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38537
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My first slack bot! by @aaravk0711 | Stardance
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aaravk0711
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0
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0.0
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0
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[]
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[]
|
Title: My first slack bot! by @aaravk0711 | Starda Title: My first slack bot! by @aaravk0711 | Stardance...
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1793029780.185253
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1793634580.185253
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40039
|
my APOD site by @samrawitdamtew425 | Stardance
|
samrawitdamtew425
|
0
|
0.0
|
0
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[]
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[]
|
Title: my APOD site by @samrawitdamtew425 | Starda Title: my APOD site by @samrawitdamtew425 | Stardance...
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1793029779.2832506
|
1793634579.2832506
|
|
20030
|
Game About a Walkable City by @amandabba | Stardan Game About a Walkable City by @amandabba | Stardance...
|
amandabba
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0
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0.0
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0
|
[]
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[]
|
Title: Game About a Walkable City by @amandabba | Title: Game About a Walkable City by @amandabba | Stardance...
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1793029778.4467618
|
1793634578.4467618
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460
|
orphpost by @Enderman | Stardance
|
Enderman
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: orphpost by @Enderman | Stardance
|
1793029777.582214
|
1793634577.582214
|
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13103
|
Sylveon WebOS by @ClairePoehner | Stardance
|
ClairePoehner
|
0
|
0.35
|
0
|
[]
|
[{"post_id": 15307, "ts": "202 [{"post_id": 15307, "ts": "2026-06-24T21:15:17Z", "hours": 0.3547, "text": "I built the body and added a picture of Sylveon and some facts about it. I also added a link to the Pokemon Pokedex for Sylveon. I am still unsure on how to preview the website, however."}]...
|
Title: Sylveon WebOS by @ClairePoehner | Stardance Title: Sylveon WebOS by @ClairePoehner | Stardance
Devlogs:
I built the body and added a picture of Sylveon and some facts about it. I also added a link to the Pokemon Pokedex for Sylveon. I am still unsure on how to preview the website, however....
|
1793029776.7285795
|
1793634576.7285795
|
|
15892
|
My first slack bot! by @chl0e | Stardance
|
chl0e
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @chl0e | Stardance
|
1793029775.8579686
|
1793634575.8579686
|
|
31589
|
My awesome macropad! by @casmin7 | Stardance
|
casmin7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @casmin7 | Stardanc Title: My awesome macropad! by @casmin7 | Stardance...
|
1793029774.964922
|
1793634574.964922
|
|
24027
|
Rancangan mesin penggiling tanah bulan by @zaskia2 Rancangan mesin penggiling tanah bulan by @zaskia2060o | Stardance...
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zaskia2060o
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Rancangan mesin penggiling tanah bulan by @ Title: Rancangan mesin penggiling tanah bulan by @zaskia2060o | Stardance...
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1793029774.07492
|
1793634574.07492
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9294
|
QuantumSim by @drew_jon_miller | Stardance
|
drew_jon_miller
|
0
|
3.75
|
0
|
[]
|
[{"post_id": 5078, "ts": "2026 [{"post_id": 5078, "ts": "2026-06-08T19:19:08Z", "hours": 1.5347, "text": "I rebuilt (1st attempt was with matplotlib) the rendering layer around a hardware-accelerated Pygame canvas. Now the frontend intercepts mouse clicks, updates matrix values, and redraws the probability bars smoothly at 60 FPS. Linking my simulator backend to the visual grid immediately broke macroscopic entanglement. The backend processed binary indices left-to-right, but standard notation and my GUI histogram read states right-to-left. Because of this index mismatch, clicking the top wire (Qubit 0) in the GUI was mathematically altering the bottom wire (Qubit 2) in the engine, corrupting Bell State results.Instead of patching it on the frontend with messy string reversals, I went into the math engine and inverted the Kronecker product expansion direction to process wires top-down natively: Don’t know if the devlog will process this .md snippet… $$U_{\\text{full}} = U_{\\text{gate}} \\otimes I \\otimes \\dots \\otimes I$$ With the backend math matching the visual grid layout 1:1, dropping a Hadamard and a CNOT on Qubit 0 instantly maps to the correct indices, splitting the system probability cleanly into a |000⟩ and |110⟩ state."}, {"post_id": 4588, "ts": "2026-06-07T22:40:42Z", "hours": 0.7483, "text": "Added Phase Gates (Z, S, T): I integrated phase manipulation matrices using Python’s complex number notation (1j). This allows my simulator to rotate qubits along the Z-axis of the Bloch sphere, shifting the phase coefficients without altering immediate measurement probabilities. Executed the Deutsch-Jozsa Algorithm: I verified the simulator’s computational accuracy by running a true quantum algorithm. Using a 3-qubit register and a balanced oracle constructed from my CNOT logic, the simulator successfully utilized phase kickback to identify the function as balanced in a single evaluation pass. Implemented Non-Destructive Observables: I created get_expectation_value(), a method that calculates the theoretical average outcome of a specific qubit (0.0 to 1.0). It reads the state probabilities using Born’s rule without triggering a wavefunction collapse, keeping the superposition intact for debugging. Built a High-Level Circuit Wrapper: I abstracted the raw matrix math behind a QuantumCircuit class API (similar to Qiskit). It queues gate instructions and automates running the simulator across multiple execution “shots.” A 1,000-shot test on an entangled system yielded a statistically sound 50/50 distribution (001 and 111), proving full framework stability."}, {"post_id": 4546, "ts": "2026-06-07T21:49:21Z", "hours": 0.7753, "text": "I built a functional N-qubit quantum computer simulator from scratch in Python by breaking the project down into four main challenges: State Vector Representation: Instead of using classical bits, I represented the quantum register as a 1D NumPy array of size 2^N using np.complex128 to track complex probability amplitudes. I initialized the system to the ground state (|00...0>) by setting index 0 to 1.0 and filling the rest with zeros. Single-Qubit Gates: Single-qubit operations (like Pauli-X and Hadamard) are 2x2 matrices, which can't be directly multiplied by a larger multi-qubit state vector. I solved this by using recursive Kronecker tensor products (np.kron) to weave the gate matrix with Identity matrices, building a massive system-wide operator matrix to update the state via np.dot. Multi-Qubit CNOT Gate: To avoid the messy matrix math of scaling a CNOT gate when the control and target qubits aren't adjacent, I bypassed matrix multiplication entirely. I wrote a loop that converts the vector's decimal indices into binary strings, checks the control bit, flips the target bit if the control is '1', and maps the amplitude over to its new index in a buffer array. Measurement & Collapse: To read classical data out of the superposition, I calculated the exact probabilities of each state using the absolute square of the amplitudes (np.abs(state) 2) and simulated the random choice using np.random.choice. Once an index was selected, I cleared the state vector and forced it to collapse completely onto that single winning outcome. I tested the complete system by generating an entangled Bell State, and it successfully outputs synchronized configurations (00 or 11) every time."}, {"post_id": 3783, "ts": "2026-06-06T20:46:51Z", "hours": 0.6872, "text": "Representing qubits in arrays, working with kroneker function to apply X gate (NOT gates in quantum computing) to specific qubit in a multi qubit system. State Vector: [0.+0.j 0.+0.j 0.+0.j 0.+0.j 1.+0.j 0.+0.j 0.+0.j 0.+0.j] Correctly flipped qubit 0"}]...
|
Title: QuantumSim by @drew_jon_miller | Stardance
Title: QuantumSim by @drew_jon_miller | Stardance
Devlogs:
Representing qubits in arrays, working with kroneker function to apply X gate (NOT gates in quantum computing) to specific qubit in a multi qubit system. State Vector: [0.+0.j 0.+0.j 0.+0.j 0.+0.j 1.+0.j 0.+0.j 0.+0.j 0.+0.j] Correctly flipped qubit 0
I built a functional N-qubit quantum computer simulator from scratch in Python by breaking the project down into four main challenges: State Vector Representation: Instead of using classical bits, I represented the quantum register as a 1D NumPy array of size 2^N using np.complex128 to track complex probability amplitudes. I initialized the system to the ground state (|00...0>) by setting index 0 to 1.0 and filling the rest with zeros. Single-Qubit Gates: Single-qubit operations (like Pauli-X and Hadamard) are 2x2 matrices, which can't be directly multiplied by a larger multi-qubit state vector. I solved this by using recursive Kronecker tensor products (np.kron) to weave the gate matrix with Identity matrices, building a massive system-wide operator matrix to update the state via np.dot. Multi-Qubit CNOT Gate: To avoid the messy matrix math of scaling a CNOT gate when the control and target qubits aren't adjacent, I bypassed matrix multiplication entirely. I wrote a loop that converts the vector's decimal indices into binary strings, checks the control bit, flips the target bit if the control is '1', and maps the amplitude over to its new index in a buffer array. Measurement & Collapse: To read classical data out of the superposition, I calculated the exact probabilities of each state using the absolute square of the amplitudes (np.abs(state) 2) and simulated the random choice using np.random.choice. Once an index was selected, I cleared the state vector and forced it to collapse completely onto that single winning outcome. I tested the complete system by generating an entangled Bell State, and it successfully outputs synchronized configurations (00 or 11) every time.
Added Phase Gates (Z, S, T): I integrated phase manipulation matrices using Python’s complex number notation (1j). This allows my simulator to rotate qubits along the Z-axis of the Bloch sphere, shifting the phase coefficients without altering immediate measurement probabilities. Executed the Deutsch-Jozsa Algorithm: I verified the simulator’s computational accuracy by running a true quantum algorithm. Using a 3-qubit register and a balanced oracle constructed from my CNOT logic, the simulator successfully utilized phase kickback to identify the function as balanced in a single evaluation pass. Implemented Non-Destructive Observables: I created get_expectation_value(), a method that calculates the theoretical average outcome of a specific qubit (0.0 to 1.0). It reads the state probabilities using Born’s rule without triggering a wavefunction collapse, keeping the superposition intact for debugging. Built a High-Level Circuit Wrapper: I abstracted the raw matrix math behind a QuantumCircuit class API (similar to Qiskit). It queues gate instructions and automates running the simulator across multiple execution “shots.” A 1,000-shot test on an entangled system yielded a statistically sound 50/50 distribution (001 and 111), proving full framework stability.
I rebuilt (1st attempt was with matplotlib) the rendering layer around a hardware-accelerated Pygame canvas. Now the frontend intercepts mouse clicks, updates matrix values, and redraws the probability bars smoothly at 60 FPS. Linking my simulator backend to the visual grid immediately broke macroscopic entanglement. The backend processed binary indices left-to-right, but standard notation and my GUI histogram read states right-to-left. Because of this index mismatch, clicking the top wire (Qubit 0) in the GUI was mathematically altering the bottom wire (Qubit 2) in the engine, corrupting Bell State results.Instead of patching it on the frontend with messy string reversals, I went into the math engine and inverted the Kronecker product expansion direction to process wires top-down natively: Don’t know if the devlog will process this .md snippet… $$U_{\text{full}} = U_{\text{gate}} \otimes I \otimes \dots \otimes I$$ With the backend math matching the visual grid layout 1:1, dropping a Hadamard and a CNOT on Qubit 0 instantly maps to the correct indices, splitting the system probability cleanly into a |000⟩ and |110⟩ state....
|
1793029772.992282
|
1793634572.992282
|
|
6141
|
Environment simulation by @Neph | Stardance
|
Neph
|
0
|
0.87
|
0
|
[]
|
[{"post_id": 10634, "ts": "202 [{"post_id": 10634, "ts": "2026-06-17T14:20:16Z", "hours": 0.8667, "text": "I created a small simulation in Unity where a creature (red block) tries to find food (yellow sphere). I want to add some more environmental factors next, and maybe predators or a way for the creature and the food to reproduce."}]...
|
Title: Environment simulation by @Neph | Stardance Title: Environment simulation by @Neph | Stardance
Devlogs:
I created a small simulation in Unity where a creature (red block) tries to find food (yellow sphere). I want to add some more environmental factors next, and maybe predators or a way for the creature and the food to reproduce....
|
1793029772.0683122
|
1793634572.0683122
|
|
9270
|
Kratos I UI Viewer by @EmperorGift | Stardance
|
EmperorGift
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Kratos I UI Viewer by @EmperorGift | Starda Title: Kratos I UI Viewer by @EmperorGift | Stardance...
|
1793029770.461966
|
1793634570.461966
|
|
25855
|
WarioWare Game by @Suhan_ | Stardance
|
Suhan_
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @Suhan_ | Stardance
|
1793029767.6888106
|
1793634567.6888106
|
|
22436
|
Website manager by @lashlobes | Stardance
|
lashlobes
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Website manager by @lashlobes | Stardance
|
1793029766.8528702
|
1793634566.8528702
|
|
40302
|
Untitled project by @shreyaschbackup11 | Stardance
|
shreyaschbackup11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @shreyaschbackup11 | St Title: Untitled project by @shreyaschbackup11 | Stardance...
|
1793029765.9867442
|
1793634565.9867442
|
|
21913
|
My very own WebOS by @Mihailo | Stardance
|
Mihailo
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Mihailo | Stardance
|
1793029765.0970771
|
1793634565.0970771
|
|
16672
|
GhostWriter by @TheAbsoluteMin | Stardance
|
TheAbsoluteMin
|
0
|
24.39
|
0
|
[]
|
[{"post_id": 10348, "ts": "202 [{"post_id": 10348, "ts": "2026-06-17T01:01:54Z", "hours": 14.1661, "text": "6.14.2026 - 6.15.2026 - PCB Rework and CAD (Again!) Timelapses: https://lapse.hackclub.com/timelapse/E1LnFFSLee0y , https://lapse.hackclub.com/timelapse/EB85sy2FXnay ( I know that the logged 14 hours do not match up with the logged time; there was a server problem with the publishing of the time lapse, so the server actually doubled the real time (7 hours total) by accident. ) Upon realizing that my circuit did not safely handle the high voltage from the battery, I had to adjust the PCB again! Then, I went back to working on the CAD design. It was really frustrating to deal with the micro servo as I had to figure out how i could get its servo arm to actually reach inside a tube mechanism that would push a pencil up and down with ease. Future work: One day I will figure out how to get all the pieces to cleanly fit together in the CAD…"}, {"post_id": 8478, "ts": "2026-06-14T03:10:52Z", "hours": 3.7631, "text": "June 13, 2026 - PCB Rework and Start of CAD Design - 3.5 hours Timelapse link: https://lapse.hackclub.com/timelapse/GZH49ChQPIuN I spent too much time trying to figure out where the M3 scews would go on the PCB, keeping in mind the motors below the PCB… and I had to move many wires and components solely to make room for them. After finally deciding on safe places for the screws, I quickly realized that the wheel I wanted to use would be too small for the NEMA 11 pancake stepper motor… Future work: I will try to find a solution to finally solve this puzzle so that the CAD and PCB fit together with all the components."}, {"post_id": 7813, "ts": "2026-06-13T01:16:17Z", "hours": 1.7567, "text": "June 12, 2026 - Schematics and PCB (Again) Timelapse link: https://lapse.hackclub.com/timelapse/tfSmttbk7TpE After updating the schematics and routing all the traces in the PCB, I had to plan how I would insert the M3 screw footprints, but I quickly ran into space conflicts. As a result, I had to think for a while to come up with the structure and layout of GhostWriter, which will reveal whether or not everything will be in the right place. Future work: After drawing that diagram I realized numerous conflicts in component locations, especially the micro servo, which needs to be held down with the rigid body of a 3D printed chassis, not on the PCB board! I still have to figure out where to put the M3 screws and how I will attach the micro servo and design the pen holder (how do I move a pen up and down if the servo moves in an arc?). This is quickly turning into a puzzle to solve."}, {"post_id": 7243, "ts": "2026-06-12T02:46:55Z", "hours": 4.7025, "text": "6.11.2026 - GhostWriter Schematics and PCB Timelapse link: https://lapse.hackclub.com/timelapse/goEPWNanbXN _ ( to access the link include the “_” at the end of the URL ) Hello! Welcome to the official beginning of GhostWriter! GhostWriter was inspired by DIY pen plotters, but instead of long, heavy rails, this project will feature a pocket sized pen plotter on wheels! After some research, I began to create the schematics and design the PCB layout. It was rather difficult trying to keep everything in a 90mm by 90mm layout while accommodating all the sizes of the components. Current Technical Specifications: Controller: Seeed Studio XIAO ESP32-C3 Motion: Two NEMA 11 pancake stepper motors with TMC2209 drivers and a micro servo pen lifter Power: 12V DC battery pack with a step-down buck converter for 5V and 3.3V lanes Sensors: Two TCRT5000 IR reflectance modules for detecting the edges of paper Signals: A red LED to indicate power! Future work: I changed my mind about using the A4988 motor driver after finishing the PCB layout, so next time, I will have to figure out how to adapt the wiring for the TMC2209. I will also be routing the PCB later."}]...
|
Title: GhostWriter by @TheAbsoluteMin | Stardance
Title: GhostWriter by @TheAbsoluteMin | Stardance
Devlogs:
6.11.2026 - GhostWriter Schematics and PCB Timelapse link: https://lapse.hackclub.com/timelapse/goEPWNanbXN _ ( to access the link include the “_” at the end of the URL ) Hello! Welcome to the official beginning of GhostWriter! GhostWriter was inspired by DIY pen plotters, but instead of long, heavy rails, this project will feature a pocket sized pen plotter on wheels! After some research, I began to create the schematics and design the PCB layout. It was rather difficult trying to keep everything in a 90mm by 90mm layout while accommodating all the sizes of the components. Current Technical Specifications: Controller: Seeed Studio XIAO ESP32-C3 Motion: Two NEMA 11 pancake stepper motors with TMC2209 drivers and a micro servo pen lifter Power: 12V DC battery pack with a step-down buck converter for 5V and 3.3V lanes Sensors: Two TCRT5000 IR reflectance modules for detecting the edges of paper Signals: A red LED to indicate power! Future work: I changed my mind about using the A4988 motor driver after finishing the PCB layout, so next time, I will have to figure out how to adapt the wiring for the TMC2209. I will also be routing the PCB later.
June 12, 2026 - Schematics and PCB (Again) Timelapse link: https://lapse.hackclub.com/timelapse/tfSmttbk7TpE After updating the schematics and routing all the traces in the PCB, I had to plan how I would insert the M3 screw footprints, but I quickly ran into space conflicts. As a result, I had to think for a while to come up with the structure and layout of GhostWriter, which will reveal whether or not everything will be in the right place. Future work: After drawing that diagram I realized numerous conflicts in component locations, especially the micro servo, which needs to be held down with the rigid body of a 3D printed chassis, not on the PCB board! I still have to figure out where to put the M3 screws and how I will attach the micro servo and design the pen holder (how do I move a pen up and down if the servo moves in an arc?). This is quickly turning into a puzzle to solve.
June 13, 2026 - PCB Rework and Start of CAD Design - 3.5 hours Timelapse link: https://lapse.hackclub.com/timelapse/GZH49ChQPIuN I spent too much time trying to figure out where the M3 scews would go on the PCB, keeping in mind the motors below the PCB… and I had to move many wires and components solely to make room for them. After finally deciding on safe places for the screws, I quickly realized that the wheel I wanted to use would be too small for the NEMA 11 pancake stepper motor… Future work: I will try to find a solution to finally solve this puzzle so that the CAD and PCB fit together with all the components.
6.14.2026 - 6.15.2026 - PCB Rework and CAD (Again!) Timelapses: https://lapse.hackclub.com/timelapse/E1LnFFSLee0y , https://lapse.hackclub.com/timelapse/EB85sy2FXnay ( I know that the logged 14 hours do not match up with the logged time; there was a server problem with the publishing of the time lapse, so the server actually doubled the real time (7 hours total) by accident. ) Upon realizing that my circuit did not safely handle the high voltage from the battery, I had to adjust the PCB again! Then, I went back to working on the CAD design. It was really frustrating to deal with the micro servo as I had to figure out how i could get its servo arm to actually reach inside a tube mechanism that would push a pencil up and down with ease. Future work: One day I will figure out how to get all the pieces to cleanly fit together in the CAD…...
|
1793029764.2240732
|
1793634564.2240732
|
|
4863
|
Systemcore XRP Tasks by @Kavin | Stardance
|
Kavin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Systemcore XRP Tasks by @Kavin | Stardance
|
1793029763.3611772
|
1793634563.3611772
|
|
39909
|
My own site! by @Quagyu | Stardance
|
Quagyu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Quagyu | Stardance
|
1793029762.4516728
|
1793634562.4516728
|
|
14206
|
Uno snake by @adithya8311 | Stardance
|
adithya8311
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Uno snake by @adithya8311 | Stardance
|
1793029761.5989304
|
1793634561.5989304
|
|
3076
|
Untitled project by @ajaysathishpreetha2_0 | Stard Untitled project by @ajaysathishpreetha2_0 | Stardance...
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ajaysathishpreetha2_0
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0
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0.0
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0
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[]
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[]
|
Title: Untitled project by @ajaysathishpreetha2_0 Title: Untitled project by @ajaysathishpreetha2_0 | Stardance...
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1793029760.7618933
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1793634560.7618933
|
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40057
|
Myu project by @TSX_Tech | Stardance
|
TSX_Tech
|
0
|
0.3
|
0
|
[]
|
[{"post_id": 35328, "ts": "202 [{"post_id": 35328, "ts": "2026-07-26T17:22:26Z", "hours": 0.2972, "text": "Devlog #1 this is my first project, I started working on it b4 I discovered stardance so the backend basically finished and the model is ready. When I’m going to release this you’ll have to use your own API key, I can’t pay 4 everyone 😅"}]...
|
Title: Myu project by @TSX_Tech | Stardance
Devlo Title: Myu project by @TSX_Tech | Stardance
Devlogs:
Devlog #1 this is my first project, I started working on it b4 I discovered stardance so the backend basically finished and the model is ready. When I’m going to release this you’ll have to use your own API key, I can’t pay 4 everyone 😅...
|
1793029759.9171412
|
1793634559.9171412
|
|
20225
|
My awesome macropad! by @Lynx | Stardance
|
Lynx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Lynx | Stardance
|
1793029759.070675
|
1793634559.070675
|
|
20938
|
Untitled by @A41K | Stardance
|
A41K
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @A41K | Stardance
|
1793029758.2286165
|
1793634558.2286165
|
|
30499
|
My very own WebOS by @namish-dour-ig | Stardance
|
namish-dour-ig
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @namish-dour-ig | Star Title: My very own WebOS by @namish-dour-ig | Stardance...
|
1793029757.3798985
|
1793634557.3798985
|
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4281
|
Hexo-Launcher by @fedi41 | Stardance
|
fedi41
|
0
|
10.36
|
0
|
[]
|
[{"post_id": 4310, "ts": "2026 [{"post_id": 4310, "ts": "2026-06-07T15:54:59Z", "hours": 2.5561, "text": "Refactoring the pattern pad viewmodel… Added an edit screen."}, {"post_id": 3655, "ts": "2026-06-06T18:06:41Z", "hours": 1.1758, "text": "Added a new tab for the app screen . Also spent too much time refactoring the code."}, {"post_id": 3496, "ts": "2026-06-06T13:43:13Z", "hours": 1.3981, "text": "Added a pattern trail :)"}, {"post_id": 3414, "ts": "2026-06-06T10:27:49Z", "hours": 2.2803, "text": "Working on pattern-pad trails This has taken me toooo long to make, but now I have a canvas behind my pattern-pad! (later I will be rendering all the “pattern trails” on this canvas)"}, {"post_id": 3359, "ts": "2026-06-06T07:42:45Z", "hours": 1.2044, "text": "Added a simple digital clock to the launcher. Next up: add pattern pad trail ui tweaks"}, {"post_id": 2725, "ts": "2026-06-05T13:50:27Z", "hours": 0.5283, "text": "Small design changes for my launcher. Next, I will add a digital clock!"}, {"post_id": 2612, "ts": "2026-06-05T07:21:52Z", "hours": 1.2186, "text": "working on better drag/press detection for my android launcher."}]...
|
Title: Hexo-Launcher by @fedi41 | Stardance
Devlo Title: Hexo-Launcher by @fedi41 | Stardance
Devlogs:
working on better drag/press detection for my android launcher.
Small design changes for my launcher. Next, I will add a digital clock!
Added a simple digital clock to the launcher. Next up: add pattern pad trail ui tweaks
Working on pattern-pad trails This has taken me toooo long to make, but now I have a canvas behind my pattern-pad! (later I will be rendering all the “pattern trails” on this canvas)
Added a pattern trail :)
Added a new tab for the app screen . Also spent too much time refactoring the code.
Refactoring the pattern pad viewmodel… Added an edit screen....
|
1793029756.481288
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1793634556.481288
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29553
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My awesome macropad! by @chloew | Stardance
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chloew
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0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @chloew | Stardance
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1793029755.6265376
|
1793634555.6265376
|
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28479
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Robotic Arm by @waffle | Stardance
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waffle
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0
|
0.0
|
0
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[]
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[]
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Title: Robotic Arm by @waffle | Stardance
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1793029754.7910614
|
1793634554.7910614
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39108
|
My first slack bot! by @Smeja | Stardance
|
Smeja
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Smeja | Stardance
|
1793029753.9428358
|
1793634553.9428358
|
|
27540
|
My awesome macropad! by @Tr33Fr0g | Stardance
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Tr33Fr0g
|
0
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0.0
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0
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[]
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[]
|
Title: My awesome macropad! by @Tr33Fr0g | Stardan Title: My awesome macropad! by @Tr33Fr0g | Stardance...
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1793029753.091523
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1793634553.091523
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6483
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Orbital Assembly by @Astro-Duck | Stardance
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Astro-Duck
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0
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8.21
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0
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[]
|
[{"post_id": 82242, "ts": "202 [{"post_id": 82242, "ts": "2026-10-24T11:31:49Z", "hours": 1.6167, "text": "orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file"}, {"post_id": 78695, "ts": "2026-10-11T10:15:01Z", "hours": 1.8503, "text": "actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned"}, {"post_id": 67459, "ts": "2026-09-13T15:54:03Z", "hours": 1.2167, "text": "TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off"}, {"post_id": 47056, "ts": "2026-08-14T17:41:12Z", "hours": 0.3167, "text": "ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-"}, {"post_id": 46303, "ts": "2026-08-13T13:08:51Z", "hours": 0.45, "text": "orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off."}, {"post_id": 45798, "ts": "2026-08-12T14:46:21Z", "hours": 1.4053, "text": "decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B"}, {"post_id": 43945, "ts": "2026-08-09T12:16:51Z", "hours": 0.8753, "text": "I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-"}, {"post_id": 24758, "ts": "2026-07-08T15:21:29Z", "hours": 0.4803, "text": "started work on the core module model it is pretty simple but i still like it"}]...
|
Title: Orbital Assembly by @Astro-Duck | Stardance Title: Orbital Assembly by @Astro-Duck | Stardance
Devlogs:
started work on the core module model it is pretty simple but i still like it
I have returned! I have made big work on orbital assembly including: windowed variant of strait module, corner module A, corner module B, T module A, T module B, T module C, X module A, X module B, cap module A and cap module B. This is the first part of what I am calling operation “push”, with the aim to get most of my projects fully operational. Orbital assembly has been given top priority and I am hoping to do daily updates for a least the next couple of weeks. -Astro duck signing off-
decorative bits and bobs (verry large update). in this update I have added 19 total parts including: new window variants for modules, radiators, communication arrays, solar panels and some RTGs. firstly the new windows 8, i mean the eight new windowed modules these allow the astronauts of the station to look outside and see space. next the two new communication modules; the comms array cap modules (A+B). after that the new heat management modules preventing the station from overheating in space; dual radiator and quad radiator modules. importantly the new generator modules, three solar modules and two RTG (Radioisotope thermoelectric generator) modules. last but not least the two new access modules; the multipurpose exterior platform S (or the MEPS). so as you can see a big update. also total list of new modules: cap module a, cap module B, corner windowed A, corner windowed B, T module windowed A, T module windowed b, T module windowed c, comms array module A, comms array module B, dual radiator module, quad radiator module, small solar array, medium solar array, large solar array, RTG cap module A, RTG cap module B, MEPS A and finally MEPS B
orbital assembly: servers online (minor update) in todays minor report i have created two new station modules: the server module and the flag bearer module. the server module is probably one of my most complicated modules yet. while the flagbearer variant pays homage to this event in which orbital assembly is growing from. Astro duck signing off.
ORBITAL ASSEMBLY: THE THIRD AXIS (daily log no.4). in this minor update I have added FIVE new modules three of witch completely change the construction system. firstly two new generator modules; the solar array Cap (A+B). and now the interesting modules; THE VERTICAL CONNECTORS, allowing for easy stacking of modules in your station. these new modules are: X module vertical base, X module vertical top and X module vertical extension. thanks for reading. -Astro duck signing off-
TRUSSES WITH EASE!!! orbital assembly kinda major update: in this update there is now a brand new construction system: TRUSSES (you know the uninhabitable parts of the ISS/beams) with TRUSSES (yes it is always in caps) you can construct solar arrays, link segments to other segments, and obviously just look cool. now the “WITH EASE” part is about how I have completley redesigned a decent chunk of the modules, to allow easier printing. other bits: A print test has been made it was successfull and showed the cliping system was fully functional (also print times are relativley low, ~1 hour per module) -astro duck signing off
actual assembly: I have begun constructing the prototype, as of now I have printed 7 modules with a few more planned
orbital assembly: priming for launch!!! this is almost entirely work on getting the project downloadable properly and easily. not much to say other than every part now has its own file instead of one HUGE file...
|
1793029751.9340463
|
1793634551.9340463
|
|
28594
|
My own site! by @kiralnotto | Stardance
|
kiralnotto
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @kiralnotto | Stardance
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1793029751.075496
|
1793634551.075496
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35120
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monkey club by @MonkeyKing | Stardance
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MonkeyKing
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0
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0.0
|
0
|
[]
|
[]
|
Title: monkey club by @MonkeyKing | Stardance
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1793029750.2254624
|
1793634550.2254624
|
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33716
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VelociTrades by @samarthk | Stardance
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samarthk
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0
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0.0
|
0
|
[]
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[]
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Title: VelociTrades by @samarthk | Stardance
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1793029749.3700113
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1793634549.3700113
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28398
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Web Mouse by @oskarrr | Stardance
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oskarrr
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0
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0.0
|
0
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[]
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[]
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Title: Web Mouse by @oskarrr | Stardance
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1793029748.5118742
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1793634548.5118742
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5099
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Endeavor by @Sunny | Stardance
|
Sunny
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0
|
4.99
|
0
|
[]
|
[{"post_id": 6448, "ts": "2026 [{"post_id": 6448, "ts": "2026-06-10T20:56:28Z", "hours": 2.7933, "text": "Devlog #2 Hi everyone! I’ve been working on the foundation of the game and made a lot of progress this update. Additions: Updated the main menu and added an Options menu with a working sound volume slider. Created the first level, which I plan to use as the game’s tutorial. Set up SFX and Music audio buses to make audio management easier as development continues. Added main menu music. Implemented the player character along with basic movement: Move left Move right Jump Added animations for the player’s movement and jumping. Created a Kill Zone using the world’s boundary so the player respawns when falling out of the level. Added a one-way platform, allowing the player to jump through from below and land on top. What’s Next? Expand the tutorial level with obstacles and mechanics. Add collectibles and interactive objects. Begin implementing enemies and basic combat. Continue polishing player movement and animations. Thanks for reading! More updates soon as development continues."}, {"post_id": 5397, "ts": "2026-06-09T04:39:44Z", "hours": 2.1919, "text": "Added a custom main menu and options menu opening."}]...
|
Title: Endeavor by @Sunny | Stardance
Devlogs:
Ad Title: Endeavor by @Sunny | Stardance
Devlogs:
Added a custom main menu and options menu opening.
Devlog #2 Hi everyone! I’ve been working on the foundation of the game and made a lot of progress this update. Additions: Updated the main menu and added an Options menu with a working sound volume slider. Created the first level, which I plan to use as the game’s tutorial. Set up SFX and Music audio buses to make audio management easier as development continues. Added main menu music. Implemented the player character along with basic movement: Move left Move right Jump Added animations for the player’s movement and jumping. Created a Kill Zone using the world’s boundary so the player respawns when falling out of the level. Added a one-way platform, allowing the player to jump through from below and land on top. What’s Next? Expand the tutorial level with obstacles and mechanics. Add collectibles and interactive objects. Begin implementing enemies and basic combat. Continue polishing player movement and animations. Thanks for reading! More updates soon as development continues....
|
1793029747.6692386
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1793634547.6692386
|
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26596
|
My first slack bot! by @Ompatil | Stardance
|
Ompatil
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Ompatil | Stardance
|
1793029746.827658
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1793634546.827658
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28640
|
Frictionless by @NatyGCLO2345 | Stardance
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NatyGCLO2345
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0
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0.0
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0
|
[]
|
[]
|
Title: Frictionless by @NatyGCLO2345 | Stardance
|
1793029745.9842298
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1793634545.9842298
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30610
|
My awesome macropad! by @jasmines | Stardance
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jasmines
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0
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0.0
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0
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[]
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[]
|
Title: My awesome macropad! by @jasmines | Stardan Title: My awesome macropad! by @jasmines | Stardance...
|
1793029745.1135173
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1793634545.1135173
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20980
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AllRoom by @pati08 | Stardance
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pati08
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0
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0.0
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0
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[]
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[]
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Title: AllRoom by @pati08 | Stardance
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1793029744.2691693
|
1793634544.2691693
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4035
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My first slack bot! by @Falco | Stardance
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Falco
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0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Falco | Stardance
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1793029743.417994
|
1793634543.417994
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32162
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Untitled by @ben_hersh | Stardance
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ben_hersh
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @ben_hersh | Stardance
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1793029742.5732343
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1793634542.5732343
|
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33563
|
My own site! by @desaiarjun528 | Stardance
|
desaiarjun528
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0
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0.0
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0
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[]
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[]
|
Title: My own site! by @desaiarjun528 | Stardance
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1793029741.700081
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1793634541.700081
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5017
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My first slack bot! by @4lvaret | Stardance
|
4lvaret
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @4lvaret | Stardance
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1793029740.8436923
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1793634540.8436923
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27002
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Space Game by @Marousoz | Stardance
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Marousoz
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0
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6.22
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0
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[]
|
[{"post_id": 23716, "ts": "202 [{"post_id": 23716, "ts": "2026-07-06T20:28:14Z", "hours": 1.0714, "text": "UPDATE ## I have been trying to connect everything and make some new games and everything but I have completely failed. I have either missed something or made a mistake from the guide, because for real i am so confused right now. Things I have to do: Connect the minigames to have a sequence Fix the level_scene (starts with “game 0 “, the way thw lives are calculated must change, something is wronf with the timer AGAIN) Add the settings page Make more minigames Guys, I am so lost but I will make it I think . Updates incoming !"}, {"post_id": 19311, "ts": "2026-06-30T16:07:16Z", "hours": 0.8603, "text": "Minigame_2 and Loser_scene Finished :) I think I locked in in the last hour and I finished the Second Minigame! Also, I made the loser_scene and added a retry button (that actually works!!!) Lastly, I connected the two minigames , although i will probably connect the minigame_1 to the level_scene first and then to the minigame_2. I am moving on to make the winner_scene and the settings scene ! Update incoming … your friendly co-programmer, M"}, {"post_id": 19200, "ts": "2026-06-30T13:45:18Z", "hours": 0.2867, "text": "Minigame_1 Finally finished ! Hi again ! So I fixed the errors and made the character be able to jump again (I had just written JUMP VELOCITY : 500 and not -500) Note to make the game better : Add a settings scene Make the character turn around when the player goes to the left (since now the cat just goes backwards which is kinda weird) Add music Add a counter or how many “Garlics” you have collected Add some nice effects for when the cat collects one biscuit (like stars popping out like confetti or smth) Make the minigame bigger. Since the player has to climb the platforms maybe make more and somehow make the scene able to change vertically (probably adding a vertical parallax ) Ok that is all for now ! The game works correctly , when i finish the mission, I might come back to enhance the game :) your friendly co-programmer, M"}, {"post_id": 18695, "ts": "2026-06-29T21:38:52Z", "hours": 0.3539, "text": "Update on the “themed_time” error: So I fixed that but now there are some new errors that came out… E 0 19:985 minigame_1.gd:32 @ _process(): Failed loading resource: res://scenes/timer_screen.tscn. <C++ Error> Condition “found” is true. Returning: Ref() <C++ Source> core/io/resource_loader.cpp:343 @ _load() minigame_1.gd:32 @ _process() E 0 20:002 minigame_1.gd:32 @ _process(): Cannot open file ‘res://scenes/timer_screen.tscn’. <C++ Error> Condition “err != OK” is true. Returning: Ref() <C++ Source> scene/resources/resource_format_text.cpp:1430 @ load() minigame_1.gd:32 @ _process() Plus+ the cat (player) does not jump ,which basically makes the game useless… I will continue with these problems tomorrow and when I fix them, I will update :) Have a nice night , your friendly co-programmer, M"}, {"post_id": 18633, "ts": "2026-06-29T20:31:00Z", "hours": 1.6975, "text": "Redid some steps… Soooo… I had no idea what the problem was and i had to just go back on the tutorial and remake the player scene,themed_timer scene and the minigame_1 scene . Good news: The cat (player) doesn’t fall down the screen. Turns out I had accidentally put the player under the Parallax 2D(Scrolling Background) and as a result, as the Background “scrolled” the player fell down (It is really obvious in my previous screen-shot ). Bad news: There is an error, about the themed_timer and the minigame doesn’t run at all :( ,I really can’t understand what i have done wrong, guess I will have to go check it out again! Have a great night everybody! your friendly co-programmer, M"}, {"post_id": 17721, "ts": "2026-06-28T17:05:45Z", "hours": 1.9508, "text": "Devlog No.1 Hi again ! With this Devlog we reached to step 10/17 of the tutorial/mission, so here is my progress: We built the first scene of the game , which has 3 buttons (Start, Settings and Quit). After pressing the Start button the user is led to the Level scene, which shows the lives (in this game are represented as cookies) the player has and there is a countdown for the player to get prepared. When the countdown ends the scene changes into the first minigame which is a platformer game ( For those who don’t know: it is a game where the character has to jump between platforms and collect tokens/coins/lives ) Here is where I am actually stuck, even though i followed the guide, when the game starts my character just falls down like being pulled down by gravity and completely ignoring the platform1. I will try to figure it out, i guess … Difficulties faced: I had a hard time connecting the Hackatime with the Godot, since the version 4.7 (latest) i had didn’t recognise/have the “Godot Super Wackatime” and I had to download the previous version (4.6) to connect the Godot with the Wackatime and actually record the time i worked. There where some errors in the title_screen script that resulted into the transformation from the title screen to the level one not to work. Found out it was because I had written : func _on_start_btn_pressed() -> void: get_tree().change_scene_to_file (“res://level_scene.tscn”) and not : func _on_start_btn_pressed() -> void: get_tree().change_scene_to_file (“res://scenes/level_scene.tscn”) Lastly, there was some trouble with the cookies in the level scene , since the Vbox needed to be smaller but it could not be adjusted, solution: saving everything , closing the editor and opening the project again. Note: I haven’t created a scene for the settings button to lead to, but it is on my checking list. You can see the rest of the progress and the code on my github! That is all for now ! your friendly co-programmer, M."}]...
|
Title: Space Game by @Marousoz | Stardance
Devlog Title: Space Game by @Marousoz | Stardance
Devlogs:
Devlog No.1 Hi again ! With this Devlog we reached to step 10/17 of the tutorial/mission, so here is my progress: We built the first scene of the game , which has 3 buttons (Start, Settings and Quit). After pressing the Start button the user is led to the Level scene, which shows the lives (in this game are represented as cookies) the player has and there is a countdown for the player to get prepared. When the countdown ends the scene changes into the first minigame which is a platformer game ( For those who don’t know: it is a game where the character has to jump between platforms and collect tokens/coins/lives ) Here is where I am actually stuck, even though i followed the guide, when the game starts my character just falls down like being pulled down by gravity and completely ignoring the platform1. I will try to figure it out, i guess … Difficulties faced: I had a hard time connecting the Hackatime with the Godot, since the version 4.7 (latest) i had didn’t recognise/have the “Godot Super Wackatime” and I had to download the previous version (4.6) to connect the Godot with the Wackatime and actually record the time i worked. There where some errors in the title_screen script that resulted into the transformation from the title screen to the level one not to work. Found out it was because I had written : func _on_start_btn_pressed() -> void: get_tree().change_scene_to_file (“res://level_scene.tscn”) and not : func _on_start_btn_pressed() -> void: get_tree().change_scene_to_file (“res://scenes/level_scene.tscn”) Lastly, there was some trouble with the cookies in the level scene , since the Vbox needed to be smaller but it could not be adjusted, solution: saving everything , closing the editor and opening the project again. Note: I haven’t created a scene for the settings button to lead to, but it is on my checking list. You can see the rest of the progress and the code on my github! That is all for now ! your friendly co-programmer, M.
Redid some steps… Soooo… I had no idea what the problem was and i had to just go back on the tutorial and remake the player scene,themed_timer scene and the minigame_1 scene . Good news: The cat (player) doesn’t fall down the screen. Turns out I had accidentally put the player under the Parallax 2D(Scrolling Background) and as a result, as the Background “scrolled” the player fell down (It is really obvious in my previous screen-shot ). Bad news: There is an error, about the themed_timer and the minigame doesn’t run at all :( ,I really can’t understand what i have done wrong, guess I will have to go check it out again! Have a great night everybody! your friendly co-programmer, M
Update on the “themed_time” error: So I fixed that but now there are some new errors that came out… E 0 19:985 minigame_1.gd:32 @ _process(): Failed loading resource: res://scenes/timer_screen.tscn. <C++ Error> Condition “found” is true. Returning: Ref() <C++ Source> core/io/resource_loader.cpp:343 @ _load() minigame_1.gd:32 @ _process() E 0 20:002 minigame_1.gd:32 @ _process(): Cannot open file ‘res://scenes/timer_screen.tscn’. <C++ Error> Condition “err != OK” is true. Returning: Ref() <C++ Source> scene/resources/resource_format_text.cpp:1430 @ load() minigame_1.gd:32 @ _process() Plus+ the cat (player) does not jump ,which basically makes the game useless… I will continue with these problems tomorrow and when I fix them, I will update :) Have a nice night , your friendly co-programmer, M
Minigame_1 Finally finished ! Hi again ! So I fixed the errors and made the character be able to jump again (I had just written JUMP VELOCITY : 500 and not -500) Note to make the game better : Add a settings scene Make the character turn around when the player goes to the left (since now the cat just goes backwards which is kinda weird) Add music Add a counter or how many “Garlics” you have collected Add some nice effects for when the cat collects one biscuit (like stars popping out like confetti or smth) Make the minigame bigger. Since the player has to climb the platforms maybe make more and somehow make the scene able to change vertically (probably adding a vertical parallax ) Ok that is all for now ! The game works correctly , when i finish the mission, I might come back to enhance the game :) your friendly co-programmer, M
Minigame_2 and Loser_scene Finished :) I think I locked in in the last hour and I finished the Second Minigame! Also, I made the loser_scene and added a retry button (that actually works!!!) Lastly, I connected the two minigames , although i will probably connect the minigame_1 to the level_scene first and then to the minigame_2. I am moving on to make the winner_scene and the settings scene ! Update incoming … your friendly co-programmer, M
UPDATE ## I have been trying to connect everything and make some new games and everything but I have completely failed. I have either missed something or made a mistake from the guide, because for real i am so confused right now. Things I have to do: Connect the minigames to have a sequence Fix the level_scene (starts with “game 0 “, the way thw lives are calculated must change, something is wronf with the timer AGAIN) Add the settings page Make more minigames Guys, I am so lost but I will make it I think . Updates incoming !...
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Mini e reader by @ELHAMY | Stardance
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ELHAMY
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Title: Mini e reader by @ELHAMY | Stardance
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1793029738.8462257
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1793634538.8462257
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6708
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My first slack bot! by @Aziz | Stardance
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Aziz
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Title: My first slack bot! by @Aziz | Stardance
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1793029737.9862354
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9753
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My awesome macropad! by @sushant_gagneja | Stardan My awesome macropad! by @sushant_gagneja | Stardance...
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sushant_gagneja
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Title: My awesome macropad! by @sushant_gagneja | Title: My awesome macropad! by @sushant_gagneja | Stardance...
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1793029737.1201193
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1793634537.1201193
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My first slack bot! by @hood63_5933 | Stardance
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hood63_5933
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Title: My first slack bot! by @hood63_5933 | Stard Title: My first slack bot! by @hood63_5933 | Stardance...
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1793029735.6939788
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My very own WebOS by @Xfhe | Stardance
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0.68
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[{"post_id": 6449, "ts": "2026 [{"post_id": 6449, "ts": "2026-06-10T20:56:47Z", "hours": 0.6828, "text": "Devlog: xfheOS Development Overview This development log covers the recent updates that transitioned xfheOS from a static landing page into a fully interactive, web-based operating system. All features were built using vanilla HTML, CSS, and JavaScript. Core Architecture Updates Window Management We implemented a custom window management system in JavaScript. The system allows users to interact with applications just like a traditional operating system. Windows are now fully draggable across the screen using the title bar. Added a z-index management function that automatically brings the focused window to the foreground. Integrated standard window controls to close, minimize, and maximize application windows. User Interface Replaced the initial gradient backgrounds with a solid dark theme for a cleaner and more professional look. Developed a bottom dock for quick application launching and window restoration. Resolved a critical CSS margin collapse issue that was previously pushing the top navigation bar out of alignment. Applications Developed Calculator We built a standard calculator capable of handling basic mathematical operations. The logic includes a safety mechanism to prevent common JavaScript floating-point errors by rounding the results. Notes Added a lightweight text editor application. This app utilizes the browser’s Local Storage API to automatically save user input, ensuring data persists across page reloads. Web Browser Integrated an iframe-based browser application. It allows users to view external web content directly within the OS environment. Paint Implemented a simple drawing tool using the HTML5 Canvas API. It features real-time drawing capabilities, custom color selection, brush size adjustments, and a canvas clear function."}]...
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Title: My very own WebOS by @Xfhe | Stardance
Dev Title: My very own WebOS by @Xfhe | Stardance
Devlogs:
Devlog: xfheOS Development Overview This development log covers the recent updates that transitioned xfheOS from a static landing page into a fully interactive, web-based operating system. All features were built using vanilla HTML, CSS, and JavaScript. Core Architecture Updates Window Management We implemented a custom window management system in JavaScript. The system allows users to interact with applications just like a traditional operating system. Windows are now fully draggable across the screen using the title bar. Added a z-index management function that automatically brings the focused window to the foreground. Integrated standard window controls to close, minimize, and maximize application windows. User Interface Replaced the initial gradient backgrounds with a solid dark theme for a cleaner and more professional look. Developed a bottom dock for quick application launching and window restoration. Resolved a critical CSS margin collapse issue that was previously pushing the top navigation bar out of alignment. Applications Developed Calculator We built a standard calculator capable of handling basic mathematical operations. The logic includes a safety mechanism to prevent common JavaScript floating-point errors by rounding the results. Notes Added a lightweight text editor application. This app utilizes the browser’s Local Storage API to automatically save user input, ensuring data persists across page reloads. Web Browser Integrated an iframe-based browser application. It allows users to view external web content directly within the OS environment. Paint Implemented a simple drawing tool using the HTML5 Canvas API. It features real-time drawing capabilities, custom color selection, brush size adjustments, and a canvas clear function....
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1793029732.2262201
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Charlie Kirk project by @RadioactiveGirl | Stardan Charlie Kirk project by @RadioactiveGirl | Stardance...
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Title: Charlie Kirk project by @RadioactiveGirl | Title: Charlie Kirk project by @RadioactiveGirl | Stardance...
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1793029731.1205719
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