1793602407.733725
|
1793688807.733725
|
|
65160
|
My own site! by @shikap666 | Stardance
|
shikap666
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @shikap666 | Stardance
|
1793084005.0432003
|
1793688805.0432003
|
|
21312
|
DevLauch by @ItaloJDev | Stardance
|
ItaloJDev
|
1
|
4.24
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T18:15:24Z", "hours": 3.0, "multiplier": 7.24, "payout": 20, "blessing": "neutral", "text": "What I built DevLaunch is a modern full-stack SaaS platform built to help developers, students, makers, and startup founders transform ideas into finished products. Many people start projects with excitement but lose momentum due to poor organization, scattered tools, and unclear next steps. DevLaunch solves this by providing a centralized workspace where users can plan, manage, track, and launch their projects from a single dashboard. The platform includes: Secure user authentication Project creation and management Task organization and progress tracking Project roadmaps and milestones Modern responsive user interface Scalable full-stack architecture My goal was to create a tool that reduces the friction between having an idea and successfully launching a product. What was challenging The most challenging part was designing a platform that feels simple to use while remaining scalable behind the scenes. I had to think carefully about application architecture, user experience, database structure, authentication flows, and how future features could be integrated without requiring major rewrites. Balancing usability, performance, and maintainability was a significant part of the development process. What I’m proud of I’m proud of building something that solves a problem I’ve personally experienced. As someone interested in technology and product development, I’ve seen how easy it is for projects to become disorganized and eventually abandoned. DevLaunch was created to address that challenge directly. I’m also proud that the project was built with a long-term vision rather than as a simple prototype. The architecture is designed to support future features such as AI-assisted planning, intelligent task generation, team collaboration, and external integrations. How to test Create an account or log in. Access the dashboard. Create a new project. Add tasks and milestones. Track progress through the project workflow. Explore how DevLaunch helps organize the journey from idea to launch. DevLaunch is actively evolving and represents the foundation of a larger vision: making it easier for builders to create, manage, and launch meaningful products.", "repo": "https://github.com/neymardashopepaulwalker-blip/DevLaunch", "demo": "https://dev-launch-delta.vercel.app/"}]...
|
[{"post_id": 14415, "ts": "202 [{"post_id": 14415, "ts": "2026-06-23T15:19:25Z", "hours": 1.2378, "text": "Where is my starduts??"}, {"post_id": 12068, "ts": "2026-06-19T17:58:15Z", "hours": 0.2583, "text": "[FINAL SHIPPED] DevLaunch - Fullstack SaaS Template Generator Hey everyone! 👋 DevLaunch is officially LIVE and shipped to production! 🌌DevLaunch fixes the frustration every developer faces: losing time setting up standard project boilerplates (folders, dependencies, routing) every time you start a new idea. It lets users configure, preview, and download ready-to-go, production-grade project baselines instantly in .zip format.Here is a quick breakdown of the architecture, hurdles, and the final results.🛠️ Tech Stack & ArchitectureI built a modular Monorepo with decoupled Frontend and Backend services integrated with a cloud database:Frontend: Built with React.js (Vite). Features a responsive UI with side-navigation, route guarding to prevent unauthenticated access, and a Theme Engine that transitions instantly between Dark and Light Mode.Backend: A Node.js & Express API server handling secure registration, authentication flows, and profile updates (like reactive live database password changes).Database: Hosted entirely on Supabase (PostgreSQL), storing user profiles and tracking real-time project generation logs.⚡ Key Features ShippedDynamic ZIP Generation: The backend doesn’t just store old static zip files. When a user inputs a name and clicks download, the server dynamically aggregates raw code templates, compresses them on-the-fly using binary archivers, and pipes the .zip stream straight back over HTTP.Code Preview Subsystem: Built an interactive visual editor UI that mimics VS Code. Users can click through code tabs (e.g., App.jsx, server.js) to inspect the boilerplate files before generating.Account Management & Caching Fix: Shipped a clean visual update to the account settings. Fixed a critical state persistence bug where newly registered users would fallback to placeholder metadata, ensuring emails and IDs map accurately from localStorage.Free-Tier Cloud Deployment: Frontend is live on Vercel, Backend is on Render, and Database is on Supabase.🧠 Technical Hurdles & Learnings1. Node.js Memory Stream PipelineInstead of saving files locally on the server disk first, zipping them, and deleting them (which is highly inefficient and risks disk bloat), I utilized Node.js Streams. By integrating archiver, the app pipes raw data buffers directly into the Express network response stream (res). The file is compressed directly inside RAM and pushed out instantly.2. State Syncing & Visual BugsDuring staging, user data looked like it was missing. I discovered a funny bug: the user’s email was rendering perfectly from database storage, but as pure black text on an ultra-dark background! Additionally, the signup flow wasn’t caching the newly registered email address into client session storage. I rewrote the Cadastro.jsx logic to properly cache metadata upon creation and injected high-contrast styles (#38bdf8).🎯 Verification & Links[x] Registrations write to PostgreSQL flawlessly.[x] Route guards instantly eject unauthorized visitors back to /login.[x] ZIP generator pipes compressed streams immediately.Huge thanks to the Hack Club Stardance community for the fuel to push through the roadblocks! Check out the live build and let me know your thoughts!On to the next ship! 🛸✨"}, {"post_id": 12042, "ts": "2026-06-19T17:18:05Z", "hours": 1.0825, "text": "The DevLaunch is’t amazing!!"}, {"post_id": 11913, "ts": "2026-06-19T12:52:44Z", "hours": 0.4456, "text": "This is the dashboard!"}, {"post_id": 11273, "ts": "2026-06-18T13:14:45Z", "hours": 0.5256, "text": "Ok now its difficult:("}, {"post_id": 11250, "ts": "2026-06-18T12:25:58Z", "hours": 0.4742, "text": "Working in my new project right now! Front-end is going well!"}]...
|
Title: DevLauch by @ItaloJDev | Stardance
Devlogs Title: DevLauch by @ItaloJDev | Stardance
Devlogs:
Working in my new project right now! Front-end is going well!
Ok now its difficult:(
This is the dashboard!
The DevLaunch is’t amazing!!
[FINAL SHIPPED] DevLaunch - Fullstack SaaS Template Generator Hey everyone! 👋 DevLaunch is officially LIVE and shipped to production! 🌌DevLaunch fixes the frustration every developer faces: losing time setting up standard project boilerplates (folders, dependencies, routing) every time you start a new idea. It lets users configure, preview, and download ready-to-go, production-grade project baselines instantly in .zip format.Here is a quick breakdown of the architecture, hurdles, and the final results.🛠️ Tech Stack & ArchitectureI built a modular Monorepo with decoupled Frontend and Backend services integrated with a cloud database:Frontend: Built with React.js (Vite). Features a responsive UI with side-navigation, route guarding to prevent unauthenticated access, and a Theme Engine that transitions instantly between Dark and Light Mode.Backend: A Node.js & Express API server handling secure registration, authentication flows, and profile updates (like reactive live database password changes).Database: Hosted entirely on Supabase (PostgreSQL), storing user profiles and tracking real-time project generation logs.⚡ Key Features ShippedDynamic ZIP Generation: The backend doesn’t just store old static zip files. When a user inputs a name and clicks download, the server dynamically aggregates raw code templates, compresses them on-the-fly using binary archivers, and pipes the .zip stream straight back over HTTP.Code Preview Subsystem: Built an interactive visual editor UI that mimics VS Code. Users can click through code tabs (e.g., App.jsx, server.js) to inspect the boilerplate files before generating.Account Management & Caching Fix: Shipped a clean visual update to the account settings. Fixed a critical state persistence bug where newly registered users would fallback to placeholder metadata, ensuring emails and IDs map accurately from localStorage.Free-Tier Cloud Deployment: Frontend is live on Vercel, Backend is on Render, and Database is on Supabase.🧠 Technical Hurdles & Learnings1. Node.js Memory Stream PipelineInstead of saving files locally on the server disk first, zipping them, and deleting them (which is highly inefficient and risks disk bloat), I utilized Node.js Streams. By integrating archiver, the app pipes raw data buffers directly into the Express network response stream (res). The file is compressed directly inside RAM and pushed out instantly.2. State Syncing & Visual BugsDuring staging, user data looked like it was missing. I discovered a funny bug: the user’s email was rendering perfectly from database storage, but as pure black text on an ultra-dark background! Additionally, the signup flow wasn’t caching the newly registered email address into client session storage. I rewrote the Cadastro.jsx logic to properly cache metadata upon creation and injected high-contrast styles (#38bdf8).🎯 Verification & Links[x] Registrations write to PostgreSQL flawlessly.[x] Route guards instantly eject unauthorized visitors back to /login.[x] ZIP generator pipes compressed streams immediately.Huge thanks to the Hack Club Stardance community for the fuel to push through the roadblocks! Check out the live build and let me know your thoughts!On to the next ship! 🛸✨
Where is my starduts??
Ships:
What I built DevLaunch is a modern full-stack SaaS platform built to help developers, students, makers, and startup founders transform ideas into finished products. Many people start projects with excitement but lose momentum due to poor organization, scattered tools, and unclear next steps. DevLaunch solves this by providing a centralized workspace where users can plan, manage, track, and launch their projects from a single dashboard. The platform includes: Secure user authentication Project creation and management Task organization and progress tracking Project roadmaps and milestones Modern responsive user interface Scalable full-stack architecture My goal was to create a tool that reduces the friction between having an idea and successfully launching a product. What was challenging The most challenging part was designing a platform that feels simple to use while remaining scalable behind the scenes. I had to think carefully about application architecture, user experience, database structure, authentication flows, and how future features could be integrated without requiring major rewrites. Balancing usability, performance, and maintainability was a significant part of the development process. What I’m proud of I’m proud of building something that solves a problem I’ve personally experienced. As someone interested in technology and product development, I’ve seen how easy it is for projects to become disorganized and eventually abandoned. DevLaunch was created to address that challenge directly. I’m also proud that the project was built with a long-term vision rather than as a simple prototype. The architecture is designed to support future features such as AI-assisted planning, intelligent task generation, team collaboration, and external integrations. How to test Create an account or log in. Access the dashboard. Create a new project. Add tasks and milestones. Track progress through the project workflow. Explore how DevLaunch helps organize the journey from idea to launch. DevLaunch is actively evolving and represents the foundation of a larger vision: making it easier for builders to create, manage, and launch meaningful products....
|
1793602404.4649363
|
1793688804.4649363
|
|
65159
|
My awesome macropad! by @leander_sturm | Stardance
|
leander_sturm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @leander_sturm | St Title: My awesome macropad! by @leander_sturm | Stardance...
|
1793084003.3128328
|
1793688803.3128328
|