|
57849
|
Scientific Calculator by @Rayan_Ray | Stardance
|
Rayan_Ray
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Scientific Calculator by @Rayan_Ray | Stard Title: Scientific Calculator by @Rayan_Ray | Stardance...
|
1792727325.8619316
|
1793332125.8619316
|
|
10057
|
Nyx by @babali | Stardance
|
babali
|
0
|
1.07
|
0
|
[]
|
[{"post_id": 3793, "ts": "2026 [{"post_id": 3793, "ts": "2026-06-06T20:54:36Z", "hours": 1.0722, "text": "Nyx — Dev Log Date: 2026-06-06 Time: ~5+ hours Focus: Backend architecture, system boundaries, documentation Use of Ai: Only used to polish the devlog from my drafts. Summary This session was split into two parts: ~4+ hours: architectural thinking (partially unrecorded due to lapse) ~1 hour: Markdown documentation and formalization The main output was system design, not implementation. Phase 1 — Architecture (~4+ hours, partially lost) Designed Nyx as a Spring Boot backend with strict epistemic constraints. Key decisions: Backend is the authoritative system layer Frontend is read-only Domain-first structure replaces controller/service/repo layering Core entities: location index snapshot comparison Epistemic boundary defined Nyx only: derives normalized light indices from satellite data performs comparative geographic reasoning maps to heuristic scales produces order-of-magnitude outputs Nyx does NOT: simulate sky conditions predict human perception output observational truth System design additions PostgreSQL + PostGIS persistence layer Flyway migrations JPA/Hibernate ORM Event-driven pipeline (replacing PipelineRunner) Observability (metrics, tracing, logging) Security layer (rate limiting, API keys) Phase 2 — Documentation (~1 hour) Converted design into structured Markdown system. Added: CLAIM_CHARTER METHODOLOGY DATA_SOURCES LIMITATIONS GLOSSARY ONTOLOGY VALIDATION Architecture decisions: ADR system introduced OpenAPI-first API design Domain-driven backend structure finalized Infrastructure + deployment roadmap defined Outcome Nyx now has: Spring Boot backend architecture strict claim boundary system domain-first design event-driven pipeline plan persistence + infrastructure design full documentation framework Next steps Scaffold backend project Implement ClaimGuard Define OpenAPI spec Build persistence layer Start ADR-001"}]...
|
Title: Nyx by @babali | Stardance
Devlogs:
Nyx — Title: Nyx by @babali | Stardance
Devlogs:
Nyx — Dev Log Date: 2026-06-06 Time: ~5+ hours Focus: Backend architecture, system boundaries, documentation Use of Ai: Only used to polish the devlog from my drafts. Summary This session was split into two parts: ~4+ hours: architectural thinking (partially unrecorded due to lapse) ~1 hour: Markdown documentation and formalization The main output was system design, not implementation. Phase 1 — Architecture (~4+ hours, partially lost) Designed Nyx as a Spring Boot backend with strict epistemic constraints. Key decisions: Backend is the authoritative system layer Frontend is read-only Domain-first structure replaces controller/service/repo layering Core entities: location index snapshot comparison Epistemic boundary defined Nyx only: derives normalized light indices from satellite data performs comparative geographic reasoning maps to heuristic scales produces order-of-magnitude outputs Nyx does NOT: simulate sky conditions predict human perception output observational truth System design additions PostgreSQL + PostGIS persistence layer Flyway migrations JPA/Hibernate ORM Event-driven pipeline (replacing PipelineRunner) Observability (metrics, tracing, logging) Security layer (rate limiting, API keys) Phase 2 — Documentation (~1 hour) Converted design into structured Markdown system. Added: CLAIM_CHARTER METHODOLOGY DATA_SOURCES LIMITATIONS GLOSSARY ONTOLOGY VALIDATION Architecture decisions: ADR system introduced OpenAPI-first API design Domain-driven backend structure finalized Infrastructure + deployment roadmap defined Outcome Nyx now has: Spring Boot backend architecture strict claim boundary system domain-first design event-driven pipeline plan persistence + infrastructure design full documentation framework Next steps Scaffold backend project Implement ClaimGuard Define OpenAPI spec Build persistence layer Start ADR-001...
|
1792727325.0218728
|
1793332125.0218728
|
|
5769
|
My awesome macropad! by @jdj | Stardance
|
jdj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @jdj | Stardance
|
1792727324.1742172
|
1793332124.1742172
|
|
57845
|
My own site! by @isim | Stardance
|
isim
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @isim | Stardance
|
1792727323.3227735
|
1793332123.3227735
|
|
49780
|
potatonator by @Potatoeater0075 | Stardance
|
Potatoeater0075
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T22:56:26Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Potatonator is a Slack bot where users can adopt and manage their own virtual potato. Each potato has its own stats, level, experience points and coins. Users can explore to earn XP and coins, view their potato’s profile and discover random potato facts. The project uses a Node.js Slack bot alongside a Cloudflare Workers API and Cloudflare D1 database for storing player and potato data. It includes an XP and leveling system that allows potatoes to progress as they gain experience. The bot is hosted on Hack Club Nest and configured as a systemd service so it can run continously without relying on the user’s computer being online.", "repo": "https://github.com/potatoeater0075/potatonator", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
|
[{"post_id": 48476, "ts": "202 [{"post_id": 48476, "ts": "2026-08-16T20:50:26Z", "hours": 0.3833, "text": "I added the /potatonator-explore command, which is the first real gameplay feature for Potatonator. The idea is that users can send their potato on a random adventure. Each adventure gives the potato XP and coins. I created a new /explore endpoint in the Cloudflare Worker and added several random events, such as finding treasure, discovering golden potatoes, finding coins, or fighting a carrot. At first, the API only returned the XP and coins without saving them. I then added a coins column to the D1 database and updated the endpoint so the rewards are permanently saved. There were a few small issues along the way, including accidentally trying to add the coins column twice, which resulted in a duplicate-column error. Since the first command had already worked, the second one wasn’t needed. After testing the API locally, I connected /explore to Slack and deployed the updated Cloudflare Worker. I also updated /potatonator-profile so it displays the coins earned from exploring."}, {"post_id": 48461, "ts": "2026-08-16T20:18:50Z", "hours": 0.3167, "text": "I added the /potatonator-profile command. The goal was to let users view the potato they adopted and all of its stats. First, I created a new /profile endpoint in the Cloudflare Worker. It takes the user’s Slack ID and searches the D1 database for their potato. I also connected the endpoint to index.ts so Cloudflare knows about the new route. There was a small issue where the /profile endpoint wasn’t appearing in the API documentation. Turns out VS Code hadn’t properly saved the changes, so after saving a few more times, it worked. I then tested the endpoint using PowerShell and confirmed that it could retrieve the saved potato. Finally, I connected the API to the Slack bot using Axios. The bot sends the user’s Slack ID to the API, which retrieves their potato from D1 and sends the information back to Slack. The command now displays: 🥔 Potato name Type Rarity ⚔️ Power 🥔 Crunch 🍀 Luck ⭐ Level ✨ XP After testing it in Slack, /potatonator-profile worked successfully. Potatonator now has both potato adoption and profiles, giving us the foundation for adding actual gameplay features next. 🥔"}, {"post_id": 48416, "ts": "2026-08-16T19:08:28Z", "hours": 1.0017, "text": "I started this project with the goal of making a Slack bot that could respond to custom slash commands. I wasn’t sure what the bot should actually do, so I decided to make it potato-themed and named it Potatonator. I started with basic commands like: /potatonator-ping /potatonator-help /potatonator-potatofact For the potato facts, I first learned about APIs and Axios, which lets the bot make requests to an API. I originally considered using an existing API, but decided to make my own potato API instead. I first ran the API locally, but realized that meant it wouldn’t work when my PC was turned off. I decided to move it to Cloudflare Workers, which gave me a permanent URL: https://potatonator-api.potatonator.workers.dev I then connected my Slack bot to this API. After that, I wanted Potatonator to become more like a game, so I created /potatonator-adopt. Users could permanently adopt a randomly generated potato with stats such as: Name Type Rarity Power Crunch Luck Level XP To save this information, I added a Cloudflare D1 database. There were a few mistakes along the way. I initially ran a command from the wrong folder, and later discovered that my local D1 database didn’t have the table even though the remote database did. I also had an issue where Axios treated the “already have a potato” response as an error. After fixing these, everything worked. Now /potatonator-adopt successfully creates a potato and remembers it even after the bot restarts. Next, I’m planning to add /potatonator-profile, which will let users view their potato and its stats."}, {"post_id": 48330, "ts": "2026-08-16T17:18:45Z", "hours": 0.3017, "text": "Created the bot on slack and then I added the code to vs code. I tested the first ping command which resulted in a success!"}]...
|
Title: potatonator by @Potatoeater0075 | Stardance Title: potatonator by @Potatoeater0075 | Stardance
Devlogs:
Created the bot on slack and then I added the code to vs code. I tested the first ping command which resulted in a success!
I started this project with the goal of making a Slack bot that could respond to custom slash commands. I wasn’t sure what the bot should actually do, so I decided to make it potato-themed and named it Potatonator. I started with basic commands like: /potatonator-ping /potatonator-help /potatonator-potatofact For the potato facts, I first learned about APIs and Axios, which lets the bot make requests to an API. I originally considered using an existing API, but decided to make my own potato API instead. I first ran the API locally, but realized that meant it wouldn’t work when my PC was turned off. I decided to move it to Cloudflare Workers, which gave me a permanent URL: https://potatonator-api.potatonator.workers.dev I then connected my Slack bot to this API. After that, I wanted Potatonator to become more like a game, so I created /potatonator-adopt. Users could permanently adopt a randomly generated potato with stats such as: Name Type Rarity Power Crunch Luck Level XP To save this information, I added a Cloudflare D1 database. There were a few mistakes along the way. I initially ran a command from the wrong folder, and later discovered that my local D1 database didn’t have the table even though the remote database did. I also had an issue where Axios treated the “already have a potato” response as an error. After fixing these, everything worked. Now /potatonator-adopt successfully creates a potato and remembers it even after the bot restarts. Next, I’m planning to add /potatonator-profile, which will let users view their potato and its stats.
I added the /potatonator-profile command. The goal was to let users view the potato they adopted and all of its stats. First, I created a new /profile endpoint in the Cloudflare Worker. It takes the user’s Slack ID and searches the D1 database for their potato. I also connected the endpoint to index.ts so Cloudflare knows about the new route. There was a small issue where the /profile endpoint wasn’t appearing in the API documentation. Turns out VS Code hadn’t properly saved the changes, so after saving a few more times, it worked. I then tested the endpoint using PowerShell and confirmed that it could retrieve the saved potato. Finally, I connected the API to the Slack bot using Axios. The bot sends the user’s Slack ID to the API, which retrieves their potato from D1 and sends the information back to Slack. The command now displays: 🥔 Potato name Type Rarity ⚔️ Power 🥔 Crunch 🍀 Luck ⭐ Level ✨ XP After testing it in Slack, /potatonator-profile worked successfully. Potatonator now has both potato adoption and profiles, giving us the foundation for adding actual gameplay features next. 🥔
I added the /potatonator-explore command, which is the first real gameplay feature for Potatonator. The idea is that users can send their potato on a random adventure. Each adventure gives the potato XP and coins. I created a new /explore endpoint in the Cloudflare Worker and added several random events, such as finding treasure, discovering golden potatoes, finding coins, or fighting a carrot. At first, the API only returned the XP and coins without saving them. I then added a coins column to the D1 database and updated the endpoint so the rewards are permanently saved. There were a few small issues along the way, including accidentally trying to add the coins column twice, which resulted in a duplicate-column error. Since the first command had already worked, the second one wasn’t needed. After testing the API locally, I connected /explore to Slack and deployed the updated Cloudflare Worker. I also updated /potatonator-profile so it displays the coins earned from exploring.
Ships:
Potatonator is a Slack bot where users can adopt and manage their own virtual potato. Each potato has its own stats, level, experience points and coins. Users can explore to earn XP and coins, view their potato’s profile and discover random potato facts. The project uses a Node.js Slack bot alongside a Cloudflare Workers API and Cloudflare D1 database for storing player and potato data. It includes an XP and leveling system that allows potatoes to progress as they gain experience. The bot is hosted on Hack Club Nest and configured as a systemd service so it can run continously without relying on the user’s computer being online....
|
1793245723.304742
|
1793332123.304742
|
|
26638
|
Spicy Fingers by @etornami | Stardance
|
etornami
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Spicy Fingers by @etornami | Stardance
|
1792727322.4661567
|
1793332122.4661567
|
|
57844
|
bruh! by @krk | Stardance
|
krk
|
0
|
1.54
|
0
|
[]
|
[{"post_id": 61424, "ts": "202 [{"post_id": 61424, "ts": "2026-09-04T10:20:13Z", "hours": 1.5369, "text": "i am working on the work"}]...
|
Title: bruh! by @krk | Stardance
Devlogs:
i am wo Title: bruh! by @krk | Stardance
Devlogs:
i am working on the work...
|
1792727321.6006048
|
1793332121.6006048
|
|
23629
|
AiriM (A cute desktop Companion robot) by @Jaivard AiriM (A cute desktop Companion robot) by @Jaivardhan | Stardance...
|
Jaivardhan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: AiriM (A cute desktop Companion robot) by @ Title: AiriM (A cute desktop Companion robot) by @Jaivardhan | Stardance...
|
1792727320.7569206
|
1793332120.7569206
|
|
49778
|
save more, spend less by @francisca | Stardance
|
francisca
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T15:47:12Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I’m new at programming so maybe this isn’t the best project you ever saw. the thing that was more challeging for me was trying to make this into a website, that didn’t actually work the way i wanna so i started again. idk why, but if you want to try the project you need to copypast the code and try in your vscode, ‘cause it doesn’t work if you try, i’m so sorry", "repo": "https://github.com/omeukit/Spend-less-save-more", "demo": "https://vercel.com/kika7/spend-less-save-more"}]...
|
[{"post_id": 49669, "ts": "202 [{"post_id": 49669, "ts": "2026-08-18T15:36:09Z", "hours": 0.4889, "text": "i finish the project, just to remind this is for teens, and the main goal is for teens saving money in a really funny way"}, {"post_id": 49629, "ts": "2026-08-18T14:54:18Z", "hours": 1.3567, "text": "I wanted to make my project into a webbsite, but I only know how to code in python, html and css. because i was having so much trouble, i asked for help to gemini, but i came across a problem, I don’t wanna use AI in anything on this project, so I’m gonna stick to the python part. I also draw a logo all by myself, and the start menu. I never finished a project were, so I don’t know if I can share the project that gemini helped me, ’cause is so sick."}, {"post_id": 48423, "ts": "2026-08-16T19:21:14Z", "hours": 2.0636, "text": "I already made the python part, now I will start the html, and the css part"}, {"post_id": 48302, "ts": "2026-08-16T16:39:18Z", "hours": 1.7919, "text": "I’m doing the basic for the app to work"}]...
|
Title: save more, spend less by @francisca | Stard Title: save more, spend less by @francisca | Stardance
Devlogs:
I’m doing the basic for the app to work
I already made the python part, now I will start the html, and the css part
I wanted to make my project into a webbsite, but I only know how to code in python, html and css. because i was having so much trouble, i asked for help to gemini, but i came across a problem, I don’t wanna use AI in anything on this project, so I’m gonna stick to the python part. I also draw a logo all by myself, and the start menu. I never finished a project were, so I don’t know if I can share the project that gemini helped me, ’cause is so sick.
i finish the project, just to remind this is for teens, and the main goal is for teens saving money in a really funny way
Ships:
So I’m new at programming so maybe this isn’t the best project you ever saw. the thing that was more challeging for me was trying to make this into a website, that didn’t actually work the way i wanna so i started again. idk why, but if you want to try the project you need to copypast the code and try in your vscode, ‘cause it doesn’t work if you try, i’m so sorry...
|
1793245720.5847561
|
1793332120.5847561
|
|
57843
|
SAM32 by @sammme | Stardance
|
sammme
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SAM32 by @sammme | Stardance
|
1792727319.91928
|
1793332119.91928
|
|
4097
|
Untitled project by @Lolman123 | Stardance
|
Lolman123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Lolman123 | Stardance
|
1792727319.0637522
|
1793332119.0637522
|
|
57841
|
Erupsoftware Laptop ThunderLight by @Advay-CMD | S Erupsoftware Laptop ThunderLight by @Advay-CMD | Stardance...
|
Advay-CMD
|
0
|
9.25
|
0
|
[]
|
[{"post_id": 64761, "ts": "202 [{"post_id": 64761, "ts": "2026-09-09T12:29:23Z", "hours": 9.2486, "text": "Devlog 1 -Erupsoftware Laptop ThunderLight “Success is not final, failure is not fatal: It is the courage to continue that counts.” – Winston Churchill Hi! I am Advay-CMD. And, this is my vision, a laptop, but its not just a laptop: A laptop that opensource, free to use, and lighting fast at such minimalistic components. Built from scratch, entirely. Project to show companies that laptop is not a brick of flat metal, it is passion, creativity, and repairbility. This is the Laptop, I can proudly call made by me in India. This is a laptop, to leave the cost cutting laptops make. This is to revolutionize laptops. This is made to make laptop not a thing, but a gateway that feels cosy and like at home! It is a step to change people’s mind that making a laptop is impossible. And customizing is as easy as it gets. Every component is replaceable, reproduceable, and diagnosable. Say no to repairing the components, or doing SMD board nightmares, or having to replace the whole motherboard, because of a shorted IC. All the parts can easily be disconnected and reconnected. All modules can be reproduced to fix a certain issue, not spend your whole 3 cards on split to buy a motherboard. Idea may be good enough, but who will make this? Me. My idea I agree, but no company I guess will buy this idea. The implementation requires a lot of cost and design. Therefore, I took this over my head, and here you have it. It’s time to prove the companies are wrongly soldering RAM on board, CMOS battery unreplaceable, and unchargeable. Let shoot the cost cutting, let’s make the laptop, durable and premium in looks, strong in design. Let’s make it unique. Lets make it something, no-body has attempted to. Ok, I know I know. You have been reading these things and wondering when will I get to what he did. Ok, here is what I have done: It took me 3h of research, without following the footprints of a similar project - Anyo_e. I intend to not follow that and create my own project with my own thoughts. And I found out a lot of things I didn’t know existed. EDP, SoC, RK3588, and more. Then make the research time ++3h, due to other factors, docs, and more . Anyway, I have created the PCB. You can see the components and see what has been done. Basically I am plugging SoC in the SODIMM 256. And using the power buck converters for the power rails…. You can check my github for more INFO, it has everything, docs, layout, PCB etc. In next devlog I will create BOM.csv. I think that should be good enough. Then I will send it to ship, to test the eDP… Cause, why not? And I didn’t create this devlog out of AI for sure."}]...
|
Title: Erupsoftware Laptop ThunderLight by @Advay- Title: Erupsoftware Laptop ThunderLight by @Advay-CMD | Stardance
Devlogs:
Devlog 1 -Erupsoftware Laptop ThunderLight “Success is not final, failure is not fatal: It is the courage to continue that counts.” – Winston Churchill Hi! I am Advay-CMD. And, this is my vision, a laptop, but its not just a laptop: A laptop that opensource, free to use, and lighting fast at such minimalistic components. Built from scratch, entirely. Project to show companies that laptop is not a brick of flat metal, it is passion, creativity, and repairbility. This is the Laptop, I can proudly call made by me in India. This is a laptop, to leave the cost cutting laptops make. This is to revolutionize laptops. This is made to make laptop not a thing, but a gateway that feels cosy and like at home! It is a step to change people’s mind that making a laptop is impossible. And customizing is as easy as it gets. Every component is replaceable, reproduceable, and diagnosable. Say no to repairing the components, or doing SMD board nightmares, or having to replace the whole motherboard, because of a shorted IC. All the parts can easily be disconnected and reconnected. All modules can be reproduced to fix a certain issue, not spend your whole 3 cards on split to buy a motherboard. Idea may be good enough, but who will make this? Me. My idea I agree, but no company I guess will buy this idea. The implementation requires a lot of cost and design. Therefore, I took this over my head, and here you have it. It’s time to prove the companies are wrongly soldering RAM on board, CMOS battery unreplaceable, and unchargeable. Let shoot the cost cutting, let’s make the laptop, durable and premium in looks, strong in design. Let’s make it unique. Lets make it something, no-body has attempted to. Ok, I know I know. You have been reading these things and wondering when will I get to what he did. Ok, here is what I have done: It took me 3h of research, without following the footprints of a similar project - Anyo_e. I intend to not follow that and create my own project with my own thoughts. And I found out a lot of things I didn’t know existed. EDP, SoC, RK3588, and more. Then make the research time ++3h, due to other factors, docs, and more . Anyway, I have created the PCB. You can see the components and see what has been done. Basically I am plugging SoC in the SODIMM 256. And using the power buck converters for the power rails…. You can check my github for more INFO, it has everything, docs, layout, PCB etc. In next devlog I will create BOM.csv. I think that should be good enough. Then I will send it to ship, to test the eDP… Cause, why not? And I didn’t create this devlog out of AI for sure....
|
1792727318.2079184
|
1793332118.2079184
|
|
44265
|
gaybar-friday Bluesky Bot by @Malingen | Stardance
|
Malingen
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T19:28:47Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a Bluesky bot that posts the AMV “Lain at the Gay Bar” every Friday. I’m currently saving up to buy a server where I can self-host the bot, so for now, you can see the github page as well as the account page as a proof of concept", "repo": "https://github.com/lule345/gaybarFridayBsky", "demo": "https://bsky.app/profile/laingaybar.malingen.xyz"}]...
|
[{"post_id": 41482, "ts": "202 [{"post_id": 41482, "ts": "2026-08-05T18:32:29Z", "hours": 1.04, "text": "Successful post!; I wanted to try and export it into a docker file, but handling the secret keys during building is a pain to do, so I decided to let the user create their own .env file and self-host"}, {"post_id": 41415, "ts": "2026-08-05T16:38:34Z", "hours": 0.2569, "text": "After smashing my head in the day before this post, I have decided to self host the bot instead of putting up with the pains of using Cloudflare workers"}]...
|
Title: gaybar-friday Bluesky Bot by @Malingen | St Title: gaybar-friday Bluesky Bot by @Malingen | Stardance
Devlogs:
After smashing my head in the day before this post, I have decided to self host the bot instead of putting up with the pains of using Cloudflare workers
Successful post!; I wanted to try and export it into a docker file, but handling the secret keys during building is a pain to do, so I decided to let the user create their own .env file and self-host
Ships:
I created a Bluesky bot that posts the AMV “Lain at the Gay Bar” every Friday. I’m currently saving up to buy a server where I can self-host the bot, so for now, you can see the github page as well as the account page as a proof of concept...
|
1793245717.8759217
|
1793332117.8759217
|
|
29104
|
My awesome macropad! by @Orbyte_8 | Stardance
|
Orbyte_8
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Orbyte_8 | Stardan Title: My awesome macropad! by @Orbyte_8 | Stardance...
|
1792727317.3613687
|
1793332117.3613687
|
|
57840
|
My awesome macropad! by @barakatulawal2 | Stardanc My awesome macropad! by @barakatulawal2 | Stardance...
|
barakatulawal2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @barakatulawal2 | S Title: My awesome macropad! by @barakatulawal2 | Stardance...
|
1792727316.4667535
|
1793332116.4667535
|
|
7179
|
My first slack bot! by @J_U_ilakkiyan | Stardance
|
J_U_ilakkiyan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @J_U_ilakkiyan | Sta Title: My first slack bot! by @J_U_ilakkiyan | Stardance...
|
1792727315.1251037
|
1793332115.1251037
|
|
44257
|
Tanish Portfolio by @Tanish_ | Stardance
|
Tanish_
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T16:28:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my personal portfolio I made and I wont say its completed cuz in the Hardware projects section the projects are still remaining to add but other than that evrything is working great. Also this is my 1st project in wich i used JS like i was learning JS while making it so I added JS in this project as well which was frustrating cuz obviously i was learning. And if u visit pleassss messgg me from the “contatc me” page i waould realllyy appriciate so if u vist pls send a msgg.", "repo": "https://github.com/shahtanish-bit/Portfolio", "demo": "https://codedbytanish.com/"}]...
|
[{"post_id": 41405, "ts": "202 [{"post_id": 41405, "ts": "2026-08-05T16:23:10Z", "hours": 0.3689, "text": "i had already made this project for Horizons, but then i made some ui changes and now i am submitting it here on Stardance. there as SS attached for u to have a look of my website if u visit it pls send me a msg i would really appreciate it."}]...
|
Title: Tanish Portfolio by @Tanish_ | Stardance
D Title: Tanish Portfolio by @Tanish_ | Stardance
Devlogs:
i had already made this project for Horizons, but then i made some ui changes and now i am submitting it here on Stardance. there as SS attached for u to have a look of my website if u visit it pls send me a msg i would really appreciate it.
Ships:
this is my personal portfolio I made and I wont say its completed cuz in the Hardware projects section the projects are still remaining to add but other than that evrything is working great. Also this is my 1st project in wich i used JS like i was learning JS while making it so I added JS in this project as well which was frustrating cuz obviously i was learning. And if u visit pleassss messgg me from the “contatc me” page i waould realllyy appriciate so if u vist pls send a msgg....
|
1793245715.1187131
|
1793332115.1187131
|
|
57836
|
My awesome macropad! by @Yaazan | Stardance
|
Yaazan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Yaazan | Stardance
|
1792727314.2743556
|
1793332114.2743556
|
|
7830
|
A.S.T.R.A. by @carlitos_miguel0922 | Stardance
|
carlitos_miguel0922
|
0
|
5.25
|
0
|
[]
|
[{"post_id": 39690, "ts": "202 [{"post_id": 39690, "ts": "2026-08-02T20:34:11Z", "hours": 3.8861, "text": "Came back. After a long time away, working on my college application, working, and enjoying my summer vacation, I am back. Today I am posting my progress in the UI. Throughout this frontend development time, I have done a lot and struggled a lot. The main problems were connecting the two ends and starting the FastAPI server due to some code issues. Now I have finally done most of it, including the frontend Mission Control, parameters, telemetry, and live flight updates. The next step is to design the 3D Solar map, the paths, and finally the AI advisor so that it can manipulate the mission, give advice, and basically act like a Jarvis AI. After the first demo is completed, I will then move on to the hardware development, which consists of a vision-based hand-gesture tracker to replace the mouse in a more interactive system. I actually already have such a system, using YOLO-based code. Talking about improvements, I would change the UI into a website-like page with a more intuitive layout so that it will have all the necessary systems on fewer pages. I would really appreciate any suggestions on how you would like the UI to look. Wait for the next devlog for the Demo."}, {"post_id": 5876, "ts": "2026-06-09T20:39:01Z", "hours": 1.36, "text": "Update: In the past days I have been working on the next steps for ASTRA. Today I made the section which will be used to recreate historical missions such as Apollo 11 and 13. Another achievement is the new system which does not follow the same pattern for each destination, but depending on the destination fuel, max payload, radiation exposure, and other mission parameters change accordingly."}]...
|
Title: A.S.T.R.A. by @carlitos_miguel0922 | Starda Title: A.S.T.R.A. by @carlitos_miguel0922 | Stardance
Devlogs:
Update: In the past days I have been working on the next steps for ASTRA. Today I made the section which will be used to recreate historical missions such as Apollo 11 and 13. Another achievement is the new system which does not follow the same pattern for each destination, but depending on the destination fuel, max payload, radiation exposure, and other mission parameters change accordingly.
Came back. After a long time away, working on my college application, working, and enjoying my summer vacation, I am back. Today I am posting my progress in the UI. Throughout this frontend development time, I have done a lot and struggled a lot. The main problems were connecting the two ends and starting the FastAPI server due to some code issues. Now I have finally done most of it, including the frontend Mission Control, parameters, telemetry, and live flight updates. The next step is to design the 3D Solar map, the paths, and finally the AI advisor so that it can manipulate the mission, give advice, and basically act like a Jarvis AI. After the first demo is completed, I will then move on to the hardware development, which consists of a vision-based hand-gesture tracker to replace the mouse in a more interactive system. I actually already have such a system, using YOLO-based code. Talking about improvements, I would change the UI into a website-like page with a more intuitive layout so that it will have all the necessary systems on fewer pages. I would really appreciate any suggestions on how you would like the UI to look. Wait for the next devlog for the Demo....
|
1792727313.3778043
|
1793332113.3778043
|
|
1940
|
My awesome macropad! by @techverified674 | Stardan My awesome macropad! by @techverified674 | Stardance...
|
techverified674
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @techverified674 | Title: My awesome macropad! by @techverified674 | Stardance...
|
1792727312.515282
|
1793332112.515282
|
|
57833
|
My awesome macropad! by @kerembey | Stardance
|
kerembey
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @kerembey | Stardan Title: My awesome macropad! by @kerembey | Stardance...
|
1792727311.6645074
|
1793332111.6645074
|
|
31190
|
My first slack bot! by @SaraN | Stardance
|
SaraN
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @SaraN | Stardance
|
1792727310.8115492
|
1793332110.8115492
|
|
57829
|
web_fileencoder by @roy4002 | Stardance
|
roy4002
|
0
|
5.42
|
0
|
[]
|
[{"post_id": 69757, "ts": "202 [{"post_id": 69757, "ts": "2026-09-17T18:48:27Z", "hours": 2.4531, "text": "Finally added support to encripyt all file types . except your feeling for her can’t do anything of that 🥲"}, {"post_id": 67374, "ts": "2026-09-13T13:48:12Z", "hours": 2.9647, "text": "This is what happens when you make plans in half sleep 🙂🙂. Removing the base64 function because it increases the file size by freaking 33% without any benefit . Sad but 🥲have to re-write the whole code from zero. Moral of the story compleat your sleep"}]...
|
Title: web_fileencoder by @roy4002 | Stardance
De Title: web_fileencoder by @roy4002 | Stardance
Devlogs:
This is what happens when you make plans in half sleep 🙂🙂. Removing the base64 function because it increases the file size by freaking 33% without any benefit . Sad but 🥲have to re-write the whole code from zero. Moral of the story compleat your sleep
Finally added support to encripyt all file types . except your feeling for her can’t do anything of that 🥲...
|
1792727309.9321108
|
1793332109.9321108
|
|
57828
|
Mini Sumo S1 by @Metal | Stardance
|
Metal
|
0
|
2.02
|
0
|
[]
|
[{"post_id": 61089, "ts": "202 [{"post_id": 61089, "ts": "2026-09-03T20:10:25Z", "hours": 0.5175, "text": "i made the schematics for the robot"}, {"post_id": 60906, "ts": "2026-09-03T15:45:33Z", "hours": 1.5014, "text": "i have made the 3d chassis of the sumo robot, i looked at other sumo robots, the parts that are generally used and modeled it precisely. this is just a prototype though. Now i plan to make the schematics and what parts it will need."}]...
|
Title: Mini Sumo S1 by @Metal | Stardance
Devlogs Title: Mini Sumo S1 by @Metal | Stardance
Devlogs:
i have made the 3d chassis of the sumo robot, i looked at other sumo robots, the parts that are generally used and modeled it precisely. this is just a prototype though. Now i plan to make the schematics and what parts it will need.
i made the schematics for the robot...
|
1792727309.0702627
|
1793332109.0702627
|
|
57827
|
The Grey Thief by @aashvik | Stardance
|
aashvik
|
0
|
9.39
|
0
|
[]
|
[{"post_id": 63760, "ts": "202 [{"post_id": 63760, "ts": "2026-09-07T18:36:01Z", "hours": 9.3903, "text": "The Gray Thief Devlog Started working on my new project… The Gray Thief!!! The idea is a grayscale stealth game where you play as a thief that steals light from the world. The more light you steal, the brighter you get, which also makes you easier for guards to see. So far I’ve: Made the Godot project Added basic WASD movement Added walls and collisions Made the player have a light value Made the player visually get brighter/darker Made walls store light Added light transfer between the player and walls Added a bounce effect when hitting walls Added particles when hitting walls Made the particles match the player’s brightness Drew and added the sucker/vacuum Made the sucker follow and rotate toward the mouse Made the sucker change brightness with the player Fixed some blurry pixel art issues Rounded the player slightly without using a shader Right now I’m working on making the sucker actually interact with walls instead of just going straight through them. Still a LOT to do, but im happy with it so far, it feels like something i can make"}]...
|
Title: The Grey Thief by @aashvik | Stardance
Dev Title: The Grey Thief by @aashvik | Stardance
Devlogs:
The Gray Thief Devlog Started working on my new project… The Gray Thief!!! The idea is a grayscale stealth game where you play as a thief that steals light from the world. The more light you steal, the brighter you get, which also makes you easier for guards to see. So far I’ve: Made the Godot project Added basic WASD movement Added walls and collisions Made the player have a light value Made the player visually get brighter/darker Made walls store light Added light transfer between the player and walls Added a bounce effect when hitting walls Added particles when hitting walls Made the particles match the player’s brightness Drew and added the sucker/vacuum Made the sucker follow and rotate toward the mouse Made the sucker change brightness with the player Fixed some blurry pixel art issues Rounded the player slightly without using a shader Right now I’m working on making the sucker actually interact with walls instead of just going straight through them. Still a LOT to do, but im happy with it so far, it feels like something i can make...
|
1792727308.217668
|
1793332108.217668
|
|
57823
|
war game by @slayer-EX | Stardance
|
slayer-EX
|
0
|
1.99
|
0
|
[]
|
[{"post_id": 64090, "ts": "202 [{"post_id": 64090, "ts": "2026-09-08T08:30:15Z", "hours": 1.9947, "text": "i have made a mini game simple war game"}]...
|
Title: war game by @slayer-EX | Stardance
Devlogs Title: war game by @slayer-EX | Stardance
Devlogs:
i have made a mini game simple war game...
|
1792727307.3610587
|
1793332107.3610587
|
|
44254
|
Image to PDF converter by @Jhenil | Stardance
|
Jhenil
|
1
|
3.0
|
7
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-06T01:15:19Z", "hours": 3.0, "multiplier": 2.29, "payout": 7, "blessing": "neutral", "text": "I have made a simple to use image to pdf converter. This tool is very useful as it just takes supported image type then scales and centers them on the page of the pdf and gives it to use. I have made it so that the user can choose what they want to name the pdf within the app. You can also choose where you want to save the pdf that you have created. I have used Python and Tkinter to make this app. I also used a YouTube tutorial to make it and understand it. I hope everyone founds this useful. Thank you for testing!", "repo": "https://github.com/JP-code33/ImageToPDF", "demo": "https://github.com/JP-code33/ImageToPDF/releases/tag/v1.0.0"}]...
|
[{"post_id": 41656, "ts": "202 [{"post_id": 41656, "ts": "2026-08-06T00:45:30Z", "hours": 1.3625, "text": "Devlog - 4 I have finished the app. I know it took me way longer. I was adding a bit of things like I added you can’t click the convert button if there is no image(s) selected. I added warnings and errors which might cause the conversion to fail. I added a success message where when the file is converted and then it shows where it has been saved. I have made it to an exe file which makes it easier to use the app. The main time I spent was in debugging like when I turned into an app it gave me error saying the app required strings and not objects and that took me a while to figure out but at the end I did."}, {"post_id": 41520, "ts": "2026-08-05T19:38:57Z", "hours": 1.0117, "text": "Devlog - 3 I have completed the UI of the app. I have improved it while keeping it simple to use. You can see the UI in the picture below. I have also added so that the user can choose where they want their pdf to be. Before it just saved it right next to the app file. You can see that also in the picture. I will be brainstorming more ideas what I can actually add more to this app to make it even more useful."}, {"post_id": 41442, "ts": "2026-08-05T17:34:26Z", "hours": 0.485, "text": "Devlog - 2 I have initialized the buttons and now I will be working on actually making the software select the images from the computer and use it in the software to actually convert it to a pdf. I will keep it posted. The basic version of the app is about to be done but I am thinking to add more things to it. Let’s see how it turns out!"}, {"post_id": 41426, "ts": "2026-08-05T16:53:14Z", "hours": 0.395, "text": "Devlog - 1 Starting a new project and this one is like most of the people can use it. It is a image to pdf converter. I have been using many third party apps to do this but now I think I will make my own. I am using Python & Tkinter to make this converter. I have gotten the basic layout of the app down."}]...
|
Title: Image to PDF converter by @Jhenil | Stardan Title: Image to PDF converter by @Jhenil | Stardance
Devlogs:
Devlog - 1 Starting a new project and this one is like most of the people can use it. It is a image to pdf converter. I have been using many third party apps to do this but now I think I will make my own. I am using Python & Tkinter to make this converter. I have gotten the basic layout of the app down.
Devlog - 2 I have initialized the buttons and now I will be working on actually making the software select the images from the computer and use it in the software to actually convert it to a pdf. I will keep it posted. The basic version of the app is about to be done but I am thinking to add more things to it. Let’s see how it turns out!
Devlog - 3 I have completed the UI of the app. I have improved it while keeping it simple to use. You can see the UI in the picture below. I have also added so that the user can choose where they want their pdf to be. Before it just saved it right next to the app file. You can see that also in the picture. I will be brainstorming more ideas what I can actually add more to this app to make it even more useful.
Devlog - 4 I have finished the app. I know it took me way longer. I was adding a bit of things like I added you can’t click the convert button if there is no image(s) selected. I added warnings and errors which might cause the conversion to fail. I added a success message where when the file is converted and then it shows where it has been saved. I have made it to an exe file which makes it easier to use the app. The main time I spent was in debugging like when I turned into an app it gave me error saying the app required strings and not objects and that took me a while to figure out but at the end I did.
Ships:
I have made a simple to use image to pdf converter. This tool is very useful as it just takes supported image type then scales and centers them on the page of the pdf and gives it to use. I have made it so that the user can choose what they want to name the pdf within the app. You can also choose where you want to save the pdf that you have created. I have used Python and Tkinter to make this app. I also used a YouTube tutorial to make it and understand it. I hope everyone founds this useful. Thank you for testing!...
|
1793245706.5674307
|
1793332106.5674307
|
|
57822
|
Penny Bloom by @AmandaBlue | Stardance
|
AmandaBlue
|
0
|
1.47
|
0
|
[]
|
[{"post_id": 61068, "ts": "202 [{"post_id": 61068, "ts": "2026-09-03T19:41:11Z", "hours": 1.4736, "text": "Today, I started building Penny Bloom, a savings platform I want to make more engaging and useful than a traditional savings app. I started by setting up the basic HTML structure for the dashboard, then created the main header with a greeting, notification btn and user avatar badge then I also added a sidebar with navigation for Dashboard, Goals, Calendar, Transactions, Analytics, Rewards, Shop and Settings. I also connected my CSS and JavaScript files which I later used to style and add functionality for opening and closing the sidebar. The main structure and basic navigation are now in place(I might change some stuff later tho cause I’m not satisfied with the look now). Next, I’ll focus on adding more features to the dashboard and making the site look and feel more like a complete product."}]...
|
Title: Penny Bloom by @AmandaBlue | Stardance
Dev Title: Penny Bloom by @AmandaBlue | Stardance
Devlogs:
Today, I started building Penny Bloom, a savings platform I want to make more engaging and useful than a traditional savings app. I started by setting up the basic HTML structure for the dashboard, then created the main header with a greeting, notification btn and user avatar badge then I also added a sidebar with navigation for Dashboard, Goals, Calendar, Transactions, Analytics, Rewards, Shop and Settings. I also connected my CSS and JavaScript files which I later used to style and add functionality for opening and closing the sidebar. The main structure and basic navigation are now in place(I might change some stuff later tho cause I’m not satisfied with the look now). Next, I’ll focus on adding more features to the dashboard and making the site look and feel more like a complete product....
|
1792727306.5041366
|
1793332106.5041366
|
|
57821
|
OS by @Kmanlliamas | Stardance
|
Kmanlliamas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: OS by @Kmanlliamas | Stardance
|
1792727305.646356
|
1793332105.646356
|
|
57815
|
JARVIS AI by @Pirajin | Stardance
|
Pirajin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: JARVIS AI by @Pirajin | Stardance
|
1792727304.7986875
|
1793332104.7986875
|
|
57812
|
WebOS1 by @Pirajin | Stardance
|
Pirajin
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WebOS1 by @Pirajin | Stardance
|
1792727303.9553275
|
1793332103.9553275
|
|
57808
|
My own site! by @sayyamlalwani | Stardance
|
sayyamlalwani
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @sayyamlalwani | Stardance
|
1792727303.114043
|
1793332103.114043
|
|
43000
|
My own site! by @Ng_Chang_Jack | Stardance
|
Ng_Chang_Jack
|
1
|
3.61
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T15:58:26Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished making my own site! I am going to update it regularly I used AI for helping me solve problems when i am stuck and also for code correcting", "repo": "https://github.com/Chz3nex/WebOs", "demo": "https://chz3nex.github.io/WebOs/"}]...
|
[{"post_id": 41228, "ts": "202 [{"post_id": 41228, "ts": "2026-08-05T09:36:26Z", "hours": 0.6092, "text": "Devlog 05(probably the last/updated the design 1 last time)"}, {"post_id": 40803, "ts": "2026-08-04T15:42:09Z", "hours": 0.6719, "text": "Devlog 04 (added an interactive button!)"}, {"post_id": 40626, "ts": "2026-08-04T09:18:18Z", "hours": 0.4028, "text": "Devlog 03 (added hover animation!)"}, {"post_id": 39959, "ts": "2026-08-03T09:14:15Z", "hours": 0.4117, "text": "Devlog 02 (Improved the design)"}, {"post_id": 39398, "ts": "2026-08-02T10:40:54Z", "hours": 1.1422, "text": "Devlog 1(Basic Website Elements)"}]...
|
Title: My own site! by @Ng_Chang_Jack | Stardance
Title: My own site! by @Ng_Chang_Jack | Stardance
Devlogs:
Devlog 1(Basic Website Elements)
Devlog 02 (Improved the design)
Devlog 03 (added hover animation!)
Devlog 04 (added an interactive button!)
Devlog 05(probably the last/updated the design 1 last time)
Ships:
I just finished making my own site! I am going to update it regularly I used AI for helping me solve problems when i am stuck and also for code correcting...
|
1793245702.6785514
|
1793332102.6785514
|
|
57806
|
My awesome macropad! by @Pri4 | Stardance
|
Pri4
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Pri4 | Stardance
|
1792727302.2558088
|
1793332102.2558088
|
|
57804
|
CTF-Web by @ajay | Stardance
|
ajay
|
0
|
13.42
|
0
|
[]
|
[{"post_id": 60829, "ts": "202 [{"post_id": 60829, "ts": "2026-09-03T13:37:16Z", "hours": 13.42, "text": "Just a devlog I’m just renewing this project so this devlog is to prevent unpleasent msgs from stardance asking for a devlog and to just start up with this thing:)"}]...
|
Title: CTF-Web by @ajay | Stardance
Devlogs:
Just Title: CTF-Web by @ajay | Stardance
Devlogs:
Just a devlog I’m just renewing this project so this devlog is to prevent unpleasent msgs from stardance asking for a devlog and to just start up with this thing:)...
|
1792727299.0791218
|
1793332099.0791218
|
|
49769
|
My very own WebOS by @Blazinkiller_0981 | Stardanc My very own WebOS by @Blazinkiller_0981 | Stardance...
|
Blazinkiller_0981
|
1
|
7.91
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T11:20:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I finally completed this Web-OS. It was pretty fun and irritating but thats a part of development (i guess). I love the game its pretty fun and repetitive so it basically sucks for others but the one who makes it knows the effort that goes into it. I hated fixing bugs especially css bugs bcus CSS is so confusing when u just keep layering stuff but in the end its done so im happy", "repo": "https://github.com/Blazinkiller0981/Blazin-OS/", "demo": "https://blazinos.netlify.app/"}]...
|
[{"post_id": 54486, "ts": "202 [{"post_id": 54486, "ts": "2026-08-25T14:37:48Z", "hours": 1.8494, "text": "Devlog: I was pretty fed up of that average glassy frosted glass black css so i decided to reconfigure that code in my own style and tried to turn it into a windows 95 tribute. Apart from that i cant seem to configure a background on it if anyone can help please reach out on https://instagram.com/blazinkiller_007"}, {"post_id": 52811, "ts": "2026-08-23T05:01:17Z", "hours": 2.1431, "text": "Devlog 4 Completely rewrote the code and the readme. Now there’s a separate index CSS and JS file. The new version has a midnight blue theme and the taskbar has been moved to the top of the screen. In the game a boss has been added which gives you 10 Z skill uses which is the wipe all skill and to make it not too op i made it so that the field clear ability doesn’t give exp per orb killed so its more of an escape"}, {"post_id": 52421, "ts": "2026-08-22T15:27:03Z", "hours": 0.9208, "text": "Devlog 3 I just finished a NON AI readme. I guess thats just it so yea. Do check out my socials they are in the bottom of the readme."}, {"post_id": 51695, "ts": "2026-08-21T14:55:02Z", "hours": 1.0867, "text": "DEVLOG 2 I am very lazy so here we are. I completely ditched the top taskbar cus the bottom one looks cleaner i removed the spiderman bg cus the black one loos cleaner. Apart from UI changes i removed my socials cus I think theres no point. I added a fully capable file managment system so thats pretty cool. added a sick shooting game which is 2d cus i was…. lazy and finally a notepad that auto saves notes and a calculator. I also added a music system but it kinda uses royalty free music imma figure out a way to add like all music known to makind on it"}, {"post_id": 48956, "ts": "2026-08-17T15:14:18Z", "hours": 1.9144, "text": "Blazin-OS Devlog #1 Yo, im new to this platform and i chose the webOS as my starting project. biggest mistake i suppose. Just kidding but like its been 2 hour of coding. Correction 1 hour of coding and 1 hour of fixing the dragging glitches.Am planning to add more apps like spotify using an api or just normal games and maybe AI intergration with nvidia nim nemotron 3 ultra. + ive added my socials and my github :)"}]...
|
Title: My very own WebOS by @Blazinkiller_0981 | S Title: My very own WebOS by @Blazinkiller_0981 | Stardance
Devlogs:
Blazin-OS Devlog #1 Yo, im new to this platform and i chose the webOS as my starting project. biggest mistake i suppose. Just kidding but like its been 2 hour of coding. Correction 1 hour of coding and 1 hour of fixing the dragging glitches.Am planning to add more apps like spotify using an api or just normal games and maybe AI intergration with nvidia nim nemotron 3 ultra. + ive added my socials and my github :)
DEVLOG 2 I am very lazy so here we are. I completely ditched the top taskbar cus the bottom one looks cleaner i removed the spiderman bg cus the black one loos cleaner. Apart from UI changes i removed my socials cus I think theres no point. I added a fully capable file managment system so thats pretty cool. added a sick shooting game which is 2d cus i was…. lazy and finally a notepad that auto saves notes and a calculator. I also added a music system but it kinda uses royalty free music imma figure out a way to add like all music known to makind on it
Devlog 3 I just finished a NON AI readme. I guess thats just it so yea. Do check out my socials they are in the bottom of the readme.
Devlog 4 Completely rewrote the code and the readme. Now there’s a separate index CSS and JS file. The new version has a midnight blue theme and the taskbar has been moved to the top of the screen. In the game a boss has been added which gives you 10 Z skill uses which is the wipe all skill and to make it not too op i made it so that the field clear ability doesn’t give exp per orb killed so its more of an escape
Devlog: I was pretty fed up of that average glassy frosted glass black css so i decided to reconfigure that code in my own style and tried to turn it into a windows 95 tribute. Apart from that i cant seem to configure a background on it if anyone can help please reach out on https://instagram.com/blazinkiller_007
Ships:
I finally completed this Web-OS. It was pretty fun and irritating but thats a part of development (i guess). I love the game its pretty fun and repetitive so it basically sucks for others but the one who makes it knows the effort that goes into it. I hated fixing bugs especially css bugs bcus CSS is so confusing when u just keep layering stuff but in the end its done so im happy...
|
1793245698.7914765
|
1793332098.7914765
|
|
57803
|
My very own WebOS by @saurabh_sethumadhavan | Star My very own WebOS by @saurabh_sethumadhavan | Stardance...
|
saurabh_sethumadhavan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @saurabh_sethumadhavan Title: My very own WebOS by @saurabh_sethumadhavan | Stardance...
|
1792727298.2075126
|
1793332098.2075126
|
|
57802
|
explore nepal by @aakarshanpaudyal08 | Stardance
|
aakarshanpaudyal08
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: explore nepal by @aakarshanpaudyal08 | Star Title: explore nepal by @aakarshanpaudyal08 | Stardance...
|
1792727297.1520946
|
1793332097.1520946
|
|
57801
|
Untitled project by @lavinpreet | Stardance
|
lavinpreet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @lavinpreet | Stardance
|
1792727296.2932215
|
1793332096.2932215
|
|
52849
|
My awesome macropad! by @saad7khan11 | Stardance
|
saad7khan11
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @saad7khan11 | Star Title: My awesome macropad! by @saad7khan11 | Stardance...
|
1792727295.4391446
|
1793332095.4391446
|
|
52848
|
My awesome macropad! by @harshita5 | Stardance
|
harshita5
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @harshita5 | Starda Title: My awesome macropad! by @harshita5 | Stardance...
|
1792727294.5794272
|
1793332094.5794272
|
|
52847
|
WebTest by @cuneytmetesener | Stardance
|
cuneytmetesener
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WebTest by @cuneytmetesener | Stardance
|
1792727293.7356822
|
1793332093.7356822
|
|
52845
|
SlackBotMT by @cuneytmetesener | Stardance
|
cuneytmetesener
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SlackBotMT by @cuneytmetesener | Stardance
|
1792727292.887626
|
1793332092.887626
|
|
3794
|
RTX Minecraft Shader by @DubbsPi | Stardance
|
DubbsPi
|
1
|
77.0
|
1308
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T16:35:23Z", "hours": 77.0, "multiplier": 16.95, "payout": 1308, "blessing": "neutral", "text": "This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!", "repo": "https://github.com/DubbsPi/My-Minecraft-Shaderpack", "demo": "https://www.curseforge.com/minecraft/shaders/basic-rtx-shader"}]...
|
[{"post_id": 43388, "ts": "202 [{"post_id": 43388, "ts": "2026-08-08T16:27:45Z", "hours": 7.6336, "text": "Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there."}, {"post_id": 31865, "ts": "2026-07-20T16:26:32Z", "hours": 3.2281, "text": "We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯"}, {"post_id": 31520, "ts": "2026-07-20T00:14:26Z", "hours": 3.8397, "text": "you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)"}, {"post_id": 30981, "ts": "2026-07-19T00:18:09Z", "hours": 6.6114, "text": "Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do."}, {"post_id": 27699, "ts": "2026-07-13T14:19:43Z", "hours": 5.9664, "text": "All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)"}, {"post_id": 26101, "ts": "2026-07-10T18:06:01Z", "hours": 0.9642, "text": "Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D"}, {"post_id": 25300, "ts": "2026-07-09T14:40:44Z", "hours": 1.5022, "text": "Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)"}, {"post_id": 24178, "ts": "2026-07-07T16:06:28Z", "hours": 3.9919, "text": "(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!"}, {"post_id": 22943, "ts": "2026-07-05T16:32:52Z", "hours": 3.3131, "text": "Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!"}, {"post_id": 21433, "ts": "2026-07-03T11:48:09Z", "hours": 5.2997, "text": "The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)"}, {"post_id": 20766, "ts": "2026-07-02T13:44:05Z", "hours": 2.1428, "text": "We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁"}, {"post_id": 20450, "ts": "2026-07-02T01:31:07Z", "hours": 1.3664, "text": "After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster."}, {"post_id": 19507, "ts": "2026-06-30T20:37:39Z", "hours": 1.7464, "text": "Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D"}, {"post_id": 19290, "ts": "2026-06-30T15:41:18Z", "hours": 3.3058, "text": "Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed."}, {"post_id": 18749, "ts": "2026-06-29T22:48:27Z", "hours": 6.0992, "text": "Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching."}, {"post_id": 17365, "ts": "2026-06-28T03:42:47Z", "hours": 0.8519, "text": "Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol"}, {"post_id": 17105, "ts": "2026-06-27T19:32:56Z", "hours": 3.4997, "text": "Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that."}, {"post_id": 16356, "ts": "2026-06-26T16:40:20Z", "hours": 3.5428, "text": "Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate."}, {"post_id": 15941, "ts": "2026-06-25T22:01:37Z", "hours": 2.5308, "text": "Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!"}, {"post_id": 15811, "ts": "2026-06-25T18:08:53Z", "hours": 3.2617, "text": "Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!"}, {"post_id": 15343, "ts": "2026-06-24T22:51:45Z", "hours": 1.3783, "text": "Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!"}, {"post_id": 15154, "ts": "2026-06-24T16:55:26Z", "hours": 1.6878, "text": "Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea."}, {"post_id": 15097, "ts": "2026-06-24T15:08:22Z", "hours": 1.4875, "text": "Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!"}, {"post_id": 15050, "ts": "2026-06-24T13:24:37Z", "hours": 1.9417, "text": "Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)"}]...
|
Title: RTX Minecraft Shader by @DubbsPi | Stardanc Title: RTX Minecraft Shader by @DubbsPi | Stardance
Devlogs:
Getting near the end of the iris shader tutorial. I had zero clue how to actually format minecraft shaders to start, but the tutorial was super helpful. Hopefully using my experience on shadertoy I will be able to apply optimization and beauty to a game of blocks (either that or I’ll be at 2fps and spinning fish quality)
Finally finished the tutorial. Honestly its looking pretty good so far for just a tutorial. I think it a few hours I will have quite a bit down to make this look fantastic and run well!
Got a lot of stuff done - kidding. Just imported a sky function from a old shader I made. Sadly, I could not get waving vertices working yet. No clue how to do those and everything I try either breaks when you move or when you rotate so yea.
Got these really nice looking dda reflections going that are basically free, just walking too far away or looking at them wrong or doing literally anything that isn’t his photo looks kinda bad. Also non solid blocks are very warped, but in this ideal situation they looks really nice!
Got much better looking reflections setup with screen space reflections. Trying to use DDA before wasn’t really a bad move, it basically gives a ton of free perf, until you put it with something that isn’t a cube or have to march through 300 blocks. I will try to add world space reflections in the future, but for now the SSR is pretty performant and looks nice!
Added atmospheric scattering. Honestly it looks pretty good and runs really well so far. Had to have AI help explain a couple of the functions, but other than that I hand wrote it all. Took a while to figure out how to replace the fog, but once I did it turned out really nice!
Improved SSR and the sky a little bit. Also got LabPBR’s specular mapping working but couldn’t get the normal map yet. Wasted like two hours trying to use AI to help me seutp a voxel buffer for world space reflections. Ended up deleting all the AI’s stuff due to the fact it didn’t really work right and halved my framerate.
Finally got the voxel buffer setup!! I did it at the cost of shadows, so I might try to add shadows back, or just use the voxel buffer for them. My hope is to be able to use the buffer for world space reflections since not many shaders have that.
Got the DDA reflector going! Its actually running faster than screen space reflections were, and obviously has the world within the radius (which is 128 blocks, pretty good actually since 126/16 is 8 chunks). Just need to add texturing and lighting to the blocks. Actually I need lighting everywhere in the shader lol
Got these colored world space reflections working. The only thing I’m running into the issues of voxelizing with the shadow pass, so I am going to do a big refactor and move everything into the regular geometry pass, just that may either require the entire scene be rendered or cleaver caching.
Moved world space reflections to a SSBO!! Now they have all the details of the world, but the only issue (which I suppose I couldn’t notice with the lower quality ones before), is 3D models for blocks, since they cannot be voxelized. By moving the reflections to a SSBO in gbuffers_terrain, I was able to get normal shadow mapping back as well! Also I made VRAM storage more efficient - nvm just did the math and using 8 4k textures in RGBA16F was actually more efficient at 1.06gb while the current SSBO requires 1.6gb, but also the 8 4k textures could only store one block face, while the SSBO stores all 6, so if anything, the new SSBO method if I only gave it the same rigor as my setup before, is around 0.27gb of VRAM, way more compressed.
Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D
After optimizing the voxel buffer some more and the DDA march, I have decided to make my life harder. I plan on moving from voxel marches to actual raytracing with acceleration structures due to the fact as of now, block only marches is limited visually, doesn’t have entities, and breaks very quickly when a block uses a 3d model instead of a standard block. My hope will be to use compute shaders for the BVH building so that should be fast. I plan on doing entities first, terrain later just because then I’m not deleting stuff and for once entities are simpler. Plus once this works its basically infinite quality and actually might be faster.
We are starting to get fancy!! I finally got just an entity triangle buffer setup. The reason my framerate is so bad so far is I haven’t setup acceleration yet, but that is going to be next. Its surprising how its actually cheaper (so far) to store triangles than storing the block faces I had earlier since info can be omitted pretty easily. The hardest part about doing this was the fact I forgot to put a vertex output in the gbuffers_entities.gsh so it was erring a ton because I forgot two lines 😁
The wonderful world space reflections!! Right now they are only setup for entities and are still unaccelerated (that is why its running 25fps). This one was a real challenge to pull off since I learned the hard way entities don’t have texture atlases. That means for each entity on the screen, I had to manually bake their texture to a custom atlas. I will say, I found a pretty smart way to do it that only runs the bake once and caches the texture. If I ever notice overwriting issues, I can change it up, but it should be good. Also, I made it index based off the texture’s color, so modded entities should be supported :)
Got FXAA working! Haven’t finished the acceleration for the RT yet, but thought some minor AA wouldn’t be too hard and look nice! Thanks to Simon Rodriguez for his wonderful tutorial on how to add in FXAA!
(mostly) Finished a major performance win. I figured out a way to use the vertex shader instead of the geometry shader for everything. The geometry shader is notoriously slow (5-10x) compared to everything else, so by not using, my idle performance has went up several times due to no longer having to slowly process so many triangles. I still have some room for improvement (iron golems are black and some weird new backface visual bugs, nothing severe though) but this is much better than before!
Fixed up performance and small bugs!! I removed the combining of vertices into tris and just did that during the trace. Thanks to less memory pressure I got back around 20 idle fps and fixed the jitter bug (hehe)
Haha I feel evil for being mean to my gpu. I got the full world space reflections working (along with a second bar to show how full my triangle buffer is), although I still have to tweak the entities combining with the terrain, but I mean it runs horribly (better than not at all!). You can’t see it in the screen shot really, but I installed a resolution changer mod that puts me at 1/4 resolution, so 1/16 of the pixels and perf is worse than full res with the entities. Definitely will need to get that BVH/acceleration running soon because or else my GPU is going to blow a fuse :D
All I can say I got done in this long session is I optimized the rendering slightly. Not the tracing, just the regular lighting by catching the light colors (since they are from the scattered sky) in a tiny 2x2 texture, but it did give me 80+ fps back when I look at the ground at least. I will also have to redo all the BVH setup and actually learn how to do it all since I was leaning a bit heavy on AI use and something broke somewhere and I couldn’t figure out where. Time to actually code it all QwQ (not really sad, probably a good idea to actually learn it fully)
Finally!!! I got the radix sort working! The screen shot doesn’t look like much, but if you notice the bar on the bottom, the colors are generally grouped together and are perfectly stable. I had really struggled with getting this to work correctly as I’m not exactly the most experienced with compute shaders (or I should say was, now I know more about them than I need to). I had reached out to the shader labs discord even (thanks to them btw, they helped with a workgroup dispatching bug I had) and ran about every test possible to eliminate any possible race conditions/out of bounds errors. Then comes gemini to save the day. Apparently, I really should have done some more research into atomics in the past since even though they are meant to be stable, they are not perfect in the slightest, so I was basically attempting to do a radix sort without stable ranking (which is what it needs to achieve its insane parallelism and speed) and yeah it works now. BVH time (which should not take long to setup, the radix is normally the hard part), then true RTX features (not just voxelizations) like raytraced reflections and idk I might add a path tracing option since I’ve made a PT on shadertoy before and it was super enjoyable to do.
you know what, its 98% working. I call that good enough for tonight! I will continue fixing up the various tracing bugs and add entities, but so far this is pretty good! I plan on also raytracing shadows and lights if possible, although I will keep the standard shadow pass for nearby to get cheaper shadow filtering than with multiple rays. A lot of little issues plagued the final BVH build, mostly with me not clearing buffers :)
We now have some of the most complex handheld lighting in minecraft! I setup a quick light tracing function and inputted the light values for it for each hand, so as you can see there are two shadows being cast. I will add an option in the future to upscale the RTX features since this was taken at 27 fps. I also added bloom and a bunch of settings for it and fixed up the sky ground issues. Now it truly scatters the ground until you hit y ≈ 200 million, then the lowest part breaks ¯ ( ツ)/¯
Finished fixing up a bunch of small bugs/issues. Also added waves to the water. I deleted my .git files by accident so that took a while to fix. Added a bunch of options to the settings to help reduce the render scale of reflections, which allows this to actually run halfway decently. Couldn’t figure out how to get the reflections to work properly on water, so there will be none there.
Ships:
This is a custom minecraft shader I made. I first started with the Iris tutorial, but this project quickly expanded with a bunch of high end features, such as raytraced reflections! I’ve always kinda been annoyed with screen space reflections, so I thought, how hard could it be to just make them world space? Turns out it was way harder than I expected and took way longer as well. Overall, the result of my shader turned out pretty good, but it is not gameplay focused/to be used outside of demos in the overworld. I hope others may even build off of my progress to start integrating advanced reflection features like I have. This project greatly helped me improve my shader skills/taught me how to use the vertex and compute shaders (my only prior shader experience is on shadertoy) to produce nice results. The hardest part for me was probably setting up the BVH for RT acceleration and actually starting the project. Apparently minecraft has a lot of little overlapping transparent textures setup to perfectly rasterize, but to trace them causes a lot of precision related bugs, hence the reason I was forced to cheap out a little on grass blocks/tall grass. Also, the BVH resolution is limited due to performance constraints, causing overlapping triangles to clip infront of each other constantly, but that issue is mostly nonexistent for non transparent triangles, like buildings and such. In the end, I’m happy with the result and couldn’t have asked for a better long-term coding project!...
|
1793245692.059699
|
1793332092.059699
|
|
52841
|
My first slack bot! by @lara_ibrahim | Stardance
|
lara_ibrahim
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @lara_ibrahim | Star Title: My first slack bot! by @lara_ibrahim | Stardance...
|
1792727292.0377712
|
1793332092.0377712
|
|
52840
|
My own site! by @Mukesh | Stardance
|
Mukesh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Mukesh | Stardance
|
1792727291.1911893
|
1793332091.1911893
|
|
52836
|
Frictionless by @SudoSlayer56 | Stardance
|
SudoSlayer56
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @SudoSlayer56 | Stardance
|
1792727290.347358
|
1793332090.347358
|
|
52833
|
My awesome macropad! by @Sarthak2397 | Stardance
|
Sarthak2397
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Sarthak2397 | Star Title: My awesome macropad! by @Sarthak2397 | Stardance...
|
1792727289.4925642
|
1793332089.4925642
|
|
34267
|
Veya Platform by @Ulagat | Stardance
|
Ulagat
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T21:55:48Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Veya — a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. Users enter their glasses’ IP address, scan their eye, and get AI diagnosis in 3 seconds. It detects cataracts, conjunctivitis, and pterygium with 85%+ accuracy. All processing happens locally on the Raspberry Pi (no cloud), so medical data stays private. Built with Next.js, TypeScript, and TensorFlow Lite. The UI has dark/light themes, bilingual support (EN/RU), and tracks scan history. What was challenging? Real-time detection pipeline — Getting eye i Lite model → diagnosis in under 3 secondsrequired careful API design. Built demo mode first to test UI flows before dealing with hardware integration. WiFi connection architecture — Users need to connect the web app to glasses over local network. Added IP validation, timeout handling, and clear error messages for when Pi is offline or unreachable. Privacy constraints — Medical data can’t leave the device. Had to design everything for local processing on Raspberry Pi instead of cloud APIs. This means the model runs on a $35 computer, not a server farm. What are you proud of? Cost vs medical devices: Built with $50 hardwar5,000 professional eye screening equipment. 300xcheaper. Privacy-first architecture: All AI happens on device. No cloud, no data leaks, works offline. Critical for medical applications. Real-world impact: Designed for rural Kazakhstamited. If someone in a village can screen forcataracts without traveling 200km to a city clinic, that matters. Speed: Built the full MVP in 6 hours — 550 lineUX, deployed and working. What should people know so they can test your p Live demo (simulated AI): https://veya-web-zeta.vercel.app How to test: Click through all screens: Home → Connect → Scan → Analysis Try demo mode (no hardware needed) — it simulates AI results Toggle dark/light theme (top-right corner) Switch between English/Russian View scan history after multiple scans With real hardware (Raspberry Pi + camera): Get your Pi’s IP address Enter it in the Connect screen Position camera to capture eye Click Scan Get real AI diagnosis What to look for: Glassmorphism UI design Smooth animations and transitions Confidence scores for each disease Scan history tracking Error handling (try entering invalid IP like “999.999.999.999”)", "repo": "https://github.com/ulacoder/veya-web", "demo": "https://veya-web-zeta.vercel.app/"}]...
|
[{"post_id": 27951, "ts": "202 [{"post_id": 27951, "ts": "2026-07-13T21:54:20Z", "hours": 0.6217, "text": "DEVLOG #1 Built a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. What I Made Veya Web App - Next.js platform that connects to Veya Glasses via WiFi for instant eye disease screening. Features: Connect to Raspberry Pi via IP address Capture eye image through camera AI detects cataracts, conjunctivitis, pterygi 85%+ accuracy with confidence scores Scan history (last 10 scans) Bilingual (English/Russian) Dark/Light theme Privacy-first (all processing on device, no cloud) Tech: Next.js 16, TypeScript, Tailwind CSS, TensorFlow Lite on Raspberry Pi Live demo: https://veya-web-zeta.vercel.app Challenges Real-time disease detection pipeline Need to capture eye image → send to TensorFlow Lite model → return diagnosis in <3 seconds. Built demo mode first to test UI, now integrating real Flask API on Pi. WiFi connection flow Users connect web app to glasses over local network. Added IP validation, error handling for timeouts/wrong IPs. Privacy requirements Medical data can’t go to cloud. All AI processing happens locally on Raspberry Pi. What’s Next Connect real Flask API from Raspberry Pi Test with actual TensorFlow Lite model Add scan history persistence Export results as PDF Why It Matters Eye diseases affect millions but professional e $50 hardware (Pi + camera) instead of $15,000medical devices. Built for rural areas in Kazakhstan where eye care access is limited."}]...
|
Title: Veya Platform by @Ulagat | Stardance
Devlo Title: Veya Platform by @Ulagat | Stardance
Devlogs:
DEVLOG #1 Built a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. What I Made Veya Web App - Next.js platform that connects to Veya Glasses via WiFi for instant eye disease screening. Features: Connect to Raspberry Pi via IP address Capture eye image through camera AI detects cataracts, conjunctivitis, pterygi 85%+ accuracy with confidence scores Scan history (last 10 scans) Bilingual (English/Russian) Dark/Light theme Privacy-first (all processing on device, no cloud) Tech: Next.js 16, TypeScript, Tailwind CSS, TensorFlow Lite on Raspberry Pi Live demo: https://veya-web-zeta.vercel.app Challenges Real-time disease detection pipeline Need to capture eye image → send to TensorFlow Lite model → return diagnosis in <3 seconds. Built demo mode first to test UI, now integrating real Flask API on Pi. WiFi connection flow Users connect web app to glasses over local network. Added IP validation, error handling for timeouts/wrong IPs. Privacy requirements Medical data can’t go to cloud. All AI processing happens locally on Raspberry Pi. What’s Next Connect real Flask API from Raspberry Pi Test with actual TensorFlow Lite model Add scan history persistence Export results as PDF Why It Matters Eye diseases affect millions but professional e $50 hardware (Pi + camera) instead of $15,000medical devices. Built for rural areas in Kazakhstan where eye care access is limited.
Ships:
I made Veya — a web app that connects to smart glasses (Raspberry Pi + camera) to detect eye diseases in real-time. Users enter their glasses’ IP address, scan their eye, and get AI diagnosis in 3 seconds. It detects cataracts, conjunctivitis, and pterygium with 85%+ accuracy. All processing happens locally on the Raspberry Pi (no cloud), so medical data stays private. Built with Next.js, TypeScript, and TensorFlow Lite. The UI has dark/light themes, bilingual support (EN/RU), and tracks scan history. What was challenging? Real-time detection pipeline — Getting eye i Lite model → diagnosis in under 3 secondsrequired careful API design. Built demo mode first to test UI flows before dealing with hardware integration. WiFi connection architecture — Users need to connect the web app to glasses over local network. Added IP validation, timeout handling, and clear error messages for when Pi is offline or unreachable. Privacy constraints — Medical data can’t leave the device. Had to design everything for local processing on Raspberry Pi instead of cloud APIs. This means the model runs on a $35 computer, not a server farm. What are you proud of? Cost vs medical devices: Built with $50 hardwar5,000 professional eye screening equipment. 300xcheaper. Privacy-first architecture: All AI happens on device. No cloud, no data leaks, works offline. Critical for medical applications. Real-world impact: Designed for rural Kazakhstamited. If someone in a village can screen forcataracts without traveling 200km to a city clinic, that matters. Speed: Built the full MVP in 6 hours — 550 lineUX, deployed and working. What should people know so they can test your p Live demo (simulated AI): https://veya-web-zeta.vercel.app How to test: Click through all screens: Home → Connect → Scan → Analysis Try demo mode (no hardware needed) — it simulates AI results Toggle dark/light theme (top-right corner) Switch between English/Russian View scan history after multiple scans With real hardware (Raspberry Pi + camera): Get your Pi’s IP address Enter it in the Connect screen Position camera to capture eye Click Scan Get real AI diagnosis What to look for: Glassmorphism UI design Smooth animations and transitions Confidence scores for each disease Scan history tracking Error handling (try entering invalid IP like “999.999.999.999”)...
|
1793245689.1299555
|
1793332089.1299555
|
|
67537
|
BLARE by @ebaadahmad2 | Stardance
|
ebaadahmad2
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BLARE by @ebaadahmad2 | Stardance
|
1792468088.957203
|
1793332088.957203
|