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B-17E Flying Fortress by @Manolo | Stardance
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Manolo
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Title: B-17E Flying Fortress by @Manolo | Stardanc Title: B-17E Flying Fortress by @Manolo | Stardance...
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1792619614.75316
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8111
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Poorup.io by @jeremy | Stardance
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jeremy
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-06T17:48:41Z", "hours": 135.0, "multiplier": 18.44, "payout": 1778, "blessing": "neutral", "text": "Poorup — Biggest Update to date I’ve given the project a major overhaul, from its visual identity and everything else. This is geninuly one of the best projects i have created and iam proud to announce it I first started Poorup 3 and 1/2 months ago as a project to get introcude into webdesing and since then i have created 4 more website and revesiting it really shows my growth. Of course Ai was used by even then I could really feel my growth What was challening i decide to stay on CSS, html, and js instead of transferring it into another language for a simple reason i wanted to test how far i can push these 3 languages( i was just to lazy to learn a new language) How I used AI AI WAS USED IN THIS PROJECT for debugging and coding no UI or art generation. AI was a substantial coding and debugging tool, especially for backend work, bot logic, and tricky multiplayer edge cases. I used CodeScene to identify code-health hotspots. I wrote many page-specific backend features myself, then used GPT/Codex to help debug or split some larger hotspot files into smaller modules. Ai was also used to fix bugs in the Ipad Ui I created Poorup’s frontend UI and its SVG and art assets myself. AI helped in coding but never touched art. I didn’t compose the soundtrack. I selected open-source and other openly licensed tracks; their sources and license details are in the audio credits . I also rewrote the Git history to make the repository cleaner, so the current commit log isn’t a complete record of the project’s development. Also after around the 6th or 7th devlog i turned ai traccking of as to not fraud myself hours So if needed deplete hours. What’s new in this patch UI Full ui rework of everything nothing was left out every single Ui elemt was redone by scratch, with upto 6 themse each with their own custom soundtrack and background, this was the largest wish people had wished for when they reviewed my game and iam so proud of the UI. Boards and multiplayer New 40 and Metro-52 boards, with custom visual themes. Public rooms and private rooms with shareable codes; people can join as guests. Configurable rules, including double rent, vacation cash, even building, and randomized turn order. A deeper economy system Bank loans, player-to-player loans, equity deals, and hybrid contracts, with collateral and default consequences. Sponsored purchases: one player can fund another player’s property purchase in exchange for an agreed share. Negotiating now youre able to negotiate all offers you get instead of accepting or declining on the spot you can also keep them on hold An optional stock market for all the quant bros(gamblers) casino so now youre able to gamble Social I also added a full social systems with achievements, friends inviting people to lobbys seeing match history and more, also added the option to create your own 16x16 user icon Events one of the biggest features I decided to add global events which appear under certain conditions like to many houses standing which should reference the 2008 housing crises i also added stock market crash and alot more. Also global events can also combine to create seacil ones Parlor patrol this was supposed to be a cool minigame while waiting for your friends but it doesnt work and i cant fix the bug for the life of me so you can test it out but it doesnt work correclty all svg assets for it exist", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.jeremy-d.hackclub.app/"}, {"ship_num": 2, "ts": "2026-08-11T21:30:56Z", "hours": 7.0, "multiplier": 15.34, "payout": 115, "blessing": "neutral", "text": "Project Update I didnt even notice but all the changes i did i the last patches never got shipped so this one is about the last to changes which were adding modals, creating new UI and removing AI code check it out https://poorup.jeremy-d.hackclub.app/", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.jeremy-d.hackclub.app/"}, {"ship_num": 3, "ts": "2026-06-17T14:42:48Z", "hours": 17.0, "multiplier": 14.39, "payout": 244, "blessing": "neutral", "text": "Poorup Poorup is a real-time multiplayer board game inspired by Richup(Monopoly), playable entirely in the browser What did I make? A full multiplayer board game running on a Node.js server with Socket.IO for real-time communication. The client is pure HTML, CSS, and JavaScript, no frameworks which is stupid if I look back on it . Features include: Room-based lobbies with a shareable room code Full Monopoly-style rules: buying, renting, building houses and hotels, mortgaging, and trading Live auctions with a countdown timer when a property is declined Configurable game rules per room (double rent, vacation cash, even build, auction, mortgage, randomized turn order, no rent in jail) Reconnect support — if you disconnect mid-turn, you can rejoin and resume In-game chat Automatic room cleanup when everyone leaves What was challenging? Shared states across multiple clients. Every player action, rolling dice, buying a property, placing a bid, has to be read server-side, broadcast to everyone, and reflected correctly on each client without race conditions or desync. Getting that right, especially during edge cases, took a lot of work. Edge cases in disconnects. A player disconnecting mid-auction is a different problem than disconnecting on their turn, which is different from the host disconnecting entirely. Each case needed its own handling: timers need to be cleared, pending actions need to be resolved, and remaining players need to stay in a valid game state. and i need alot of time and a bit of AI to fix that for me. Building a complete game UI with vanilla CSS. No component library, no utility framework — every modal, toggle, property card, and animation is hand-written. Honestly needed a lot of AI help here. Probally should have used a libary if I look back at it but it was fun to do it in plain CSS also for anyone wondering why the favicon is the one from vite i never deleted it and i wasnt in the mode to redesign a new one and tried to use the board map but that didnt work for some reason. What am I proud of? The architecture. The game logic lives entirely in gameLogic.js and has no knowledge of sockets or HTTP. The server in server.js wires events to logic calls and broadcasts the results. That separation made the codebase much easier to debug than it would have been otherwise but i needed AI to implement the idea i had the idea but wasnt quite able to do it. How to test it git clone https://github.com/jeremy341/Poorup.git cd Poorup npm install npm start Then open http://localhost:8080 in two separate tabs or browser windows.", "repo": "https://github.com/jeremy341/Poorup/", "demo": "https://poorup.jeremy-d.hackclub.app/"}]...
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[{"post_id": 83197, "ts": "202 [{"post_id": 83197, "ts": "2026-10-27T09:13:02Z", "hours": 18.0025, "text": "Emergency devlog So i got no clue what happened to hackatime or stuff, but I had my hackatime fully turned of for a while because I had been vibecoding on some projects of mine and hadnt really touched, Poorup because i already reached like 9h 3 days ago. But for some weird reason Hackatime is still somehow tracking, and lowkey it seems like my time has been inflated because I havent even worked on poorup in 3 days. So just for transperency these are not valid hours and I will find the cause for this and try to reach out to the suppor team What did i do? I finished up the Item and Wallet system, which took quite a while because I needed to create some simple pixl art for it and they were not hard in itself, but pretty hard to integrate into the game at this stage, as I needed to change a lot of rules and stuff. IT was quite difficult tbh, and I realized i really need to write more comments because I nearly died reading this Overhaul of the UI So even though i said i overhauled all UI i realized probally only touched like half which I realized when I did a test game THE GREATEST PR So, i got just one problem rn, When i first did the devlog after my ship i had 17k loc cause i couldnt be bothered to push them but after thinking about I realized how sus it is if I push a pr with 17k loc, of code so i had 2 options push a sus PR or etentially create a huge PR with all changes i have done since the last ship, thats the reason my github hasnt been updated in like 2 weeks, so Iam soon going to push the greatest pr of all time which rn includes about 50k loc, Ik crazy right??? Next Steps which the last bugs,, find out what is going on with hackatime and ship, hopefully i dont get banned for fraud cause of this bs Ok Bye!"}, {"post_id": 81740, "ts": "2026-10-22T09:55:56Z", "hours": 9.6928, "text": "Rework #1 Now you could be asking yourself? What have i done in the last 8 days to not post? Well Iam nearly finished with the full rework off all UI, Bug fixing and introducing new features, Chart Engine So i redid the whole system for charts and decided to build my own, because though i had one which worked it looked horrendous and really didnt fit poorup, you can see the new chart engine in the screenshot Game history I redid the whole entire game history system, because to be honest it was heavily vibed including its Ui and while cheking it, it looked like trash so I sat myself down and worked tiresly to fully redo it, and I even implemented the new chart system into it, Modals, Modals, Modals So I REDID NEARLY EVERY SINGLE MODAL IN THE GAME to provide a better User experience this took hella long and while doing it i noticed i had hackatime tracking off, because i had been working on some personal projects, hence the reason I only posted now because I lost so many hours, #Next Features Well to be honest there really arent anymore features i can add, the only thing left is fixing bugs and preparing it for the release and advertising it on reddit"}, {"post_id": 79607, "ts": "2026-10-14T18:07:25Z", "hours": 10.3072, "text": "Devlog after ship So after getting hella positive feedback regarding poorup which i highly appreciate my aim is to now make it have an even better user experience and etc. why? cause from the feedback i got, there are 3 areas I need to tackle, UI, game logic which is to complex and the User experience including rules and etc, Full redesign of the ingame lobby So after getting feedback that the board was to smallwhich was kinda expected and that the whole game is just clutered which i also assumed would happen cause all the features dont fit into the game i have done the following. I have redesigned the full ingame lobby with a new layout further inspired by richup(didnt want to do this but they have the most optimial layout) I have also redone the whole entire admin window cause to be honest it was horrondous and hard to use, and also just some small changes all around full redesign of modals so after doing the lobby i have now decided to fully redo a lot of the modal to have a better layout and etc so they are way more user friendly and acttually easy to understand, this also included cutting alot of features from certain modals because they just made them to complex and hard to use Cards and airpots this was something i was orrignally planning to release in the last ship but i just decided to ship it with this one i have finnaly added the option to buy new bank cards which you can use to get benefits like cashback of 10% on purchsees like rent payment suprise cards and other stuff, and I also added the option to use airpots to fly from one point to another and allow players to set the prices, Bots After reflecting a bit on my ai usage for the bots i decided to fully plug the whole programm into a repo which visualises it to see if it checks out with my mental map and I noticed so much slop which I would have never noticed before, this includes the whole Bot logic which i have probally never looked at cause i knew i wouldnt be able to code them. Though i probally should have cause this is the biggest slop i have ever seen and It introduced so many bugs which the ai couldnt find Next steps Right now all these changes are locally and not on github which are around +17000 lines of code and my aim is to further clean this up and fully push it with a new domain which is alredy online but will be kept hidden. here are soem before and afters, the more clutterd ones are the befores and the simplifyed ones after"}, {"post_id": 75006, "ts": "2026-09-28T20:36:43Z", "hours": 10.8294, "text": "Poorup Redesign - Devlog #11 (FUCK MY LIFE) I am geniunly so tired of this project and my life in general i was so busy in the last few days cause of school and after shool clubs. This phase was mainly about recoding the Bot engine by hand, and updating the stock market modal inside the game also added New Ui for theme chooser and music and also added more sound tracks. I also redid statistics tabs in profile by hand and added better match history tracking Bot engine To be honest to Bot engine was so much AI stuff that i genuinly didnt understand what it was build on and how that is why I decided to take some time to read and research all the papers its build on and how it works. I then rewrote large parts of it to improve it and also found mutipile bugs in the logic of how it works and how it assigns values New account and preferences tab I fully redid some parts of the accounts and prefences tab to now allow for easier choosing of themes and also worked on the music engine so the music loops and youre able to choose different music depending on the theme. #Statsics tab I redid the whole tab as I found it quite stacked with 12 boxes for statsics and decicd to now add internal tabs to make it look cleaner this was a quick 30 minute changes as I didnt change logic but just frontend Next Steps Hopefully shipping adding HCAI and testing the AI bots and further UI refinement on tablet UI and 1440px desktop cause these are 2 of the most weirdest sizes https://poorup.jeremy-d.hackclub.app/ also if anybody wants to check it our but it is nowhere near finished so dont expect anything"}, {"post_id": 73301, "ts": "2026-09-24T20:06:52Z", "hours": 28.7353, "text": "Poorup Redesign - Devlog #10 Iam aware this phase is 30 hours this is just cause i used hella AI and didnt want to count it towards my payout. this phase mainly about finishing touches running mutipile tests suits playing some games and finishing some things also fixing Ui and redoing the Ui of the Music First of all I added music for each of the 6 theme with a secondary theme which you can select under account and preferences I also made it easier to spot the different themes as they were hella hidden to be honest. Deactivation of palor patrol Though i didnt want to this I needed to deactivate palor patrol as it was simply impossible to use I checked m code in detail used and really did everything but I couldnt find the bug which makes it unplayablle so as long as I cant manage to fix it I have to deacitvate it. Next Phase pushing everything on nest setting up a piepleine so nest automatticaly pulls everything I push onto main in my repo and finnaly realsing it with thhe bots for players to use."}, {"post_id": 70576, "ts": "2026-09-19T11:55:06Z", "hours": 11.6328, "text": "Poorup Redesign - Devlog #9 this phase was mainly about adding some missing things fully balancing everything also used the new model jev from typesafe as it was a perfect fit for the task. Admin Dashboard I now added a section in the admin Dashboard fully centered around the Bots which allows for dropping in any provider and choosing the model and see the request if theyre failing or not and etc this took quite a while as I coded this myself again as I wanted to practice a bit though I still needed Ai help as Iam so trash at js Removing TOS pages As i mentioned in the last devlog i have now decided to remove the TOS pages as they were jst not good looking and not complete and not needed. Music system I decided to remove the music player and rather make it so 1 music track is there for each theme and my next step ix expanding the profile page to allow choosing another music track as 12 are available in total but only 6 are used rn. I also decided that I am going to move the Theme chooser somewhere else as people get no indicator rn to find it New Idea for the Future Also I had a great Idea which i can incoperate into this but after the next ship. Its training a custom ml model on all the matches played by people and then incoperating it in the game. Because essentialy it would be a custom AI/Bot that is able to play monopoly as good as possible new features I also added the option to download all the data cause i noticed its saved on the server and maybe smb wants to download it will then be in a json. I also added the option to add an recovery email, because my plan is to allow people to sign up without email but they still need an option to recover data if needed I also added the option to rovoke all otehr session tokens then the onnes youre logged into rn, so essentially log out of all other devices and server sessions Next steps Cleaning up Ai code and reading through it all, 1 or 2 adjustments in Ui for example the global event banner needs to be relocated or the graphs for match history need to remade. Also the ranking page needs a little redesing. The next one will be the LAST ONE cause i cant deal with stardance anymore all my projects are getting rejected for dumb reasons, so this will be the last devlog and if it does not get accepted iam relocating somewhere else."}, {"post_id": 68664, "ts": "2026-09-15T14:29:22Z", "hours": 15.3047, "text": "Poorup Redesign - Devlog #8 this phase mainly about consolidating the backend and adding a New admin only dashboard which will allow to analyze things easier for balane patches and etc in the future. This Phase was written only by hand hence the long time, normally I would use AI to speed up the process but I wanted to get some practice in. Also added legal and TOS pages Backend I found mutipile bugs such as simple Game bugs to not so simple leackage problems and other stuff which took quite some time to fix by hand and this really shows how I will probally pause using AI for coding after this project for a while Admin Dashboard I created this Dashboard so I would be allowed to pracitally analyze everything from how certain things affect the game and for example analyze them to see if they need fixes, balances or even remove them entirly. I also added things like seeing a rough strucutre of where my player base is from. If anybody is abusing the game somehow or bot traffic. Tos Pages These took quite long and were quite the hassle but I did it. though i am debating jus tdeleting them as I couldnt fill them out entirley as certain information is needed which would then make them 100% fool proof I forgot I also updated the Snow Theme and added music for each theme with a small music player in the bottom left though I just noticed I placed the icons wrong should be a quick 2 line fix Next Steps do the last fixes finnaly test the AI bots as they are fully setup but not setup do some balancing and realese it The next post should really be the last. Hopefully."}, {"post_id": 66650, "ts": "2026-09-12T14:36:54Z", "hours": 16.8883, "text": "Poorup Redesign - Devlog #7 This phase was mainly about doing a full audit over the game, fixing bugs which were still hidden inside the server and UI, and making the whole project easier to trust before the next merge. Finalising Bots, adding, themes adding new suprise features and more. Themes I decided to create 5 more themes which will fully change the look of the game, for the 5 i decided on 5 directions first of light mode, and then the 4 seasons so summer,autumm, winter, and spring. These took quite some time to create but I think they came out quite decent though they still need cleaning up Ranking Seasons I have now added ranking seasons which are 1 month each if you manage to rank on the leaderbaord at the end of the season you get a special cosmetic(newly added system) and a special Title Cosmetics I added a full cosmetics system and the ranking system so you can now get cosmetics from 2 places, either by getting them at the end of the season form the leaderboard or by getting them from achievements Card Upgrade I also now added the features to upgrade your bank account, if you pay enough money you can upgrade your card for 1000$ this gives you a card with 5% cashback which is the Spaarkasse karte(german Bank) and the nex level is the amex black card wich give you 10$ cashback and amex points which you can use for flying. Gambling UI I also decided to now give the gambling UI an animation it now has the same kind of case opening animation as CS2 so the roulette which goes form right to left. Plane station card Also made it so that you can now use the airplanes to skip things so you can fly to another station but of course you will have to pay alot and you have to pay a landing fee. If a player owns an Airpot he can decide the flying fee himeslf and the landing fee which means he could extort people if he is smart enough Quick Table I did some changes to Quick Table as it used to create a new public room every time. It now checks the live public room directory first, joins the most suitable open table, retries if somebody fills it during the join, and only creates a new Standard-40 room when no table can be joined. Private room codes are never exposed and the server still makes the final decision. Favicon I also designed a quick little favicon which is Just a P with a box around it but it looks quite good Music Candidates I am now searching for new Music for each theme so music changes with the theme Next Steps Cleaning up the UI one final time trying everything out and finally realsing the Beta and promoting it on reddit."}, {"post_id": 63820, "ts": "2026-09-07T19:51:24Z", "hours": 5.0128, "text": "Poorup Redesign - Devlog #6 This phase was mainly about adding more depth to the player interactions, improving the bot system, and making the rankings feel more alive. Deal Negotiation I redesigned the deal flow so trades, loans, equity, and hybrid deals all work in the same way. When you receive a deal, a modal appears with accept and negotiate. If you close it, the deal does not get declined and stays inside the Finance rail. Both players can now see the same deal collapsed in Finance. The receiver can negotiate, while the sender can adjust or cancel the deal. You can open a full read-only view, change the parameters, and send the new version back. The server also checks old deal IDs so an outdated modal cannot change a newer deal. Sponsored Purchases I also added sponsored purchases. If a player cannot afford a property, they can ask the table for help. Other players can reserve contributions, and once the full amount is available, the buyer accepts and is forced to buy that exact property. The money is automatically returned if the request is canceled, the property changes owner, or a player disconnects. It is not a loan and does not create equity. Bots I continued improving the AI and no-AI bots. The bots now receive more context about the board, current obligations, loans, events, opponents, future rent risk, expected cash flow, and their own previous decisions.AI bots can now also counter trades, negotiate player contracts, choose debt rescue actions, and make auction decisions. If the AI provider runs out of credits or fails, the no api key AI takes over Rankings I added recent trend indicators to the ranking rows, so you can see if a player is moving up, down, or staying flat. I also added a seasonal ranking scope based on the current calendar season. Rules Fixes I also fixed the Double GO setting so landing exactly on GO now pays the boosted amount, while simply passing GO still pays the normal amount.TestingI expanded the tests and ran long bot campaigns with auctions, loans, casino, market, global events, sponsorships, and negotiations. The latest regression suite passes and the longer 2,500-game campaign had zero stalled games. Next Steps The next major step is making the bots simulate several complete future turns and improving long-term negotiation behavior. After that I want to add deeper browser testing and seasonal ranking rewards. Also to lazy to do screenshots of new UI so you will get everything in the next devpost"}, {"post_id": 63109, "ts": "2026-09-06T18:42:52Z", "hours": 11.5353, "text": "Poorup Redesign - Devlog #5 This phase was mainly about fixing all bugs still exisitng, refactoring further with codescene and letting AI run over my code, also fixed some small missing features and simple bugs myself. Choosing Icon I noticed a bug in which because of logic I made before setting up custom icons the programm mapped custom icons people created onto persets and blocked them so for example your icon had red in it, the game decided to map it onto the red preset in the backend blocking it but showing yours in game, this came because I never rewrote this section after introducing custom icons. Ownership icon Before this change owenship on board was only shown with a simple like quadrat in the top right corner of the tile in the color you picked this is also something left over from the old preset logic. I decided to make it so It shows a smaller version of the face of the player which makes it look a lot cleaner. Missing Buttons This was mainly because I let AI write to much of my code, the finical trading tab which is centered around equity and everything missed a dropdown to choose who you send the trade to and even the button to send the trade which was a dumb oversight on my end. I also added a simple backend system for the dropdown inside that modal to only show the propertys a person owns. Bots I also continued working on the bot system though this was mainly watching tutorials and brainstorming further Next Steps Fix last bugs, fully add bot system and make sure UI looks good to release the first beta test hopefully the next post will be the last"}, {"post_id": 62110, "ts": "2026-09-05T11:15:14Z", "hours": 13.0397, "text": "Poorup Redesign - Devlog #4 This phase was mainly about setting up codescene doing a full restructuing with the help of AI and fixing bugs and adding missing features. I also added a simple, gambling and stock market system. Bots I first started with setting up the initial idea of bots so to the UI and a bit of the backend logic for bots and how they will interact with the game iam nowhere finished and I havent tried it out yet. Codescene After checking out the github studentpack again after a while I saw codescene, which is a code reviewer similar to coderabbit. I struggled a bit with the Setup but after running an analysisi I noticed how abysmall my codebase really is and how its missing structure, archtiectuer and etc, for example sepearting certain getures from game logic.js and creating their own thread for it. I also setup a full pr pipieline which I can use with my AI agents which aim will be fixing my architecture, and finding bugs before i push them. bugs I ran Qwen 3.8 flash on my pr pipileine with codescene and let it work indepnedlty to full restructer my codebase so the results are better and I have better architectural design I also let it fix any bugs it found. Bugs I found While trying out the game i found mutipile BUGS one of them affecting my secret minigame palor patrol. For some reason I was losing hearts for no appearent reason. The reason behind it was that even though UI was hidden the helicopters were still flying through. For some reason the heart bug still exists afterwards and even the AI isnt able to find out what it is so Iam completating making architecture changes to it. #Gambling I added a smile gambling system where you can bet money on a roulete on red, black, and green I didnt add any animation for it as I found it unecessary and I also made sure iam legally clear to make sth like this Stock market I created a simple stock market tab and backend which allows people to buy indexes of a property and made sure to connect it with global events so global events can affect the stock market but that is nowhere near usable. Next Steps Iam going to let my AI continue improving my codebase with codescene and continue the Stock market and afterwards add the bots."}, {"post_id": 60301, "ts": "2026-09-02T16:03:55Z", "hours": 10.9608, "text": "Poorup Redesign – Devlog #3 This phase was about expanding the social side of Poorup, adding more depth to the game, and planning future systems that make every round feel more alive. Social, Rankings, Achievements I added a complete friend system. Players can search for unique usernames, send and accept friend requests, remove or block players, report users, invite friends to rooms, and view public profiles without leaving the lobby. Profiles now include statistics such as wins, win rate, games played, average money, bankruptcies, achievements, and match history. I also added global rankings for wins, win rate, games played, achievements, and other statistics. Rankings and Social are now independent tabs instead of modals, with wider layouts that use the available screen space more effectively. Achievements now have custom pixel-art and SVG icons, rarity levels from Common to Mythical, filters, dates, categories, and clickable detail modals. Mythical achievements are extremely rare and can trigger a server-wide announcement for every player. Easter Egg I added the hidden Parlor Patrol minigame. Pressing CTRL + P on the home screen opens a secret mode where you shoot down police helicopters, planes, and drones. It includes custom explosions, animations, sounds, score tracking, and a secret achievement. Global Events Global Events are rare events that affect every player instead of only the person who landed on a tile. They can be triggered by round conditions or Surprise cards and can last several rounds. Ideas include: Housing Bubble Pop Credit Freeze Inflation Spiral Bank Run Interest Rate Shock Airport Strike Energy Crisis Tax Scandal City Election Rent Control Tourism Boom Supply Chain Breakdown Events can combine with each other, create unexpected situations, and unlock secret achievements. I also want a global-event setting that is simply on or off, while event strength and duration scale with the round length. Rules Page I added a complete Rules tab designed like a pixel-art game manual. It explains the board, movement, properties, loans, cards, achievements, global events, social features, and settings. It uses an internal book-style scroll so the main application does not become a long scrolling page. Future Systems I am also planning a casino system using virtual money, with red, black, and green bets where the odds are not equal. Another planned feature is a fictional stock market connected to properties, countries, airports, utilities, and global events. Events could crash markets, increase rent values, affect airports, or create temporary investment opportunities. I also want to add unethical and outrages bank loans with high interest, strict repayment rules, and serious consequences. Music/sound icons I also added simple music and sound icons for the buttons instead of having the music on/off text Next Steps The next phase will be making these systems work together while keeping the game balanced, and also adding AI bots which utilise AI like deepseek v4 and so on so they able to actually judge the situation and think of possible ways for them to win. The aim is to use hcai to power them. I will also add normal BOTS as a fallback if my usage runs out"}, {"post_id": 58798, "ts": "2026-08-31T11:42:39Z", "hours": 9.8108, "text": "Poorup Redesign – Devlog #2 This phase was about continuing the complete redesign of the website, deciding on a UI theme, and implementing a new feature that I had wanted from the start but was not advanced enough to create before. New UI I am very proud to announce a complete redesign of the application. I decided to fully embrace a pixelated theme, and I personally think it looks great. It is genuinely one of the best UI systems I have ever designed. New Feature I decided to expand the trading system. You can now give out loans in exchange for premiums, equity, money, and more. This allows you to create fully customizable loans, such as: I give you $200 for 30% permanent equity in this spot. This means that you have to pay 30% less rent when you land on it and gain 30% of all rent paid on that plot. This is a system I have never seen in a Monopoly game, and I wanted to implement it from the start when I first had the idea for Poorup. New Feature #2 I have also decided to take the advice I was given and implement a room system. This allows players to join and create rooms, as well as make them public or private. I also added a quick-table feature that matches you with other people who have pressed the button, allowing you to play a quick round with random players. New Feature #3 I have created a complete profile system. You can now create a profile, view your statistics, win percentage, average money, and more. You are also able to create custom 32×32 icons to use while playing the game. New Feature #4 I also decided to add sounds and an open-source soundtrack I found called Pondering the Cosmos . which i think fits my new theme perfectly but maybe iam going to change it Next Step AI Bots The next Step will be adding bots but normal bots are boring they are just glofired search engines why i want to be a bit creative. I will use hackclub ai provider and give the bot a brain by combinging them with an AI like deepseek v4 flash this means the bot will be able to check how is he performing what are the most logical steps sell buy properties and trade and if wanted even chat with the user to make a deal would anybody like that?"}, {"post_id": 57234, "ts": "2026-08-29T10:31:03Z", "hours": 1.5744, "text": "Poorup Redesign So after my last ship i read through all the reviews and have decided to continue this project even though i really didnt plan for that. So there were 3 addition people wanted. A new UI, being able to join random people, better Animations and a Dev mode to test in solo player possibly with mods. What did i do? So i first started with thinking of a new design route so i asked chatgpt for some references of a good design. I decided on making the Whole Ui pixellated similar to the Arcade style and fully redesingen the SVG witth and now iam going to go over it and adjust it to fit ours. Of course this took like around 6 hours but I use figma on desktop and the browser tracking of hackatime doesnt seem to work how do you like the new svg? Next Steps Next Steps i redesignen the Full Ui to fit this pexelated style and making sure it looks good"}, {"post_id": 14594, "ts": "2026-06-23T19:20:12Z", "hours": 5.6261, "text": "Project Update: Bug Fixes Overview This phase was all about polishing the user experience, squashing gameplay bugs, and adding new repository documentation. After getting feedback I decided to change The whole UI Dynamic Theming & UI Improvements One of the major frontend improvements in this sprint was fixing the player icon chooser button functionality in the web interface. Fully redesignen the Front-End and more. I first of all started with replacing my .root with some new colors which are greenish. I also added some simple fade in/out animations to all Popups. Another bug was that it couldn’t quite fit in a screen of the size 1980 x 1080. I fixed that by making it possible to scroll down so everything you need for the game is shown on your screen. The way i tested it is by local hosting it and then pressin F12 in the browser and then you could adjust the size of the Window which was pretty neat. Also fixed a lot more of UI bugs such as weird buttons and more but this was the important stuff. Squashing Gameplay Bugs I knocked out two major bugs in this update: Trading System Fix: There was a bug where it wasnt possible for people to only request something without giving anything or make only money transactions so I fixed this. Special Property Popups: I resolved a rendering issue with the popups for special properties, specifically the Airports and Companies (Utilities). Now, when a player interacts with these tiles, the modal correctly pulls the specific data object and displays the unique rent calculations and purchase prices. Documentation Revamp I updated the README.md to ensure the decumentation was on point for anyone cloning the repo. I refactored and renamed SHOWCASE.md to Instructions.md . This provides a much clearer, step-by-step guide on how the game operates and how to get the local server running instead of just showcasing the Repo more. Conclusion The feedback was essential and really showed me how sloppy I worked it should now work perfectly even though i couldnt test it for 4 people"}, {"post_id": 11340, "ts": "2026-06-18T15:32:39Z", "hours": 1.8406, "text": "Update: UI/UX Fixes, Auction System Fixes, and Property Manager Integration FInal This update focused on providing a better user experience and just making it less buggy Key Changes 1. UI/UX Improvements Refactored layout components to improve visual consistency. Updated navigation paths so it makes more sense for the User and is just more logical Adjusted CSS rules to improve the game across different screen sizes. 2. Auction System Fixes Addressed synchronization issues with the auction state. Fixed logical errors in bid processing and countdown timers. 3. Property Manager Integration Fixed the Property Manager feature, allowing users to track and organize their properties. Integrated the property database schema with the existing auction mechanisms. Created user views for listing and editing properties. So just new UI 4. General Bug Fixes & Stability Cleaned up left over parts of old system"}, {"post_id": 10630, "ts": "2026-06-17T14:13:23Z", "hours": 2.5769, "text": "Poorup — Production Ready Over the past few days I’ve been doing a full production-readiness pass on Poorup . Here’s what I worked on: Bug fixes — Fixed auction edge cases where a disconnecting player would leave a ghost bid, locking the game Memory leak prevention — Added a garbage collector on the server to clean up empty rooms after 10 minutes UI polish — Fixed text cut-off in buttons and settings toggles, improved layout consistency across screen sizes Layout centering — The game board is now properly centered vertically and horizontally in the viewport Accessibility — Added focus-visible styles for keyboard navigation New setting — Exposed the “Double rent” toggle in the UI (the rule already existed in the engine) Code quality — Added JSDoc comments to core server classes, removed dead code The game is now polished and stable. Im shipping it"}, {"post_id": 8803, "ts": "2026-06-14T16:57:35Z", "hours": 0.465, "text": "Overview Today I worked on the front end an am basically finished with the easy stuff Iam now going to add the player icon and etc Front End I designed my front end and i think i can say that I am pretty good at basic JS/HTML/CSS and this project teached me alot Iam probally going to wrap it up in the next 2 post and focus on smth else. Monopoly repo After resarching a bit i found another open source monopoly game and my plan is now to copy some backend logic from it but i need to adjust it because his game is made to be playable localy and mine online so it will take same adjustment #Backend I added a Room system with the help of mutipile videos in which a random room code is generated and the server saves the generated room code making it possible for another use to insert it. The code will be if the round was ended."}, {"post_id": 8249, "ts": "2026-06-13T18:30:59Z", "hours": 2.8419, "text": "Overview Over the last few days, I’ve been triying to refactor my project, but i realised something I killed it i refactored it so often that i lost sight of the real goal and will proablly start from scratch restarting it from 0 i designed and svg file but just couldnt implement the right way. Cleaning the SVG My biggest headache was the game board. I designed a beautiful, detailed map in Figma, but exporting it as an SVG just made things difficult i tried making i clickable but i didnt know how to and i found no totorials regarding this so i will probally just create a board using html and css or maybe look for solution using ai Current System Status At the moment i have decided to refractor to vue by advice of some friends and ai because it makes the backend easier but i will proablly change back, because iam realising Iam making the project more complex than it has to be also. Conclusion I just wasted time trying to learn new stuff an refractoring and trying to not use ai. I would like for some adivice which ai I should use and if I should stick with vue or stay with or change back to default also this made me reflect on what kind of perfectionist iam an I will probally wrap up this project in the next few days because I realised front end is not for me I will continue learning it but will soon work on either python or C project after. I will just add the missing features with Ai"}, {"post_id": 6430, "ts": "2026-06-10T20:16:01Z", "hours": 0.6117, "text": "#Overview So today i didnt really code just refactored again and went back to css and decided to design all design elements in figma. It was pretty easy and II am now qustoning why i didnt do that instead also i only copied these 2. I will make my own streets afterwards and i also decided to redesign the website because it realy just a copy and i dont want to be sued but the board will probally look the same just different countries and maybe prices need to look for balancing and how it is normally in monopoly. But this probally going to take 2 to 3 days cause i really dont got any time in the next few days."}, {"post_id": 5789, "ts": "2026-06-09T18:22:00Z", "hours": 0.7531, "text": "Project Update: The Great Refactor & React Integration 📋 Overview Damn this looks trash just a small update and i jsut noticed tailwind actaully looks like trash are there any alternatives because i didnt expect it to look this bad in comparison to before and yes i do know its looks aigenrerated but i did myslef also tailwind is pretty easy if you get the hang of it just looks trash maybe going to watch some tuts cause i cant upload the final product like this."}, {"post_id": 5743, "ts": "2026-06-09T17:20:02Z", "hours": 1.3414, "text": "Overview This phase was a major point for the project. After successfully implementing the lobby chat and the 11x11 Monopoly board using Vanilla JS and CSS Grid, I realized that managing the game states (turns, money, properties, transactions) in Vanilla JS was going to lead to unmanageable spaghetti code and was way to hard. To keep the project clean and professional, I decided to perform a complete “hard reset” and refactor the entire frontend into a modern React Single Page Application (SPA) utilizing Tailwind CSS v4 [1.1.1, 1.1.8]. I always though about using it but found it weird and dififult for a beginer The Great Redesign Instead of keeping duplicate file structures or nesting my React app in a subfolder, I decided to do a complete wipe of the repository and initialize Vite directly at the root of my Poorup folder [1.1.1]. My backend directory ( server/ ) with the working Socket.io logic stays at the root level, sitting side-by-side with my brand-new React source directory ( src/ ).Because i didnt want to rewrite that all Tailwind v4 & Vite Setup (React Redesign - Lab 1) I verified that the setup is 100% correct by creating a basic functional component in src/App.jsx and rendering a test heading styled in large, bold, violet text using Tailwind v4 utility classes [1.1.8]. It compiled instantly and loaded perfectly in the browser. Next Steps Now that the modern React + Tailwind ecosystem is up and running at the root, I am starting Lab Challenge 2 (React Redesign) . I’ll be creating a dedicated <LandingScreen /> component, managing the nickname input using React useState hooks, and connecting Socket.io to React to emit player connection data back to the server [1.1.1, 1.2.6]. You know lab challenges for this i will watch some more videos leanr more js and learn react if possible Conclusion Deciding to start over from a blank folder was tough, but it was absolutely necessary. The codebase feels incredibly clean and changing to React will save me massive amounts of time as I start building out the actual Monopoly gameplay. But i now learned alot in the time i decided to atleast built the lobby and board in vanilla js,css and html. Also anybody knows an ki which is good in front end because i just realised iam trash in front end and ki is too"}, {"post_id": 5131, "ts": "2026-06-08T20:23:58Z", "hours": 1.7286, "text": "Overview This phase was important even though it was short. I transitioned from basic static mockups to building a fully functional, real-time multiplayer lobby system. I resolved tricky logical bugs and fought port conflicts, I also expanded my knowledge on js and am probally going to need to take a break to really learn all of js and will soon watch a 22 hour tut. Fixing the SPA Screen Switch (Lab 9) I started by tackling the dynamic transition from the login screen ( #landing-screen ) to the lobby screen ( #lobby-screen ). Space in HTML ID: I accidentally wrote id=\"landing screen\" (with a space) in my HTML, which broke my JavaScript’s querySelector because IDs cannot have spaces. Once I replaced the space with a dash ( id=\"landing-screen\" ) Now it works perfectly fine. Port Conflicts Right after getting the transitions working, my local server crashed on Port 3000. My terminal crashed and restored its history, leaving a Node process running in the background and locking the port i still dont know why it does that just looked on reddit and youtube. To easily bypass this without fighting Windows process managers, I updated my server.js and local client connection to run on Port 3005 . It started up instantly. Designing the 3-Column Lobby (Lab 10) With the screen switching working, I redesigned the lobby HTML to match the responsive 3-column layout of Richup.io [1]. I used Flexbox ( flex: 1 and flex: 2 for the center) to align: Left Column: A placeholder invite link input and a scrollable chat area [1]. Center Column: The player greeting, token color picker, and “Join Game” button [1]. Right Column: Game settings (dropdowns for starting cash) [1]. Structuring this required a bit of tweaking but not to hard. Interactive Color Picker & Socket Events (Lab 11) Next, I tackled the token selection grid [1]. I styled four distinct color circles (Red, Blue, Green, Yellow) in CSS and set up a .selected class that applies a thick white border and a glowing shadow. In client.js , I wrote a forEach loop that listens for clicks on each circle, removes the .selected class from all others, adds it to the active circle, and stores the selection in a global variable. On the server side, I set up a 'join-room' socket listener. Now, when a player selects a color and clicks “Join Game”, the client emits the color choice, and the backend successfully receives and logs it in the terminal [1]. Server-Side Multiplayer Sync (Lab 12) The most exciting part and hard part today was implementing real-time state synchronization. I declared a global activePlayers dictionary on the server to keep track of active sessions. When a user logs in, they are registered in the dictionary. When they choose a color and click “Join Game”, their color is updated, and the server broadcasts the entire updated list to all active clients via io.emit(\"update-players\") [1]. On the client side, I wrote a listener that clears out the #player-list and dynamically rebuilds it, coloring each player’s username text to match their selected token color. I also handled the 'disconnect' socket event to delete players from the dictionary when they close it. You can see the messaged in the terminal and yes it is antigravity but i dont use the ai and have only used it to refractor my notes, so i dont even have tokens anymore cause of the amount of notes i had. So i also decided i probally need to expand my file directory and iam thinking of using tailwind css or just using css and making custom icons using favicons and etc by using figma also i got approved for the Student github :)."}, {"post_id": 4397, "ts": "2026-06-07T18:32:25Z", "hours": 3.6853, "text": "Overview Today was massive for Poorup. I officially made the first steps into the website, creating the backend for the hompage and creating the CSS.. Transitioning From HTML to CSS I officially finished the basic HTML path on freeCodeCamp! It feels great to have the basic foundation down. I am still missing a lot of depth in semantic HTML and more advanced stuff, but I have enough of experienc to now build on it. I just need to learn some more js and CSS. I then watched some video regarding CSS and worked on it. I realised that CSS is really simple but involes alot of googling to find certain functions . I did one rooky mistake which was having the css file not in the right folder so it wasnt loading correctly and i was quite suprised Backend & Real-Time Socket.io Integration This is where the real engineering started today. Since Poorup is a real-time multiplayer board game, I can’t just use standard HTTP requests where the browser has to reload every time a player moves. I needed a permanent, open connection between the browser and the server. I set up a Node.js server with Express in server/server.js to serve my static folder. Then, I integrated Socket.io: Express Server: Serving the public folder on http://localhost:3000 . Socket.io Setup: Wrapped the Express app in an HTTP server and configured the connection listeners. Client-Side JS: Wrote client.js to capture input data and handle form events. The Struggle: I ran into a bug where clicking “Play” triggered the server connection even when the username field was completely empty, which bypassed my HTML required attribute. After digging into my event listeners, I realized I was listening to the click event on the button instead of the submit event on the form . Since the browser’s native validation only checks fields during a form submission, the click listener was bypassing it. Switching my listener to form.addEventListener(\"submit\") fixed the empty-name validation instantly. When I run node server/server.js now and type a name in the browser, the server terminal immediately logs the connection and prints the player’s name in real-time. Next Steps & Screen Switching Now that the backend is running and successfully communicating with the client, my next step is handling the UI transitions. Since we don’t want a full page reload (which would kill the WebSocket connection), I am working on setting up a Single Page Application (SPA) structure ,aksed ki what to do next by usign my earlier stated Lab approach in which i dont get code but how to do stuff and have to implement it. I am currently working on Lab Challenge 9 , where I will be wrapping the login screen in a #landing-screen div and the lobby in a #lobby-screen div. I’ll use JS to dynamically swap the .hidden class as soon as the server acknowledges that a player has successfully joined. Conclusion Overall, this phase was a huge step up from just writing static tags. I’m taking active notes on everything which you will later find in a second repo so you can build it your own with all the Lab challenges. I find it to be quite rewarding but now i have to lock in for school cause i got a vocabulary test in 2 days. I will probally upload a demo soon an do some major changes to color, theme, name and etc for copyright reasons"}, {"post_id": 3686, "ts": "2026-06-06T18:51:12Z", "hours": 2.2747, "text": "Stardance Progress Log: Poorup Development Current Progress Learning Path: Almost completed the Basic HTML section on freeCodeCamp. Note-taking: Iam taking personal notes on semantic HTML, document structures, tags, and form elements. My Learning Methodology (AI as a Mentor) To make sure I actually understand every line of code I write, I am using a strict, self-guided approach to learning: First of all i have strictly said to the ai to never write code for me and never give me the answer and just show me how i could achieve it. Also the ai acts strictly as a mentor. It analyzes my goals and designs custom “Lab Challenges” formatted exactly like freeCodeCamp exercises (with Objectives, User Stories, and Test suites). Because i found this to be quite efective. Also i decided to install the live preview extenstion to see my code in person and debug it easiear. What I’ve Built So Far Landing Page Structure: Created a solid textual game menu and lobby framework in public/index.html using headings ( h1 , h2 ), paragraphs, an unordered list for features, and an ordered list for instructions. Interactive Elements: Added call-to-action buttons for joining and creating lobbies. Next Steps Currently working on Lab Challenge 2 given by the ai: The Player Registration Form to practice form validation, input types (text, radio, checkbox), and connecting labels with inputs via attributes. Once HTML basics are solid, I will start exploring basic CSS styling."}, {"post_id": 2926, "ts": "2026-06-05T20:35:05Z", "hours": 0.7811, "text": "I have now started with creating the Github and also learning some HTML with free Code Camp. I also decided to take some notes in a md file reading through the guides"}]...
|
Title: Poorup.io by @jeremy | Stardance
Devlogs:
Title: Poorup.io by @jeremy | Stardance
Devlogs:
I have now started with creating the Github and also learning some HTML with free Code Camp. I also decided to take some notes in a md file reading through the guides
Stardance Progress Log: Poorup Development Current Progress Learning Path: Almost completed the Basic HTML section on freeCodeCamp. Note-taking: Iam taking personal notes on semantic HTML, document structures, tags, and form elements. My Learning Methodology (AI as a Mentor) To make sure I actually understand every line of code I write, I am using a strict, self-guided approach to learning: First of all i have strictly said to the ai to never write code for me and never give me the answer and just show me how i could achieve it. Also the ai acts strictly as a mentor. It analyzes my goals and designs custom “Lab Challenges” formatted exactly like freeCodeCamp exercises (with Objectives, User Stories, and Test suites). Because i found this to be quite efective. Also i decided to install the live preview extenstion to see my code in person and debug it easiear. What I’ve Built So Far Landing Page Structure: Created a solid textual game menu and lobby framework in public/index.html using headings ( h1 , h2 ), paragraphs, an unordered list for features, and an ordered list for instructions. Interactive Elements: Added call-to-action buttons for joining and creating lobbies. Next Steps Currently working on Lab Challenge 2 given by the ai: The Player Registration Form to practice form validation, input types (text, radio, checkbox), and connecting labels with inputs via attributes. Once HTML basics are solid, I will start exploring basic CSS styling.
Overview Today was massive for Poorup. I officially made the first steps into the website, creating the backend for the hompage and creating the CSS.. Transitioning From HTML to CSS I officially finished the basic HTML path on freeCodeCamp! It feels great to have the basic foundation down. I am still missing a lot of depth in semantic HTML and more advanced stuff, but I have enough of experienc to now build on it. I just need to learn some more js and CSS. I then watched some video regarding CSS and worked on it. I realised that CSS is really simple but involes alot of googling to find certain functions . I did one rooky mistake which was having the css file not in the right folder so it wasnt loading correctly and i was quite suprised Backend & Real-Time Socket.io Integration This is where the real engineering started today. Since Poorup is a real-time multiplayer board game, I can’t just use standard HTTP requests where the browser has to reload every time a player moves. I needed a permanent, open connection between the browser and the server. I set up a Node.js server with Express in server/server.js to serve my static folder. Then, I integrated Socket.io: Express Server: Serving the public folder on http://localhost:3000 . Socket.io Setup: Wrapped the Express app in an HTTP server and configured the connection listeners. Client-Side JS: Wrote client.js to capture input data and handle form events. The Struggle: I ran into a bug where clicking “Play” triggered the server connection even when the username field was completely empty, which bypassed my HTML required attribute. After digging into my event listeners, I realized I was listening to the click event on the button instead of the submit event on the form . Since the browser’s native validation only checks fields during a form submission, the click listener was bypassing it. Switching my listener to form.addEventListener("submit") fixed the empty-name validation instantly. When I run node server/server.js now and type a name in the browser, the server terminal immediately logs the connection and prints the player’s name in real-time. Next Steps & Screen Switching Now that the backend is running and successfully communicating with the client, my next step is handling the UI transitions. Since we don’t want a full page reload (which would kill the WebSocket connection), I am working on setting up a Single Page Application (SPA) structure ,aksed ki what to do next by usign my earlier stated Lab approach in which i dont get code but how to do stuff and have to implement it. I am currently working on Lab Challenge 9 , where I will be wrapping the login screen in a #landing-screen div and the lobby in a #lobby-screen div. I’ll use JS to dynamically swap the .hidden class as soon as the server acknowledges that a player has successfully joined. Conclusion Overall, this phase was a huge step up from just writing static tags. I’m taking active notes on everything which you will later find in a second repo so you can build it your own with all the Lab challenges. I find it to be quite rewarding but now i have to lock in for school cause i got a vocabulary test in 2 days. I will probally upload a demo soon an do some major changes to color, theme, name and etc for copyright reasons
Overview This phase was important even though it was short. I transitioned from basic static mockups to building a fully functional, real-time multiplayer lobby system. I resolved tricky logical bugs and fought port conflicts, I also expanded my knowledge on js and am probally going to need to take a break to really learn all of js and will soon watch a 22 hour tut. Fixing the SPA Screen Switch (Lab 9) I started by tackling the dynamic transition from the login screen ( #landing-screen ) to the lobby screen ( #lobby-screen ). Space in HTML ID: I accidentally wrote id="landing screen" (with a space) in my HTML, which broke my JavaScript’s querySelector because IDs cannot have spaces. Once I replaced the space with a dash ( id="landing-screen" ) Now it works perfectly fine. Port Conflicts Right after getting the transitions working, my local server crashed on Port 3000. My terminal crashed and restored its history, leaving a Node process running in the background and locking the port i still dont know why it does that just looked on reddit and youtube. To easily bypass this without fighting Windows process managers, I updated my server.js and local client connection to run on Port 3005 . It started up instantly. Designing the 3-Column Lobby (Lab 10) With the screen switching working, I redesigned the lobby HTML to match the responsive 3-column layout of Richup.io [1]. I used Flexbox ( flex: 1 and flex: 2 for the center) to align: Left Column: A placeholder invite link input and a scrollable chat area [1]. Center Column: The player greeting, token color picker, and “Join Game” button [1]. Right Column: Game settings (dropdowns for starting cash) [1]. Structuring this required a bit of tweaking but not to hard. Interactive Color Picker & Socket Events (Lab 11) Next, I tackled the token selection grid [1]. I styled four distinct color circles (Red, Blue, Green, Yellow) in CSS and set up a .selected class that applies a thick white border and a glowing shadow. In client.js , I wrote a forEach loop that listens for clicks on each circle, removes the .selected class from all others, adds it to the active circle, and stores the selection in a global variable. On the server side, I set up a 'join-room' socket listener. Now, when a player selects a color and clicks “Join Game”, the client emits the color choice, and the backend successfully receives and logs it in the terminal [1]. Server-Side Multiplayer Sync (Lab 12) The most exciting part and hard part today was implementing real-time state synchronization. I declared a global activePlayers dictionary on the server to keep track of active sessions. When a user logs in, they are registered in the dictionary. When they choose a color and click “Join Game”, their color is updated, and the server broadcasts the entire updated list to all active clients via io.emit("update-players") [1]. On the client side, I wrote a listener that clears out the #player-list and dynamically rebuilds it, coloring each player’s username text to match their selected token color. I also handled the 'disconnect' socket event to delete players from the dictionary when they close it. You can see the messaged in the terminal and yes it is antigravity but i dont use the ai and have only used it to refractor my notes, so i dont even have tokens anymore cause of the amount of notes i had. So i also decided i probally need to expand my file directory and iam thinking of using tailwind css or just using css and making custom icons using favicons and etc by using figma also i got approved for the Student github :).
Overview This phase was a major point for the project. After successfully implementing the lobby chat and the 11x11 Monopoly board using Vanilla JS and CSS Grid, I realized that managing the game states (turns, money, properties, transactions) in Vanilla JS was going to lead to unmanageable spaghetti code and was way to hard. To keep the project clean and professional, I decided to perform a complete “hard reset” and refactor the entire frontend into a modern React Single Page Application (SPA) utilizing Tailwind CSS v4 [1.1.1, 1.1.8]. I always though about using it but found it weird and dififult for a beginer The Great Redesign Instead of keeping duplicate file structures or nesting my React app in a subfolder, I decided to do a complete wipe of the repository and initialize Vite directly at the root of my Poorup folder [1.1.1]. My backend directory ( server/ ) with the working Socket.io logic stays at the root level, sitting side-by-side with my brand-new React source directory ( src/ ).Because i didnt want to rewrite that all Tailwind v4 & Vite Setup (React Redesign - Lab 1) I verified that the setup is 100% correct by creating a basic functional component in src/App.jsx and rendering a test heading styled in large, bold, violet text using Tailwind v4 utility classes [1.1.8]. It compiled instantly and loaded perfectly in the browser. Next Steps Now that the modern React + Tailwind ecosystem is up and running at the root, I am starting Lab Challenge 2 (React Redesign) . I’ll be creating a dedicated <LandingScreen /> component, managing the nickname input using React useState hooks, and connecting Socket.io to React to emit player connection data back to the server [1.1.1, 1.2.6]. You know lab challenges for this i will watch some more videos leanr more js and learn react if possible Conclusion Deciding to start over from a blank folder was tough, but it was absolutely necessary. The codebase feels incredibly clean and changing to React will save me massive amounts of time as I start building out the actual Monopoly gameplay. But i now learned alot in the time i decided to atleast built the lobby and board in vanilla js,css and html. Also anybody knows an ki which is good in front end because i just realised iam trash in front end and ki is too
Project Update: The Great Refactor & React Integration 📋 Overview Damn this looks trash just a small update and i jsut noticed tailwind actaully looks like trash are there any alternatives because i didnt expect it to look this bad in comparison to before and yes i do know its looks aigenrerated but i did myslef also tailwind is pretty easy if you get the hang of it just looks trash maybe going to watch some tuts cause i cant upload the final product like this.
#Overview So today i didnt really code just refactored again and went back to css and decided to design all design elements in figma. It was pretty easy and II am now qustoning why i didnt do that instead also i only copied these 2. I will make my own streets afterwards and i also decided to redesign the website because it realy just a copy and i dont want to be sued but the board will probally look the same just different countries and maybe prices need to look for balancing and how it is normally in monopoly. But this probally going to take 2 to 3 days cause i really dont got any time in the next few days.
Overview Over the last few days, I’ve been triying to refactor my project, but i realised something I killed it i refactored it so often that i lost sight of the real goal and will proablly start from scratch restarting it from 0 i designed and svg file but just couldnt implement the right way. Cleaning the SVG My biggest headache was the game board. I designed a beautiful, detailed map in Figma, but exporting it as an SVG just made things difficult i tried making i clickable but i didnt know how to and i found no totorials regarding this so i will probally just create a board using html and css or maybe look for solution using ai Current System Status At the moment i have decided to refractor to vue by advice of some friends and ai because it makes the backend easier but i will proablly change back, because iam realising Iam making the project more complex than it has to be also. Conclusion I just wasted time trying to learn new stuff an refractoring and trying to not use ai. I would like for some adivice which ai I should use and if I should stick with vue or stay with or change back to default also this made me reflect on what kind of perfectionist iam an I will probally wrap up this project in the next few days because I realised front end is not for me I will continue learning it but will soon work on either python or C project after. I will just add the missing features with Ai
Overview Today I worked on the front end an am basically finished with the easy stuff Iam now going to add the player icon and etc Front End I designed my front end and i think i can say that I am pretty good at basic JS/HTML/CSS and this project teached me alot Iam probally going to wrap it up in the next 2 post and focus on smth else. Monopoly repo After resarching a bit i found another open source monopoly game and my plan is now to copy some backend logic from it but i need to adjust it because his game is made to be playable localy and mine online so it will take same adjustment #Backend I added a Room system with the help of mutipile videos in which a random room code is generated and the server saves the generated room code making it possible for another use to insert it. The code will be if the round was ended.
Poorup — Production Ready Over the past few days I’ve been doing a full production-readiness pass on Poorup . Here’s what I worked on: Bug fixes — Fixed auction edge cases where a disconnecting player would leave a ghost bid, locking the game Memory leak prevention — Added a garbage collector on the server to clean up empty rooms after 10 minutes UI polish — Fixed text cut-off in buttons and settings toggles, improved layout consistency across screen sizes Layout centering — The game board is now properly centered vertically and horizontally in the viewport Accessibility — Added focus-visible styles for keyboard navigation New setting — Exposed the “Double rent” toggle in the UI (the rule already existed in the engine) Code quality — Added JSDoc comments to core server classes, removed dead code The game is now polished and stable. Im shipping it
Update: UI/UX Fixes, Auction System Fixes, and Property Manager Integration FInal This update focused on providing a better user experience and just making it less buggy Key Changes 1. UI/UX Improvements Refactored layout components to improve visual consistency. Updated navigation paths so it makes more sense for the User and is just more logical Adjusted CSS rules to improve the game across different screen sizes. 2. Auction System Fixes Addressed synchronization issues with the auction state. Fixed logical errors in bid processing and countdown timers. 3. Property Manager Integration Fixed the Property Manager feature, allowing users to track and organize their properties. Integrated the property database schema with the existing auction mechanisms. Created user views for listing and editing properties. So just new UI 4. General Bug Fixes & Stability Cleaned up left over parts of old system
Project Update: Bug Fixes Overview This phase was all about polishing the user experience, squashing gameplay bugs, and adding new repository documentation. After getting feedback I decided to change The whole UI Dynamic Theming & UI Improvements One of the major frontend improvements in this sprint was fixing the player icon chooser button functionality in the web interface. Fully redesignen the Front-End and more. I first of all started with replacing my .root with some new colors which are greenish. I also added some simple fade in/out animations to all Popups. Another bug was that it couldn’t quite fit in a screen of the size 1980 x 1080. I fixed that by making it possible to scroll down so everything you need for the game is shown on your screen. The way i tested it is by local hosting it and then pressin F12 in the browser and then you could adjust the size of the Window which was pretty neat. Also fixed a lot more of UI bugs such as weird buttons and more but this was the important stuff. Squashing Gameplay Bugs I knocked out two major bugs in this update: Trading System Fix: There was a bug where it wasnt possible for people to only request something without giving anything or make only money transactions so I fixed this. Special Property Popups: I resolved a rendering issue with the popups for special properties, specifically the Airports and Companies (Utilities). Now, when a player interacts with these tiles, the modal correctly pulls the specific data object and displays the unique rent calculations and purchase prices. Documentation Revamp I updated the README.md to ensure the decumentation was on point for anyone cloning the repo. I refactored and renamed SHOWCASE.md to Instructions.md . This provides a much clearer, step-by-step guide on how the game operates and how to get the local server running instead of just showcasing the Repo more. Conclusion The feedback was essential and really showed me how sloppy I worked it should now work perfectly even though i couldnt test it for 4 people
Poorup Redesign So after my last ship i read through all the reviews and have decided to continue this project even though i really didnt plan for that. So there were 3 addition people wanted. A new UI, being able to join random people, better Animations and a Dev mode to test in solo player possibly with mods. What did i do? So i first started with thinking of a new design route so i asked chatgpt for some references of a good design. I decided on making the Whole Ui pixellated similar to the Arcade style and fully redesingen the SVG witth and now iam going to go over it and adjust it to fit ours. Of course this took like around 6 hours but I use figma on desktop and the browser tracking of hackatime doesnt seem to work how do you like the new svg? Next Steps Next Steps i redesignen the Full Ui to fit this pexelated style and making sure it looks good
Poorup Redesign – Devlog #2 This phase was about continuing the complete redesign of the website, deciding on a UI theme, and implementing a new feature that I had wanted from the start but was not advanced enough to create before. New UI I am very proud to announce a complete redesign of the application. I decided to fully embrace a pixelated theme, and I personally think it looks great. It is genuinely one of the best UI systems I have ever designed. New Feature I decided to expand the trading system. You can now give out loans in exchange for premiums, equity, money, and more. This allows you to create fully customizable loans, such as: I give you $200 for 30% permanent equity in this spot. This means that you have to pay 30% less rent when you land on it and gain 30% of all rent paid on that plot. This is a system I have never seen in a Monopoly game, and I wanted to implement it from the start when I first had the idea for Poorup. New Feature #2 I have also decided to take the advice I was given and implement a room system. This allows players to join and create rooms, as well as make them public or private. I also added a quick-table feature that matches you with other people who have pressed the button, allowing you to play a quick round with random players. New Feature #3 I have created a complete profile system. You can now create a profile, view your statistics, win percentage, average money, and more. You are also able to create custom 32×32 icons to use while playing the game. New Feature #4 I also decided to add sounds and an open-source soundtrack I found called Pondering the Cosmos . which i think fits my new theme perfectly but maybe iam going to change it Next Step AI Bots The next Step will be adding bots but normal bots are boring they are just glofired search engines why i want to be a bit creative. I will use hackclub ai provider and give the bot a brain by combinging them with an AI like deepseek v4 flash this means the bot will be able to check how is he performing what are the most logical steps sell buy properties and trade and if wanted even chat with the user to make a deal would anybody like that?
Poorup Redesign – Devlog #3 This phase was about expanding the social side of Poorup, adding more depth to the game, and planning future systems that make every round feel more alive. Social, Rankings, Achievements I added a complete friend system. Players can search for unique usernames, send and accept friend requests, remove or block players, report users, invite friends to rooms, and view public profiles without leaving the lobby. Profiles now include statistics such as wins, win rate, games played, average money, bankruptcies, achievements, and match history. I also added global rankings for wins, win rate, games played, achievements, and other statistics. Rankings and Social are now independent tabs instead of modals, with wider layouts that use the available screen space more effectively. Achievements now have custom pixel-art and SVG icons, rarity levels from Common to Mythical, filters, dates, categories, and clickable detail modals. Mythical achievements are extremely rare and can trigger a server-wide announcement for every player. Easter Egg I added the hidden Parlor Patrol minigame. Pressing CTRL + P on the home screen opens a secret mode where you shoot down police helicopters, planes, and drones. It includes custom explosions, animations, sounds, score tracking, and a secret achievement. Global Events Global Events are rare events that affect every player instead of only the person who landed on a tile. They can be triggered by round conditions or Surprise cards and can last several rounds. Ideas include: Housing Bubble Pop Credit Freeze Inflation Spiral Bank Run Interest Rate Shock Airport Strike Energy Crisis Tax Scandal City Election Rent Control Tourism Boom Supply Chain Breakdown Events can combine with each other, create unexpected situations, and unlock secret achievements. I also want a global-event setting that is simply on or off, while event strength and duration scale with the round length. Rules Page I added a complete Rules tab designed like a pixel-art game manual. It explains the board, movement, properties, loans, cards, achievements, global events, social features, and settings. It uses an internal book-style scroll so the main application does not become a long scrolling page. Future Systems I am also planning a casino system using virtual money, with red, black, and green bets where the odds are not equal. Another planned feature is a fictional stock market connected to properties, countries, airports, utilities, and global events. Events could crash markets, increase rent values, affect airports, or create temporary investment opportunities. I also want to add unethical and outrages bank loans with high interest, strict repayment rules, and serious consequences. Music/sound icons I also added simple music and sound icons for the buttons instead of having the music on/off text Next Steps The next phase will be making these systems work together while keeping the game balanced, and also adding AI bots which utilise AI like deepseek v4 and so on so they able to actually judge the situation and think of possible ways for them to win. The aim is to use hcai to power them. I will also add normal BOTS as a fallback if my usage runs out
Poorup Redesign - Devlog #4 This phase was mainly about setting up codescene doing a full restructuing with the help of AI and fixing bugs and adding missing features. I also added a simple, gambling and stock market system. Bots I first started with setting up the initial idea of bots so to the UI and a bit of the backend logic for bots and how they will interact with the game iam nowhere finished and I havent tried it out yet. Codescene After checking out the github studentpack again after a while I saw codescene, which is a code reviewer similar to coderabbit. I struggled a bit with the Setup but after running an analysisi I noticed how abysmall my codebase really is and how its missing structure, archtiectuer and etc, for example sepearting certain getures from game logic.js and creating their own thread for it. I also setup a full pr pipieline which I can use with my AI agents which aim will be fixing my architecture, and finding bugs before i push them. bugs I ran Qwen 3.8 flash on my pr pipileine with codescene and let it work indepnedlty to full restructer my codebase so the results are better and I have better architectural design I also let it fix any bugs it found. Bugs I found While trying out the game i found mutipile BUGS one of them affecting my secret minigame palor patrol. For some reason I was losing hearts for no appearent reason. The reason behind it was that even though UI was hidden the helicopters were still flying through. For some reason the heart bug still exists afterwards and even the AI isnt able to find out what it is so Iam completating making architecture changes to it. #Gambling I added a smile gambling system where you can bet money on a roulete on red, black, and green I didnt add any animation for it as I found it unecessary and I also made sure iam legally clear to make sth like this Stock market I created a simple stock market tab and backend which allows people to buy indexes of a property and made sure to connect it with global events so global events can affect the stock market but that is nowhere near usable. Next Steps Iam going to let my AI continue improving my codebase with codescene and continue the Stock market and afterwards add the bots.
Poorup Redesign - Devlog #5 This phase was mainly about fixing all bugs still exisitng, refactoring further with codescene and letting AI run over my code, also fixed some small missing features and simple bugs myself. Choosing Icon I noticed a bug in which because of logic I made before setting up custom icons the programm mapped custom icons people created onto persets and blocked them so for example your icon had red in it, the game decided to map it onto the red preset in the backend blocking it but showing yours in game, this came because I never rewrote this section after introducing custom icons. Ownership icon Before this change owenship on board was only shown with a simple like quadrat in the top right corner of the tile in the color you picked this is also something left over from the old preset logic. I decided to make it so It shows a smaller version of the face of the player which makes it look a lot cleaner. Missing Buttons This was mainly because I let AI write to much of my code, the finical trading tab which is centered around equity and everything missed a dropdown to choose who you send the trade to and even the button to send the trade which was a dumb oversight on my end. I also added a simple backend system for the dropdown inside that modal to only show the propertys a person owns. Bots I also continued working on the bot system though this was mainly watching tutorials and brainstorming further Next Steps Fix last bugs, fully add bot system and make sure UI looks good to release the first beta test hopefully the next post will be the last
Poorup Redesign - Devlog #6 This phase was mainly about adding more depth to the player interactions, improving the bot system, and making the rankings feel more alive. Deal Negotiation I redesigned the deal flow so trades, loans, equity, and hybrid deals all work in the same way. When you receive a deal, a modal appears with accept and negotiate. If you close it, the deal does not get declined and stays inside the Finance rail. Both players can now see the same deal collapsed in Finance. The receiver can negotiate, while the sender can adjust or cancel the deal. You can open a full read-only view, change the parameters, and send the new version back. The server also checks old deal IDs so an outdated modal cannot change a newer deal. Sponsored Purchases I also added sponsored purchases. If a player cannot afford a property, they can ask the table for help. Other players can reserve contributions, and once the full amount is available, the buyer accepts and is forced to buy that exact property. The money is automatically returned if the request is canceled, the property changes owner, or a player disconnects. It is not a loan and does not create equity. Bots I continued improving the AI and no-AI bots. The bots now receive more context about the board, current obligations, loans, events, opponents, future rent risk, expected cash flow, and their own previous decisions.AI bots can now also counter trades, negotiate player contracts, choose debt rescue actions, and make auction decisions. If the AI provider runs out of credits or fails, the no api key AI takes over Rankings I added recent trend indicators to the ranking rows, so you can see if a player is moving up, down, or staying flat. I also added a seasonal ranking scope based on the current calendar season. Rules Fixes I also fixed the Double GO setting so landing exactly on GO now pays the boosted amount, while simply passing GO still pays the normal amount.TestingI expanded the tests and ran long bot campaigns with auctions, loans, casino, market, global events, sponsorships, and negotiations. The latest regression suite passes and the longer 2,500-game campaign had zero stalled games. Next Steps The next major step is making the bots simulate several complete future turns and improving long-term negotiation behavior. After that I want to add deeper browser testing and seasonal ranking rewards. Also to lazy to do screenshots of new UI so you will get everything in the next devpost
Poorup Redesign - Devlog #7 This phase was mainly about doing a full audit over the game, fixing bugs which were still hidden inside the server and UI, and making the whole project easier to trust before the next merge. Finalising Bots, adding, themes adding new suprise features and more. Themes I decided to create 5 more themes which will fully change the look of the game, for the 5 i decided on 5 directions first of light mode, and then the 4 seasons so summer,autumm, winter, and spring. These took quite some time to create but I think they came out quite decent though they still need cleaning up Ranking Seasons I have now added ranking seasons which are 1 month each if you manage to rank on the leaderbaord at the end of the season you get a special cosmetic(newly added system) and a special Title Cosmetics I added a full cosmetics system and the ranking system so you can now get cosmetics from 2 places, either by getting them at the end of the season form the leaderboard or by getting them from achievements Card Upgrade I also now added the features to upgrade your bank account, if you pay enough money you can upgrade your card for 1000$ this gives you a card with 5% cashback which is the Spaarkasse karte(german Bank) and the nex level is the amex black card wich give you 10$ cashback and amex points which you can use for flying. Gambling UI I also decided to now give the gambling UI an animation it now has the same kind of case opening animation as CS2 so the roulette which goes form right to left. Plane station card Also made it so that you can now use the airplanes to skip things so you can fly to another station but of course you will have to pay alot and you have to pay a landing fee. If a player owns an Airpot he can decide the flying fee himeslf and the landing fee which means he could extort people if he is smart enough Quick Table I did some changes to Quick Table as it used to create a new public room every time. It now checks the live public room directory first, joins the most suitable open table, retries if somebody fills it during the join, and only creates a new Standard-40 room when no table can be joined. Private room codes are never exposed and the server still makes the final decision. Favicon I also designed a quick little favicon which is Just a P with a box around it but it looks quite good Music Candidates I am now searching for new Music for each theme so music changes with the theme Next Steps Cleaning up the UI one final time trying everything out and finally realsing the Beta and promoting it on reddit.
Poorup Redesign - Devlog #8 this phase mainly about consolidating the backend and adding a New admin only dashboard which will allow to analyze things easier for balane patches and etc in the future. This Phase was written only by hand hence the long time, normally I would use AI to speed up the process but I wanted to get some practice in. Also added legal and TOS pages Backend I found mutipile bugs such as simple Game bugs to not so simple leackage problems and other stuff which took quite some time to fix by hand and this really shows how I will probally pause using AI for coding after this project for a while Admin Dashboard I created this Dashboard so I would be allowed to pracitally analyze everything from how certain things affect the game and for example analyze them to see if they need fixes, balances or even remove them entirly. I also added things like seeing a rough strucutre of where my player base is from. If anybody is abusing the game somehow or bot traffic. Tos Pages These took quite long and were quite the hassle but I did it. though i am debating jus tdeleting them as I couldnt fill them out entirley as certain information is needed which would then make them 100% fool proof I forgot I also updated the Snow Theme and added music for each theme with a small music player in the bottom left though I just noticed I placed the icons wrong should be a quick 2 line fix Next Steps do the last fixes finnaly test the AI bots as they are fully setup but not setup do some balancing and realese it The next post should really be the last. Hopefully.
Poorup Redesign - Devlog #9 this phase was mainly about adding some missing things fully balancing everything also used the new model jev from typesafe as it was a perfect fit for the task. Admin Dashboard I now added a section in the admin Dashboard fully centered around the Bots which allows for dropping in any provider and choosing the model and see the request if theyre failing or not and etc this took quite a while as I coded this myself again as I wanted to practice a bit though I still needed Ai help as Iam so trash at js Removing TOS pages As i mentioned in the last devlog i have now decided to remove the TOS pages as they were jst not good looking and not complete and not needed. Music system I decided to remove the music player and rather make it so 1 music track is there for each theme and my next step ix expanding the profile page to allow choosing another music track as 12 are available in total but only 6 are used rn. I also decided that I am going to move the Theme chooser somewhere else as people get no indicator rn to find it New Idea for the Future Also I had a great Idea which i can incoperate into this but after the next ship. Its training a custom ml model on all the matches played by people and then incoperating it in the game. Because essentialy it would be a custom AI/Bot that is able to play monopoly as good as possible new features I also added the option to download all the data cause i noticed its saved on the server and maybe smb wants to download it will then be in a json. I also added the option to add an recovery email, because my plan is to allow people to sign up without email but they still need an option to recover data if needed I also added the option to rovoke all otehr session tokens then the onnes youre logged into rn, so essentially log out of all other devices and server sessions Next steps Cleaning up Ai code and reading through it all, 1 or 2 adjustments in Ui for example the global event banner needs to be relocated or the graphs for match history need to remade. Also the ranking page needs a little redesing. The next one will be the LAST ONE cause i cant deal with stardance anymore all my projects are getting rejected for dumb reasons, so this will be the last devlog and if it does not get accepted iam relocating somewhere else.
Poorup Redesign - Devlog #10 Iam aware this phase is 30 hours this is just cause i used hella AI and didnt want to count it towards my payout. this phase mainly about finishing touches running mutipile tests suits playing some games and finishing some things also fixing Ui and redoing the Ui of the Music First of all I added music for each of the 6 theme with a secondary theme which you can select under account and preferences I also made it easier to spot the different themes as they were hella hidden to be honest. Deactivation of palor patrol Though i didnt want to this I needed to deactivate palor patrol as it was simply impossible to use I checked m code in detail used and really did everything but I couldnt find the bug which makes it unplayablle so as long as I cant manage to fix it I have to deacitvate it. Next Phase pushing everything on nest setting up a piepleine so nest automatticaly pulls everything I push onto main in my repo and finnaly realsing it with thhe bots for players to use.
Poorup Redesign - Devlog #11 (FUCK MY LIFE) I am geniunly so tired of this project and my life in general i was so busy in the last few days cause of school and after shool clubs. This phase was mainly about recoding the Bot engine by hand, and updating the stock market modal inside the game also added New Ui for theme chooser and music and also added more sound tracks. I also redid statistics tabs in profile by hand and added better match history tracking Bot engine To be honest to Bot engine was so much AI stuff that i genuinly didnt understand what it was build on and how that is why I decided to take some time to read and research all the papers its build on and how it works. I then rewrote large parts of it to improve it and also found mutipile bugs in the logic of how it works and how it assigns values New account and preferences tab I fully redid some parts of the accounts and prefences tab to now allow for easier choosing of themes and also worked on the music engine so the music loops and youre able to choose different music depending on the theme. #Statsics tab I redid the whole tab as I found it quite stacked with 12 boxes for statsics and decicd to now add internal tabs to make it look cleaner this was a quick 30 minute changes as I didnt change logic but just frontend Next Steps Hopefully shipping adding HCAI and testing the AI bots and further UI refinement on tablet UI and 1440px desktop cause these are 2 of the most weirdest sizes https://poorup.jeremy-d.hackclub.app/ also if anybody wants to check it our but it is nowhere near finished so dont expect anything
Devlog after ship So after getting hella positive feedback regarding poorup which i highly appreciate my aim is to now make it have an even better user experience and etc. why? cause from the feedback i got, there are 3 areas I need to tackle, UI, game logic which is to complex and the User experience including rules and etc, Full redesign of the ingame lobby So after getting feedback that the board was to smallwhich was kinda expected and that the whole game is just clutered which i also assumed would happen cause all the features dont fit into the game i have done the following. I have redesigned the full ingame lobby with a new layout further inspired by richup(didnt want to do this but they have the most optimial layout) I have also redone the whole entire admin window cause to be honest it was horrondous and hard to use, and also just some small changes all around full redesign of modals so after doing the lobby i have now decided to fully redo a lot of the modal to have a better layout and etc so they are way more user friendly and acttually easy to understand, this also included cutting alot of features from certain modals because they just made them to complex and hard to use Cards and airpots this was something i was orrignally planning to release in the last ship but i just decided to ship it with this one i have finnaly added the option to buy new bank cards which you can use to get benefits like cashback of 10% on purchsees like rent payment suprise cards and other stuff, and I also added the option to use airpots to fly from one point to another and allow players to set the prices, Bots After reflecting a bit on my ai usage for the bots i decided to fully plug the whole programm into a repo which visualises it to see if it checks out with my mental map and I noticed so much slop which I would have never noticed before, this includes the whole Bot logic which i have probally never looked at cause i knew i wouldnt be able to code them. Though i probally should have cause this is the biggest slop i have ever seen and It introduced so many bugs which the ai couldnt find Next steps Right now all these changes are locally and not on github which are around +17000 lines of code and my aim is to further clean this up and fully push it with a new domain which is alredy online but will be kept hidden. here are soem before and afters, the more clutterd ones are the befores and the simplifyed ones after
Rework #1 Now you could be asking yourself? What have i done in the last 8 days to not post? Well Iam nearly finished with the full rework off all UI, Bug fixing and introducing new features, Chart Engine So i redid the whole system for charts and decided to build my own, because though i had one which worked it looked horrendous and really didnt fit poorup, you can see the new chart engine in the screenshot Game history I redid the whole entire game history system, because to be honest it was heavily vibed including its Ui and while cheking it, it looked like trash so I sat myself down and worked tiresly to fully redo it, and I even implemented the new chart system into it, Modals, Modals, Modals So I REDID NEARLY EVERY SINGLE MODAL IN THE GAME to provide a better User experience this took hella long and while doing it i noticed i had hackatime tracking off, because i had been working on some personal projects, hence the reason I only posted now because I lost so many hours, #Next Features Well to be honest there really arent anymore features i can add, the only thing left is fixing bugs and preparing it for the release and advertising it on reddit
Emergency devlog So i got no clue what happened to hackatime or stuff, but I had my hackatime fully turned of for a while because I had been vibecoding on some projects of mine and hadnt really touched, Poorup because i already reached like 9h 3 days ago. But for some weird reason Hackatime is still somehow tracking, and lowkey it seems like my time has been inflated because I havent even worked on poorup in 3 days. So just for transperency these are not valid hours and I will find the cause for this and try to reach out to the suppor team What did i do? I finished up the Item and Wallet system, which took quite a while because I needed to create some simple pixl art for it and they were not hard in itself, but pretty hard to integrate into the game at this stage, as I needed to change a lot of rules and stuff. IT was quite difficult tbh, and I realized i really need to write more comments because I nearly died reading this Overhaul of the UI So even though i said i overhauled all UI i realized probally only touched like half which I realized when I did a test game THE GREATEST PR So, i got just one problem rn, When i first did the devlog after my ship i had 17k loc cause i couldnt be bothered to push them but after thinking about I realized how sus it is if I push a pr with 17k loc, of code so i had 2 options push a sus PR or etentially create a huge PR with all changes i have done since the last ship, thats the reason my github hasnt been updated in like 2 weeks, so Iam soon going to push the greatest pr of all time which rn includes about 50k loc, Ik crazy right??? Next Steps which the last bugs,, find out what is going on with hackatime and ship, hopefully i dont get banned for fraud cause of this bs Ok Bye!
Ships:
Poorup Poorup is a real-time multiplayer board game inspired by Richup(Monopoly), playable entirely in the browser What did I make? A full multiplayer board game running on a Node.js server with Socket.IO for real-time communication. The client is pure HTML, CSS, and JavaScript, no frameworks which is stupid if I look back on it . Features include: Room-based lobbies with a shareable room code Full Monopoly-style rules: buying, renting, building houses and hotels, mortgaging, and trading Live auctions with a countdown timer when a property is declined Configurable game rules per room (double rent, vacation cash, even build, auction, mortgage, randomized turn order, no rent in jail) Reconnect support — if you disconnect mid-turn, you can rejoin and resume In-game chat Automatic room cleanup when everyone leaves What was challenging? Shared states across multiple clients. Every player action, rolling dice, buying a property, placing a bid, has to be read server-side, broadcast to everyone, and reflected correctly on each client without race conditions or desync. Getting that right, especially during edge cases, took a lot of work. Edge cases in disconnects. A player disconnecting mid-auction is a different problem than disconnecting on their turn, which is different from the host disconnecting entirely. Each case needed its own handling: timers need to be cleared, pending actions need to be resolved, and remaining players need to stay in a valid game state. and i need alot of time and a bit of AI to fix that for me. Building a complete game UI with vanilla CSS. No component library, no utility framework — every modal, toggle, property card, and animation is hand-written. Honestly needed a lot of AI help here. Probally should have used a libary if I look back at it but it was fun to do it in plain CSS also for anyone wondering why the favicon is the one from vite i never deleted it and i wasnt in the mode to redesign a new one and tried to use the board map but that didnt work for some reason. What am I proud of? The architecture. The game logic lives entirely in gameLogic.js and has no knowledge of sockets or HTTP. The server in server.js wires events to logic calls and broadcasts the results. That separation made the codebase much easier to debug than it would have been otherwise but i needed AI to implement the idea i had the idea but wasnt quite able to do it. How to test it git clone https://github.com/jeremy341/Poorup.git cd Poorup npm install npm start Then open http://localhost:8080 in two separate tabs or browser windows.
Project Update I didnt even notice but all the changes i did i the last patches never got shipped so this one is about the last to changes which were adding modals, creating new UI and removing AI code check it out https://poorup.jeremy-d.hackclub.app/
Poorup — Biggest Update to date I’ve given the project a major overhaul, from its visual identity and everything else. This is geninuly one of the best projects i have created and iam proud to announce it I first started Poorup 3 and 1/2 months ago as a project to get introcude into webdesing and since then i have created 4 more website and revesiting it really shows my growth. Of course Ai was used by even then I could really feel my growth What was challening i decide to stay on CSS, html, and js instead of transferring it into another language for a simple reason i wanted to test how far i can push these 3 languages( i was just to lazy to learn a new language) How I used AI AI WAS USED IN THIS PROJECT for debugging and coding no UI or art generation. AI was a substantial coding and debugging tool, especially for backend work, bot logic, and tricky multiplayer edge cases. I used CodeScene to identify code-health hotspots. I wrote many page-specific backend features myself, then used GPT/Codex to help debug or split some larger hotspot files into smaller modules. Ai was also used to fix bugs in the Ipad Ui I created Poorup’s frontend UI and its SVG and art assets myself. AI helped in coding but never touched art. I didn’t compose the soundtrack. I selected open-source and other openly licensed tracks; their sources and license details are in the audio credits . I also rewrote the Git history to make the repository cleaner, so the current commit log isn’t a complete record of the project’s development. Also after around the 6th or 7th devlog i turned ai traccking of as to not fraud myself hours So if needed deplete hours. What’s new in this patch UI Full ui rework of everything nothing was left out every single Ui elemt was redone by scratch, with upto 6 themse each with their own custom soundtrack and background, this was the largest wish people had wished for when they reviewed my game and iam so proud of the UI. Boards and multiplayer New 40 and Metro-52 boards, with custom visual themes. Public rooms and private rooms with shareable codes; people can join as guests. Configurable rules, including double rent, vacation cash, even building, and randomized turn order. A deeper economy system Bank loans, player-to-player loans, equity deals, and hybrid contracts, with collateral and default consequences. Sponsored purchases: one player can fund another player’s property purchase in exchange for an agreed share. Negotiating now youre able to negotiate all offers you get instead of accepting or declining on the spot you can also keep them on hold An optional stock market for all the quant bros(gamblers) casino so now youre able to gamble Social I also added a full social systems with achievements, friends inviting people to lobbys seeing match history and more, also added the option to create your own 16x16 user icon Events one of the biggest features I decided to add global events which appear under certain conditions like to many houses standing which should reference the 2008 housing crises i also added stock market crash and alot more. Also global events can also combine to create seacil ones Parlor patrol this was supposed to be a cool minigame while waiting for your friends but it doesnt work and i cant fix the bug for the life of me so you can test it out but it doesnt work correclty all svg assets for it exist...
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1793138014.2130783
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1793224414.2130783
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50180
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Untitled project by @MASTER | Stardance
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MASTER
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @MASTER | Stardance
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1792619613.9419487
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1793224413.9419487
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50179
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ESP BOY by @aaryan_kelkar | Stardance
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aaryan_kelkar
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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: ESP BOY by @aaryan_kelkar | Stardance
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1792619613.1139135
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1793224413.1139135
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37299
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rock_paper_scissors_OS by @flloatwer | Stardance
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flloatwer
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T21:29:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "rpsOS is made completely in Assembly. Writing the code only took 20 minutes, debugging it took 2 hours. It didn’t take long to make, but its only supposed to be a quick first project.", "repo": "https://github.com/Flloatwer/rpsos", "demo": "https://flloatwer.github.io/rpsos/"}]...
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[{"post_id": 31467, "ts": "202 [{"post_id": 31467, "ts": "2026-07-19T20:53:39Z", "hours": 1.5447, "text": "Finally got it working. Debugging assembly is a nightmare but somehow managed to get it working"}, {"post_id": 31307, "ts": "2026-07-19T16:31:57Z", "hours": 0.4806, "text": "Got it booting and printing working"}]...
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Title: rock_paper_scissors_OS by @flloatwer | Star Title: rock_paper_scissors_OS by @flloatwer | Stardance
Devlogs:
Got it booting and printing working
Finally got it working. Debugging assembly is a nightmare but somehow managed to get it working
Ships:
rpsOS is made completely in Assembly. Writing the code only took 20 minutes, debugging it took 2 hours. It didn’t take long to make, but its only supposed to be a quick first project....
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1793138012.349777
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1793224412.349777
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50175
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My very own WebOS by @debarpanchakraborty | Starda My very own WebOS by @debarpanchakraborty | Stardance...
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debarpanchakraborty
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @debarpanchakraborty | Title: My very own WebOS by @debarpanchakraborty | Stardance...
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1792619612.293974
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1793224412.293974
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50174
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My awesome macropad! by @Dastan09 | Stardance
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Dastan09
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0
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8.24
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0
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[]
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[{"post_id": 60380, "ts": "202 [{"post_id": 60380, "ts": "2026-09-02T17:51:55Z", "hours": 1.8669, "text": "#Devlog4 Redesigned my macropad LAZ-E because I was uncertain whether m previous design would work because of the oled and microcontroller dimensions and placement so i had to redesign the entire layout to make it work and honestly I think the new design is better than the previous one….#tired"}, {"post_id": 60234, "ts": "2026-09-02T13:54:19Z", "hours": 3.0003, "text": "#Devlog3 Almost completed the routing of my Macropad LAZ-E….will move ahead to the designing part after fixing the errors….."}, {"post_id": 59546, "ts": "2026-09-01T13:03:11Z", "hours": 2.2431, "text": "#Devlog2 Made some changes in the layout of my Macropad; LAZ-E. KiCad crashed when I finished and I didnt save so I to do it all over again #lESSONlEARNT. I am getting clearance issue in all the leds when I run the DRC..would appreciate if someone helps me with that. That’s it for now.. Will route afterwards.."}, {"post_id": 56249, "ts": "2026-08-27T22:35:50Z", "hours": 1.13, "text": "#Devlog1 I was designing the first schematic of my life for my Macropad which I have named LAZ-E because its for the Lazy and By a Lazy human and I can say that it was fun luckily the time I spent on studying about Kicad and keyboards proved to be fruitful and I used a 4x3 matrix for the switches and a I/O expander PCF8574T to get enough pins for both the encoders and the 10 keys and I am using 14 LEDs 10 for the backlit and 4 for ambience. Thats it for now!"}]...
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Title: My awesome macropad! by @Dastan09 | Stardan Title: My awesome macropad! by @Dastan09 | Stardance
Devlogs:
#Devlog1 I was designing the first schematic of my life for my Macropad which I have named LAZ-E because its for the Lazy and By a Lazy human and I can say that it was fun luckily the time I spent on studying about Kicad and keyboards proved to be fruitful and I used a 4x3 matrix for the switches and a I/O expander PCF8574T to get enough pins for both the encoders and the 10 keys and I am using 14 LEDs 10 for the backlit and 4 for ambience. Thats it for now!
#Devlog2 Made some changes in the layout of my Macropad; LAZ-E. KiCad crashed when I finished and I didnt save so I to do it all over again #lESSONlEARNT. I am getting clearance issue in all the leds when I run the DRC..would appreciate if someone helps me with that. That’s it for now.. Will route afterwards..
#Devlog3 Almost completed the routing of my Macropad LAZ-E….will move ahead to the designing part after fixing the errors…..
#Devlog4 Redesigned my macropad LAZ-E because I was uncertain whether m previous design would work because of the oled and microcontroller dimensions and placement so i had to redesign the entire layout to make it work and honestly I think the new design is better than the previous one….#tired...
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1792619611.447172
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1793224411.447172
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50173
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Frictionless by @aariz2 | Stardance
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aariz2
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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: Frictionless by @aariz2 | Stardance
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1792619610.60517
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1793224410.60517
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51525
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SpeedOS by @ravioli | Stardance
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ravioli
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1
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7.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T12:25:10Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is SpeedOS, a webOS that i am developing for racing fans, it features movable and closable windows, an embedded music player and a welcome screen The project is built on HTML, CSS and JavaScript.", "repo": "https://github.com/ravioliiii665/SpeedOS", "demo": "https://ravioliiii665.github.io/SpeedOS/"}]...
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[{"post_id": 60184, "ts": "202 [{"post_id": 60184, "ts": "2026-09-02T12:21:02Z", "hours": 0.2942, "text": "Changed the music playlist, made all windows dismissible and cleaned up my code (moved embedded css to style.css)"}, {"post_id": 56601, "ts": "2026-08-28T12:47:00Z", "hours": 1.6706, "text": "Made windows movable, made the welcome window dismissible and changed some pictures."}, {"post_id": 52218, "ts": "2026-08-22T09:58:01Z", "hours": 4.9353, "text": "This is step one of building my own, racing inspired OS!"}]...
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Title: SpeedOS by @ravioli | Stardance
Devlogs:
T Title: SpeedOS by @ravioli | Stardance
Devlogs:
This is step one of building my own, racing inspired OS!
Made windows movable, made the welcome window dismissible and changed some pictures.
Changed the music playlist, made all windows dismissible and cleaned up my code (moved embedded css to style.css)
Ships:
This is SpeedOS, a webOS that i am developing for racing fans, it features movable and closable windows, an embedded music player and a welcome screen The project is built on HTML, CSS and JavaScript....
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1793138010.5261831
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1793224410.5261831
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50169
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My first slack bot! by @SPICYY | Stardance
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SPICYY
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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 @SPICYY | Stardance
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1792619609.786044
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1793224409.786044
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40758
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Game Contained Entirely Within a Minecraft Shader Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance...
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_Pm7
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1
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48.0
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941
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T23:53:19Z", "hours": 48.0, "multiplier": 19.46, "payout": 941, "blessing": "neutral", "text": "I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system.", "repo": "https://github.com/Pm7-dev/posteffect-game", "demo": "https://github.com/Pm7-dev/posteffect-game/releases/latest"}]...
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[{"post_id": 59271, "ts": "202 [{"post_id": 59271, "ts": "2026-08-31T23:38:05Z", "hours": 2.5286, "text": "It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!"}, {"post_id": 58473, "ts": "2026-08-30T21:49:59Z", "hours": 7.7214, "text": "Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project."}, {"post_id": 52456, "ts": "2026-08-22T16:05:18Z", "hours": 7.8172, "text": "I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render."}, {"post_id": 49341, "ts": "2026-08-18T03:29:17Z", "hours": 6.1069, "text": "Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make."}, {"post_id": 47224, "ts": "2026-08-15T00:20:59Z", "hours": 3.9419, "text": "Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once."}, {"post_id": 44039, "ts": "2026-08-09T15:30:26Z", "hours": 1.9911, "text": "Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system."}, {"post_id": 42366, "ts": "2026-08-07T01:37:06Z", "hours": 1.3319, "text": "Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall."}, {"post_id": 39874, "ts": "2026-08-03T04:25:21Z", "hours": 7.4583, "text": "Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next."}, {"post_id": 38857, "ts": "2026-08-01T12:49:37Z", "hours": 3.535, "text": "4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better."}, {"post_id": 37362, "ts": "2026-07-30T00:50:21Z", "hours": 1.4472, "text": "Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control."}, {"post_id": 36763, "ts": "2026-07-29T01:02:02Z", "hours": 3.0931, "text": "I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional"}, {"post_id": 36141, "ts": "2026-07-28T01:24:17Z", "hours": 1.3989, "text": "Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…"}]...
|
Title: Game Contained Entirely Within a Minecraft Title: Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance
Devlogs:
Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…
I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional
Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control.
4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better.
Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next.
Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall.
Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system.
Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once.
Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make.
I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render.
Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project.
It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!
Ships:
I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system....
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1793138006.9398832
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1793224406.9398832
|
|
50166
|
K40 LaserRC by @Icefire | Stardance
|
Icefire
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: K40 LaserRC by @Icefire | Stardance
|
1792619605.7766623
|
1793224405.7766623
|
|
53127
|
VirtualSync by @Cosmic | Stardance
|
Cosmic
|
1
|
20.28
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-03T17:37:15Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yea I know i didnt put anything in the github or anything its for a reason I will try to put it there if I can and I wanted to do Web OS2 but its been locked even tho Web Os 1 has been completed ages ago.(10 days or smth like that) No reply no unlock no reward so mainly I am working on that and this Is completed as everything was done.", "repo": "https://github.com/Arhan-collab/vS", "demo": ""}]...
|
[{"post_id": 65993, "ts": "202 [{"post_id": 65993, "ts": "2026-09-11T14:39:39Z", "hours": 3.2831, "text": "hmmm IDK I am annoyed and everything but yessir now gimme that DUST hehe ‘v’"}, {"post_id": 60972, "ts": "2026-09-03T17:32:25Z", "hours": 3.0336, "text": "Added an Oled screen along with crashing out with those and I guess its probably the last Cuz I basically finished this project i mean apart from printing the case which I will but not right now as 3D designing is smth not on my level yet"}, {"post_id": 55731, "ts": "2026-08-27T18:22:24Z", "hours": 7.9, "text": "getting started.. after fixing the hardware AGAIN"}, {"post_id": 53490, "ts": "2026-08-24T01:59:52Z", "hours": 5.6833, "text": "Finished soldering"}]...
|
Title: VirtualSync by @Cosmic | Stardance
Devlogs Title: VirtualSync by @Cosmic | Stardance
Devlogs:
Finished soldering
getting started.. after fixing the hardware AGAIN
Added an Oled screen along with crashing out with those and I guess its probably the last Cuz I basically finished this project i mean apart from printing the case which I will but not right now as 3D designing is smth not on my level yet
hmmm IDK I am annoyed and everything but yessir now gimme that DUST hehe ‘v’
Ships:
yea I know i didnt put anything in the github or anything its for a reason I will try to put it there if I can and I wanted to do Web OS2 but its been locked even tho Web Os 1 has been completed ages ago.(10 days or smth like that) No reply no unlock no reward so mainly I am working on that and this Is completed as everything was done....
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1793138005.1201103
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1793224405.1201103
|
|
50165
|
SPDRA V0.1 by @gabe09 | Stardance
|
gabe09
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0
|
0.0
|
0
|
[]
|
[]
|
Title: SPDRA V0.1 by @gabe09 | Stardance
|
1792619604.9286864
|
1793224404.9286864
|
|
50164
|
Meow by @Starlie | Stardance
|
Starlie
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Meow by @Starlie | Stardance
|
1792619604.1104298
|
1793224404.1104298
|
|
50161
|
My very own WebOS by @DRGN0 | Stardance
|
DRGN0
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @DRGN0 | Stardance
|
1792619603.2767363
|
1793224403.2767363
|
|
42536
|
Web OS 1 (first project!!) by @nishy- | Stardance
|
nishy-
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T18:51:12Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ship #1 woohoo! anyways i finally got my first window simulating after 2 hours of trial and error, i’m gonna add a buncha more stuff in webOS2 bc if i don’t this OS is gonna just be poop Time to actually lock in! (if you have any good githubs i can look at or tutorials please send them my way!)", "repo": "https://github.com/nishyns/WebOS", "demo": "https://nishyns.github.io/WebOS/"}]...
|
[{"post_id": 56797, "ts": "202 [{"post_id": 56797, "ts": "2026-08-28T18:29:58Z", "hours": 4.1319, "text": "Ship #1? I was struggling with simulating a window for like two hours after trial and error and re writing my code a few times i finally simulated my gallery app! Sorry that the OS looks so poop rn and that there’s only one app, for webOS 2 I’m gonna lock in and redo the gallery app, add doomscroll, a calculator, a calendar app, snake mini game (maybe suika too ) add an embedded browser with youtube wikipedia neal.fun + sfx and background music (music player app) maybe editable wallpapers bc it sounds easy on paper but ik it wont be easy"}, {"post_id": 51739, "ts": "2026-08-21T15:57:10Z", "hours": 3.8753, "text": "After a long time i’ve finally completed tutorials 3 and 4! I added dragabble windows and my first app! (the notes app that SerenityUX showed in the tutorial) The reason I almost four hours is because my mind was boggled by tutorial three, so after looking at other projects code and the tutorial a few times and lots of troubleshooting I finally got it to work!"}, {"post_id": 42117, "ts": "2026-08-06T18:08:29Z", "hours": 1.8656, "text": "AeroOS Devlog 1 I’ve been working on my website for 2 hours (that didn’t count because I didn’t do wakatime correctly) and the time that’s showing here (1 hour 45ish minutes) So far I have followed tutorials 1 and 2 and my website looks like this (attached image) The current features are, Showing the live time (EST) Having a link that sends you to youtube A random rotating disc (hopefully i can later make this disc send you to a nice spotify playlist) some text and a top bar Features I want to add in the future are Background music (fruitger aero music) Minigames snake minigame Funny videos (like 50 videos that are from old youtube like funny 10 second videos) A calculator Ms paint? Dragabble shortcuts trash bin Notes app Radio? (Shows background musci playing or swtich to other channel for random songs I like) A good README Loading screen"}]...
|
Title: Web OS 1 (first project!!) by @nishy- | Sta Title: Web OS 1 (first project!!) by @nishy- | Stardance
Devlogs:
AeroOS Devlog 1 I’ve been working on my website for 2 hours (that didn’t count because I didn’t do wakatime correctly) and the time that’s showing here (1 hour 45ish minutes) So far I have followed tutorials 1 and 2 and my website looks like this (attached image) The current features are, Showing the live time (EST) Having a link that sends you to youtube A random rotating disc (hopefully i can later make this disc send you to a nice spotify playlist) some text and a top bar Features I want to add in the future are Background music (fruitger aero music) Minigames snake minigame Funny videos (like 50 videos that are from old youtube like funny 10 second videos) A calculator Ms paint? Dragabble shortcuts trash bin Notes app Radio? (Shows background musci playing or swtich to other channel for random songs I like) A good README Loading screen
After a long time i’ve finally completed tutorials 3 and 4! I added dragabble windows and my first app! (the notes app that SerenityUX showed in the tutorial) The reason I almost four hours is because my mind was boggled by tutorial three, so after looking at other projects code and the tutorial a few times and lots of troubleshooting I finally got it to work!
Ship #1? I was struggling with simulating a window for like two hours after trial and error and re writing my code a few times i finally simulated my gallery app! Sorry that the OS looks so poop rn and that there’s only one app, for webOS 2 I’m gonna lock in and redo the gallery app, add doomscroll, a calculator, a calendar app, snake mini game (maybe suika too ) add an embedded browser with youtube wikipedia neal.fun + sfx and background music (music player app) maybe editable wallpapers bc it sounds easy on paper but ik it wont be easy
Ships:
ship #1 woohoo! anyways i finally got my first window simulating after 2 hours of trial and error, i’m gonna add a buncha more stuff in webOS2 bc if i don’t this OS is gonna just be poop Time to actually lock in! (if you have any good githubs i can look at or tutorials please send them my way!)...
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1793138003.0474217
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1793224403.0474217
|
|
50160
|
Gates detector by @nvm | Stardance
|
nvm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Gates detector by @nvm | Stardance
|
1792619602.4610033
|
1793224402.4610033
|
|
13631
|
wire snipping game by @aalex | Stardance
|
aalex
|
1
|
4.0
|
18
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T19:07:55Z", "hours": 4.0, "multiplier": 5.0, "payout": 18, "blessing": "neutral", "text": "I made a bomb defusal game featuring snipable wires, a customed designed spraying mechanism, and a case to go around the ardunio which doubles as a holder for the beeper. this project made me get comfortable with modeling around real objects, and writing ardunio code. check out the video of the project in action and let me know and please send any suggestions or feedback. thank you!", "repo": "https://github.com/icelolcream4-beep/bombdefusal", "demo": ""}]...
|
[{"post_id": 9618, "ts": "2026 [{"post_id": 9618, "ts": "2026-06-16T00:44:31Z", "hours": 0.8683, "text": "the core of the project is done! using the updated code and a hot glued support below the main servo holder the project just needs a case to hide the electronics."}, {"post_id": 8445, "ts": "2026-06-14T01:23:37Z", "hours": 1.7161, "text": "just finished the mount for the spray bottle/servo aswell as polishing the code."}, {"post_id": 5323, "ts": "2026-06-09T01:51:42Z", "hours": 1.0922, "text": "i just finished finished a rough draft of detecting when wires are disconnected."}]...
|
Title: wire snipping game by @aalex | Stardance
D Title: wire snipping game by @aalex | Stardance
Devlogs:
i just finished finished a rough draft of detecting when wires are disconnected.
just finished the mount for the spray bottle/servo aswell as polishing the code.
the core of the project is done! using the updated code and a hot glued support below the main servo holder the project just needs a case to hide the electronics.
Ships:
I made a bomb defusal game featuring snipable wires, a customed designed spraying mechanism, and a case to go around the ardunio which doubles as a holder for the beeper. this project made me get comfortable with modeling around real objects, and writing ardunio code. check out the video of the project in action and let me know and please send any suggestions or feedback. thank you!...
|
1793138001.9018438
|
1793224401.9018438
|
|
50159
|
Study flow by @Ishmandeep | Stardance
|
Ishmandeep
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Study flow by @Ishmandeep | Stardance
|
1792619601.6452785
|
1793224401.6452785
|
|
50157
|
My own site! by @nvm | Stardance
|
nvm
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @nvm | Stardance
|
1792619600.8211298
|
1793224400.8211298
|
|
209
|
kindness generator by @kenji | Stardance
|
kenji
|
1
|
7.0
|
87
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-07T14:26:24Z", "hours": 7.0, "multiplier": 12.05, "payout": 87, "blessing": "neutral", "text": "i was making random acts of kindness or kindness generator, what hard is the script and the category style bcs is had some typo at there What I am proud of is the new challenge button and the animation when we opens the web!!!!!", "repo": "https://github.com/coplikso/kindness-generator", "demo": "https://coplikso.github.io/kindness-generator/"}]...
|
[{"post_id": 3522, "ts": "2026 [{"post_id": 3522, "ts": "2026-06-06T14:33:12Z", "hours": 2.0656, "text": "HEYYY GUYSSSSS, its been a while since the last devs yk, btw the web is done (no) but there is still something i wanna change like the color isn’t stardance enough and the challenge still not enough its only like.. 30 or smth, anyway what i have worked on is the category the animation when we refresh it and um that is it i guess, i’ll prob demo it so you guys can try to spread kindness to other people!!!!!!!!! luv you alllll"}, {"post_id": 2622, "ts": "2026-06-05T07:52:23Z", "hours": 1.3706, "text": "what changes im making is first of all the streak button i make it more “square” and the challenge,done, and share button is already having some cool effect that i luvvvv. that is just from me, baii"}, {"post_id": 1924, "ts": "2026-06-04T05:00:26Z", "hours": 1.1553, "text": "yo gng, so i have made the button to make a new challenge and the challlenge text!! next ill gonna be adding more style and script!!!!!!!"}, {"post_id": 1326, "ts": "2026-06-03T08:15:37Z", "hours": 0.7567, "text": "yooo gng, so i have added the box column for the challenge its cool tho"}, {"post_id": 741, "ts": "2026-06-02T11:24:37Z", "hours": 0.6286, "text": "the header has been centered and i have already added the orange thingy at the top"}, {"post_id": 460, "ts": "2026-06-01T22:13:45Z", "hours": 0.4944, "text": "so i have been working on the css file, the header is much cooler now, bcs of the font and the flex, luv it😆"}, {"post_id": 202, "ts": "2026-06-01T07:53:58Z", "hours": 0.7775, "text": "44m = i only got the html file, nothing else but i love the way it is to be tho. that is just from me"}]...
|
Title: kindness generator by @kenji | Stardance
D Title: kindness generator by @kenji | Stardance
Devlogs:
44m = i only got the html file, nothing else but i love the way it is to be tho. that is just from me
so i have been working on the css file, the header is much cooler now, bcs of the font and the flex, luv it😆
the header has been centered and i have already added the orange thingy at the top
yooo gng, so i have added the box column for the challenge its cool tho
yo gng, so i have made the button to make a new challenge and the challlenge text!! next ill gonna be adding more style and script!!!!!!!
what changes im making is first of all the streak button i make it more “square” and the challenge,done, and share button is already having some cool effect that i luvvvv. that is just from me, baii
HEYYY GUYSSSSS, its been a while since the last devs yk, btw the web is done (no) but there is still something i wanna change like the color isn’t stardance enough and the challenge still not enough its only like.. 30 or smth, anyway what i have worked on is the category the animation when we refresh it and um that is it i guess, i’ll prob demo it so you guys can try to spread kindness to other people!!!!!!!!! luv you alllll
Ships:
i was making random acts of kindness or kindness generator, what hard is the script and the category style bcs is had some typo at there What I am proud of is the new challenge button and the animation when we opens the web!!!!!...
|
1793138000.6992202
|
1793224400.6992202
|
|
50156
|
Mywariwario by @Akriti_67 | Stardance
|
Akriti_67
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Mywariwario by @Akriti_67 | Stardance
|
1792619599.9924228
|
1793224399.9924228
|
|
50155
|
My very own WebOS by @emanhamidrao | Stardance
|
emanhamidrao
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @emanhamidrao | Starda Title: My very own WebOS by @emanhamidrao | Stardance...
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1792619599.150335
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1793224399.150335
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|
3397
|
Moonshine by @kritik | Stardance
|
kritik
|
1
|
58.21
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T01:46:24Z", "hours": 47.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a materials science engine meant to try and come up with candidates for novel materials with a high likleyhood of stability and validity for more advanced algorithms. The challenging part was integrating all the different tools being used, as well as perfectly tuning all tools to create accurate structures in as little time as possible. I am proud of the beautiful structures created by this algorithm. What to know to test this project is that its very unlikely a new material will be found on the first few tries, this has to be run for a while so start at the beta processing layer and run what is in the Alpha Arrays file. There is also lots of inaccuracies in this pipeline due to using off the self locally hosted LLM’s so you might have to run each layer a few times and not all candidates will be made.", "repo": "https://github.com/K200811/Project-MoonshineV2-Live", "demo": "https://github.com/K200811/Project-MoonshineV2-Live/releases/tag/v1.0.0"}]...
|
[{"post_id": 28069, "ts": "202 [{"post_id": 28069, "ts": "2026-07-14T02:58:00Z", "hours": 6.2922, "text": "IMPORTANT NOTE MOONSHINE TAKES A FEW HOURS TO RUN FOR THE BETA AND GAMMA LAYERS, SO JUST CHECK THE TERMINAL THAT OPENS UP WITH THE UI TO MAKE SURE EVERYTHING IS WORKING AND JUST WAIT YOU CAN ALSO SEE IT WORKING THROUGH THAT TERMINAL OUTPUT JUST MAKE SURE TO DOWNLOAD OLLAMA AND THE TWO AI MODELES THAT GO WITH IT, GEMMA THREE AND DEEPSEAK R1 . . . . In this last devlog I am showing how I turned my python project into a file that anyone can download and use on there Mac device without fiddling with python files and github repos. And boy was that a adventure. Firstly I know quite a bit about building python projects and everthing to do with building projects inside VSCode. I know ABSOLUTLY NOTHING about turning that into something others can easily use. The battles I faught with learning about file paths and directories and temp folders and the whole bajazz was enough to make Roman warriors run. But nontheless with Claude as my sensie and enough caffine to send a todler to the moon I was able to figure it out and Im going to outline some of it now. Firstly this project is a multi script project where you run each stage (Alpha - Epsilon) and check the output for each and move onto the next stage and so on jsut becuase thats how I liked it best. Now to comuncate information through differtent scripts I used JSON’s. But when packaging a python project you must make it so that insted of just writting with open (, …) the filename cant just be a name, it has to be a whole path. Learning that fact and how to implement that was a strugle. Then came the strugle of makeing a master script. At the begining of my master script I was importing each python file for each stage. That mixed with not having a run function in each stage and using if “name” == “ main ” to run all the main code for each stage resulted in a kathuple amount of erros and problems such as scripts not running, multiple windows being created, and more. The last bug problem was how to package everything together. I tried command after command with nothing working, only to then learn of how I must move all my files into the Dict folder created when packaging in order to make suer everything works properly. Now I just have to put this in a github release and everyone can use the executable file I have made."}, {"post_id": 26802, "ts": "2026-07-11T20:06:17Z", "hours": 4.9181, "text": "Realizing the importance of A UI for this I had base 44 whip up a UI you can connect to the python backend once you download it so you can see the stats of the algorithm running"}, {"post_id": 24366, "ts": "2026-07-07T21:33:11Z", "hours": 30.3122, "text": "MOONSHINE PROJECT FULLY FINISHED. In this devlog I am going to share how I was able to finally complete the Moonshine algorithm into a system that can autonomously generate novel crystal structures. Firstly The Beta and Gamma processing layers were changed to use locally hosted ollama models for the AI reasoning capabilities. In the Gamma layer a few changes were made as well. After constant experimenting with different AI models and architectures for the pipeline this was the one that I landed on. In the Gamma layer Ollama uses Deepseek to generate parameters for PyXtal crystal structure generation. I learned through constant experimentation that the PyXtal library’s randomness for crystal structure generation is much worse than I thought initially. Initially I thought with 10-20 tries the right structure would be generated. But no. Now what happens is the pipeline takes the parameters generated by deepseek and creates 500 pyXtal crystal structures. This adds about 3 minutes to the compute time for each candidate coming in from the Beta Processing Layer, but increases total accuracy by about 40%. The reason this helps is because PyXtal doesn’t get the structure right the first time, so by creating 500 and then picking the lowest energy generation we get the best structure we can from PyXtal. The next change made was the CHGNet relaxation phase inside of the Gamma Processing Layer. Initially I was using a random combination of convergence values, and structure optimizers. I changed that so now there are two layers to the relaxation phase. The first phase is a rough, low level, coarse relaxation that creates a rough initial structure, this is done by keeping the convergence value at 0.01 and using the basic UnitCellFillter optimizer. In the more stricter final relaxation pass the convergence value is tightened to 0.001 and the more advanced FrechetCellFilter is used. This has two benefits. firstly after the first pass the structure can be checked for validity and discarded if it is invalid before moving onto more expensive relaxation, secondly the structure created by PyXtal is relaxed more gently, by first getting an initial form and then being tightened down to its final form instead of taking the initial broken PyXtal structure and immediately forcing it into a tight final structure. It’s kind of like working with clay when making pots. Next comes the new Delta Processing Layer. The delta processing layer tests the structures made by the Gamma Processing layer further by subjecting it to a suite of tests. Atomic overlap, composition, coordination number plusability, oxidation number plusability, and structure matching against the materials project is tested on the crystal. This is done five times per candidate in beta since gamma produces five structures per candidate. This effectively tests validity and novelty for each structure. Finally comes the new Epsilon Processing Layer. This layer analyzes the structures created to give a better understanding of what we created, along with creating slab structures for the unit cell structure. Slab structures are just unit cell structures repeated into 3d space. Unit cell analysis returns density, unit cell volume, lattice parameters, final space group symmetry, local atomic geometry, bond lengths, bond angles, and prototype classification. Then comes the slab analisis. First the slabs are created by pymatgen, the main library used in this entire project, and analyzed for the following: surface symmetry, polarity, surface normal vectors, scale factors, center of mass alignment, termination layer composition, candidate adsorption sites, and total surface area. Slabs are created along the three Miller indices; there are just numbers that tell how the crystal is sliced in 3d space in reference to the three axes, (1,0,0) (1,1,0) and (1,1,1). And that’s the algorithm I spent over a month on. Now I have to just leave it running for a while and see if it finds any new crystal materials."}, {"post_id": 10331, "ts": "2026-06-17T00:19:18Z", "hours": 8.4331, "text": "I finished the Gamma Processing layer. This is the part of the file that takes in the formulas we created and screened in the Beta Processing Layer and then creates there structures and run a few initial validity tests on them. . First we start off with importing all the infinity stones of materials science. Then we get into our functions . First comes the Initial Super Gamma function. Ooooo fancyyy. No just kidding, I named everything so that I could tell which step of the process it came in just by reading the name. Initial tells me its the first and the Keyword super tells me its one of if not the first function to be run. Since keeping the order of every function run is super important for this to be built well this helps a lot. In the Initial Super Gamma Function we have a LLM, whos job is to take a look at the formula we created in the Beta Processing Layer and figure out what are the correct inputs to put into PyXtal for that formula. I will get into PyXtal in a bit . Next comes the SubGammaFunction. This function is nothing more than a overglorified string parser. It takes the output from the LLM, finds the key information we want, Dim, Group, Species, NumIons, and extracts them into variables we can input into PyXtal. Now all that seams straight forward right? So you can imagine my surprise when I was getting error after error in parsing the LLM response. I was so confused for some reason it could not extract the species from the response???? Yeah no it turned out I spelled species wrong in the function call. :) I know I make complaint jokes but its bugs, erros, and moments like that , that really make coding such a laugh, even those moments I really so enjoy. . Now back to the project! After parsing out all the information we can finally get to the interesting part 😈. CREATING AWESOME CRYSTAL STRUCTURES!!!!! PyXtal is a python tool that lets us randomly generate structures that don’t disobey fundamental laws of chemistry, such as Wyckoff positioning. The main challenge I had to overcome here was maintaining the structural group I had assigned to this crystal. PyXtal would be actively trying to create the best structure it thought was best but I wanted to preserve certain geometries to test since that is the most important thing in crystal creation . ANOTHER HUGE PROBLEM, I KEPT RUNNING OUT OF FREE CREDITS TO USE THE HUGGINGFACE AI MODELS. In the middle I tried to switch to Ollama locally hosted models I have before, but the remembered why I left them, THEY TAKE FOREVER. . After we create the PyXtal structures we run them through CHGNet to relax the structures, PyXtal SUCKS at creating low energy, high stability structures, its good at creating structures that don’t break certain rules such as Wyckoff positioning. After CHGNet relaxes the structure. It gives up the Stress values on the structure and the forces acting on the lattice of the crystal. We run 2 small loops to check each value and make sure its under 0.1 which is the value that is considered unstable for both metrics. If it passes the tests then its structure file is stored."}, {"post_id": 5973, "ts": "2026-06-10T00:36:20Z", "hours": 4.5428, "text": "Firstly I wrapped up the first step of this pipeline. I firstly changed Array Process to Alpha Process, and inside of it created functions for each step of that process making everything clean, professional, and modular. . After that I created a file called BetaProcess and restarted the Chemistry Checks there since there turned out to be MANY more steps to that process than what I had initially thought. Now what happens is firstly the Arrays we created in the Alpha Process are sent to deep seek to be put back together into molecular formulas. I this requires a new overly long prompt that details out all the steps the AI must take and chemistry rules and exceptions it must consider. I took some time in perfecting this prompt. After we get the reconstructed molecule we have to parse it out. Right now the LLM gives the molecule along with a whole response. I originally tried using Re to parse out the molecular formula. That didn’t work so then I had to format the LLM response to keep the answer at the end so I could just run normal string parsing to get the molecule. Then its shot off to the same LLM and prompt as the last devlog to find out how plausible the molecule is. . The challenges in this phase were making sure the deepsake model could put together even the hardest type of molecules so a big part of this was continuous testing and modifying of the prompt. . LLM’s are strange in how they always feel the need to have a 2 page explanation for every response. Because of that a bug challenge was figuring out how to parse out the information we want from each LLM response. . I was getting a headache looking at the outputs of this phase. Just words and number mushing together everywhere. So then I spent a lot of time formatting the output of this phase to make the information readable, understandable, and intuitive to follow."}, {"post_id": 4311, "ts": "2026-06-07T15:55:11Z", "hours": 3.3108, "text": "I started building the version 2 of Project Moonshine, a algorithm that’s meant to discover new crystals. This new engine takes a input of a reference material such as NH4H2PO4, and then breaks it into individual elements. It then systematically replaces every element with every element from the periodic table to generate THOUSANDS of potential new crystals. I got this idea from how real materials science discovery takes place. Scientists in a simulation mix and mash elements, using there extensive knowledge of chemistry to create new materials they think could work. Then atoms and elements are changed more to see what else can be created. . After we have our candidates I decided to first run initial screenings on the candidates to remove the ones that obviously won’t form stable crystals. I was initially going to test everything so we don’t lost any new crystals, but from version 1 I learned the enormous amount of time and compute that takes place in running high accuracy tests on these candidates (about 5 hours per test per molecule), and considering the fact I have over 10,000 CANDIDATES! and factoring in I want to finish this within the decade, I decided to run initial screenings. . I use the Qwen 2.5 model for plausibility analysis and deep seek to reconstruct the crystals from there array form that we created them in. When creating the candidates we break everything up into arrays, I thought the process of putting them back together would be as simple as counting the amount of times they appear in a array and then creating the empirical formula based on those subscripts of the elements. BUT NO. CHEMISTRY HAS 1000 RULES AND A 1000 MORE EXCEPTIONS IN MOLECULE FORMING. Instead of coding in every single one of these rules and exceptions , I decided to just use a AI model with strong reasoning. I am currently testing if this system for testing works. . Next I plan on improving the Chemistry rule set that these AI’s use so that I can make more accurate judgments about molecular forming and stability."}]...
|
Title: Moonshine by @kritik | Stardance
Devlogs:
Title: Moonshine by @kritik | Stardance
Devlogs:
I started building the version 2 of Project Moonshine, a algorithm that’s meant to discover new crystals. This new engine takes a input of a reference material such as NH4H2PO4, and then breaks it into individual elements. It then systematically replaces every element with every element from the periodic table to generate THOUSANDS of potential new crystals. I got this idea from how real materials science discovery takes place. Scientists in a simulation mix and mash elements, using there extensive knowledge of chemistry to create new materials they think could work. Then atoms and elements are changed more to see what else can be created. . After we have our candidates I decided to first run initial screenings on the candidates to remove the ones that obviously won’t form stable crystals. I was initially going to test everything so we don’t lost any new crystals, but from version 1 I learned the enormous amount of time and compute that takes place in running high accuracy tests on these candidates (about 5 hours per test per molecule), and considering the fact I have over 10,000 CANDIDATES! and factoring in I want to finish this within the decade, I decided to run initial screenings. . I use the Qwen 2.5 model for plausibility analysis and deep seek to reconstruct the crystals from there array form that we created them in. When creating the candidates we break everything up into arrays, I thought the process of putting them back together would be as simple as counting the amount of times they appear in a array and then creating the empirical formula based on those subscripts of the elements. BUT NO. CHEMISTRY HAS 1000 RULES AND A 1000 MORE EXCEPTIONS IN MOLECULE FORMING. Instead of coding in every single one of these rules and exceptions , I decided to just use a AI model with strong reasoning. I am currently testing if this system for testing works. . Next I plan on improving the Chemistry rule set that these AI’s use so that I can make more accurate judgments about molecular forming and stability.
Firstly I wrapped up the first step of this pipeline. I firstly changed Array Process to Alpha Process, and inside of it created functions for each step of that process making everything clean, professional, and modular. . After that I created a file called BetaProcess and restarted the Chemistry Checks there since there turned out to be MANY more steps to that process than what I had initially thought. Now what happens is firstly the Arrays we created in the Alpha Process are sent to deep seek to be put back together into molecular formulas. I this requires a new overly long prompt that details out all the steps the AI must take and chemistry rules and exceptions it must consider. I took some time in perfecting this prompt. After we get the reconstructed molecule we have to parse it out. Right now the LLM gives the molecule along with a whole response. I originally tried using Re to parse out the molecular formula. That didn’t work so then I had to format the LLM response to keep the answer at the end so I could just run normal string parsing to get the molecule. Then its shot off to the same LLM and prompt as the last devlog to find out how plausible the molecule is. . The challenges in this phase were making sure the deepsake model could put together even the hardest type of molecules so a big part of this was continuous testing and modifying of the prompt. . LLM’s are strange in how they always feel the need to have a 2 page explanation for every response. Because of that a bug challenge was figuring out how to parse out the information we want from each LLM response. . I was getting a headache looking at the outputs of this phase. Just words and number mushing together everywhere. So then I spent a lot of time formatting the output of this phase to make the information readable, understandable, and intuitive to follow.
I finished the Gamma Processing layer. This is the part of the file that takes in the formulas we created and screened in the Beta Processing Layer and then creates there structures and run a few initial validity tests on them. . First we start off with importing all the infinity stones of materials science. Then we get into our functions . First comes the Initial Super Gamma function. Ooooo fancyyy. No just kidding, I named everything so that I could tell which step of the process it came in just by reading the name. Initial tells me its the first and the Keyword super tells me its one of if not the first function to be run. Since keeping the order of every function run is super important for this to be built well this helps a lot. In the Initial Super Gamma Function we have a LLM, whos job is to take a look at the formula we created in the Beta Processing Layer and figure out what are the correct inputs to put into PyXtal for that formula. I will get into PyXtal in a bit . Next comes the SubGammaFunction. This function is nothing more than a overglorified string parser. It takes the output from the LLM, finds the key information we want, Dim, Group, Species, NumIons, and extracts them into variables we can input into PyXtal. Now all that seams straight forward right? So you can imagine my surprise when I was getting error after error in parsing the LLM response. I was so confused for some reason it could not extract the species from the response???? Yeah no it turned out I spelled species wrong in the function call. :) I know I make complaint jokes but its bugs, erros, and moments like that , that really make coding such a laugh, even those moments I really so enjoy. . Now back to the project! After parsing out all the information we can finally get to the interesting part 😈. CREATING AWESOME CRYSTAL STRUCTURES!!!!! PyXtal is a python tool that lets us randomly generate structures that don’t disobey fundamental laws of chemistry, such as Wyckoff positioning. The main challenge I had to overcome here was maintaining the structural group I had assigned to this crystal. PyXtal would be actively trying to create the best structure it thought was best but I wanted to preserve certain geometries to test since that is the most important thing in crystal creation . ANOTHER HUGE PROBLEM, I KEPT RUNNING OUT OF FREE CREDITS TO USE THE HUGGINGFACE AI MODELS. In the middle I tried to switch to Ollama locally hosted models I have before, but the remembered why I left them, THEY TAKE FOREVER. . After we create the PyXtal structures we run them through CHGNet to relax the structures, PyXtal SUCKS at creating low energy, high stability structures, its good at creating structures that don’t break certain rules such as Wyckoff positioning. After CHGNet relaxes the structure. It gives up the Stress values on the structure and the forces acting on the lattice of the crystal. We run 2 small loops to check each value and make sure its under 0.1 which is the value that is considered unstable for both metrics. If it passes the tests then its structure file is stored.
MOONSHINE PROJECT FULLY FINISHED. In this devlog I am going to share how I was able to finally complete the Moonshine algorithm into a system that can autonomously generate novel crystal structures. Firstly The Beta and Gamma processing layers were changed to use locally hosted ollama models for the AI reasoning capabilities. In the Gamma layer a few changes were made as well. After constant experimenting with different AI models and architectures for the pipeline this was the one that I landed on. In the Gamma layer Ollama uses Deepseek to generate parameters for PyXtal crystal structure generation. I learned through constant experimentation that the PyXtal library’s randomness for crystal structure generation is much worse than I thought initially. Initially I thought with 10-20 tries the right structure would be generated. But no. Now what happens is the pipeline takes the parameters generated by deepseek and creates 500 pyXtal crystal structures. This adds about 3 minutes to the compute time for each candidate coming in from the Beta Processing Layer, but increases total accuracy by about 40%. The reason this helps is because PyXtal doesn’t get the structure right the first time, so by creating 500 and then picking the lowest energy generation we get the best structure we can from PyXtal. The next change made was the CHGNet relaxation phase inside of the Gamma Processing Layer. Initially I was using a random combination of convergence values, and structure optimizers. I changed that so now there are two layers to the relaxation phase. The first phase is a rough, low level, coarse relaxation that creates a rough initial structure, this is done by keeping the convergence value at 0.01 and using the basic UnitCellFillter optimizer. In the more stricter final relaxation pass the convergence value is tightened to 0.001 and the more advanced FrechetCellFilter is used. This has two benefits. firstly after the first pass the structure can be checked for validity and discarded if it is invalid before moving onto more expensive relaxation, secondly the structure created by PyXtal is relaxed more gently, by first getting an initial form and then being tightened down to its final form instead of taking the initial broken PyXtal structure and immediately forcing it into a tight final structure. It’s kind of like working with clay when making pots. Next comes the new Delta Processing Layer. The delta processing layer tests the structures made by the Gamma Processing layer further by subjecting it to a suite of tests. Atomic overlap, composition, coordination number plusability, oxidation number plusability, and structure matching against the materials project is tested on the crystal. This is done five times per candidate in beta since gamma produces five structures per candidate. This effectively tests validity and novelty for each structure. Finally comes the new Epsilon Processing Layer. This layer analyzes the structures created to give a better understanding of what we created, along with creating slab structures for the unit cell structure. Slab structures are just unit cell structures repeated into 3d space. Unit cell analysis returns density, unit cell volume, lattice parameters, final space group symmetry, local atomic geometry, bond lengths, bond angles, and prototype classification. Then comes the slab analisis. First the slabs are created by pymatgen, the main library used in this entire project, and analyzed for the following: surface symmetry, polarity, surface normal vectors, scale factors, center of mass alignment, termination layer composition, candidate adsorption sites, and total surface area. Slabs are created along the three Miller indices; there are just numbers that tell how the crystal is sliced in 3d space in reference to the three axes, (1,0,0) (1,1,0) and (1,1,1). And that’s the algorithm I spent over a month on. Now I have to just leave it running for a while and see if it finds any new crystal materials.
Realizing the importance of A UI for this I had base 44 whip up a UI you can connect to the python backend once you download it so you can see the stats of the algorithm running
IMPORTANT NOTE MOONSHINE TAKES A FEW HOURS TO RUN FOR THE BETA AND GAMMA LAYERS, SO JUST CHECK THE TERMINAL THAT OPENS UP WITH THE UI TO MAKE SURE EVERYTHING IS WORKING AND JUST WAIT YOU CAN ALSO SEE IT WORKING THROUGH THAT TERMINAL OUTPUT JUST MAKE SURE TO DOWNLOAD OLLAMA AND THE TWO AI MODELES THAT GO WITH IT, GEMMA THREE AND DEEPSEAK R1 . . . . In this last devlog I am showing how I turned my python project into a file that anyone can download and use on there Mac device without fiddling with python files and github repos. And boy was that a adventure. Firstly I know quite a bit about building python projects and everthing to do with building projects inside VSCode. I know ABSOLUTLY NOTHING about turning that into something others can easily use. The battles I faught with learning about file paths and directories and temp folders and the whole bajazz was enough to make Roman warriors run. But nontheless with Claude as my sensie and enough caffine to send a todler to the moon I was able to figure it out and Im going to outline some of it now. Firstly this project is a multi script project where you run each stage (Alpha - Epsilon) and check the output for each and move onto the next stage and so on jsut becuase thats how I liked it best. Now to comuncate information through differtent scripts I used JSON’s. But when packaging a python project you must make it so that insted of just writting with open (, …) the filename cant just be a name, it has to be a whole path. Learning that fact and how to implement that was a strugle. Then came the strugle of makeing a master script. At the begining of my master script I was importing each python file for each stage. That mixed with not having a run function in each stage and using if “name” == “ main ” to run all the main code for each stage resulted in a kathuple amount of erros and problems such as scripts not running, multiple windows being created, and more. The last bug problem was how to package everything together. I tried command after command with nothing working, only to then learn of how I must move all my files into the Dict folder created when packaging in order to make suer everything works properly. Now I just have to put this in a github release and everyone can use the executable file I have made.
Ships:
I made a materials science engine meant to try and come up with candidates for novel materials with a high likleyhood of stability and validity for more advanced algorithms. The challenging part was integrating all the different tools being used, as well as perfectly tuning all tools to create accurate structures in as little time as possible. I am proud of the beautiful structures created by this algorithm. What to know to test this project is that its very unlikely a new material will be found on the first few tries, this has to be run for a while so start at the beta processing layer and run what is in the Alpha Arrays file. There is also lots of inaccuracies in this pipeline due to using off the self locally hosted LLM’s so you might have to run each layer a few times and not all candidates will be made....
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1793137998.6256216
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1793224398.6256216
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50154
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Untitled project by @Ninjainnit | Stardance
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Ninjainnit
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0
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0.0
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[]
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[]
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Title: Untitled project by @Ninjainnit | Stardance
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1792619598.3308923
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1793224398.3308923
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50153
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Temp File sharing by @aakarsh | Stardance
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aakarsh
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Title: Temp File sharing by @aakarsh | Stardance
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1792619597.5096264
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1793224397.5096264
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50151
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BioVOYAGE by @Hnyyyyyy19 | Stardance
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Hnyyyyyy19
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0
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0.0
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Title: BioVOYAGE by @Hnyyyyyy19 | Stardance
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1792619596.6867607
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1793224396.6867607
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50150
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BioVOYAGE by @Hnyyyyyy19 | Stardance
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Hnyyyyyy19
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Title: BioVOYAGE by @Hnyyyyyy19 | Stardance
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1792619595.846366
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1793224395.846366
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13919
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TapOS by @TAP | Stardance
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TAP
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T07:40:29Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own webos! I had been procrastinated for a while. Well it has an introduction app, like the one in the guide and a future projects app which saved the notes in the cache. And it has a calculator, contacts and weather app which pulls data from the openmetro api! Overall it was pretty fun to dive into html, css and js after a while!", "repo": "https://github.com/sudo-apt-install-tap/WebOS", "demo": "https://sudo-apt-install-tap.github.io/WebOS/window.html"}]...
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[{"post_id": 23340, "ts": "202 [{"post_id": 23340, "ts": "2026-07-06T07:09:37Z", "hours": 0.5383, "text": "added apps!!"}, {"post_id": 23312, "ts": "2026-07-06T05:55:27Z", "hours": 1.5697, "text": "Finished Part 4 and fixed the bug!"}, {"post_id": 7932, "ts": "2026-06-13T07:17:10Z", "hours": 0.7817, "text": "Organized everything and made moveable! Done with part 3"}, {"post_id": 7917, "ts": "2026-06-13T06:14:59Z", "hours": 1.2219, "text": "Finished the second part!"}, {"post_id": 7886, "ts": "2026-06-13T04:56:35Z", "hours": 0.5953, "text": "Made the basic layout! Finished part 1"}]...
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Title: TapOS by @TAP | Stardance
Devlogs:
Made th Title: TapOS by @TAP | Stardance
Devlogs:
Made the basic layout! Finished part 1
Finished the second part!
Organized everything and made moveable! Done with part 3
Finished Part 4 and fixed the bug!
added apps!!
Ships:
I made my own webos! I had been procrastinated for a while. Well it has an introduction app, like the one in the guide and a future projects app which saved the notes in the cache. And it has a calculator, contacts and weather app which pulls data from the openmetro api! Overall it was pretty fun to dive into html, css and js after a while!...
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1793137995.6810842
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1793224395.6810842
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45348
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My first slack bot! by @arischrader | Stardance
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arischrader
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Title: My first slack bot! by @arischrader | Stard Title: My first slack bot! by @arischrader | Stardance...
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1792619595.0057664
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1793224395.0057664
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My personal website by @therealpedcrec456 | Starda My personal website by @therealpedcrec456 | Stardance...
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therealpedcrec456
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Title: My personal website by @therealpedcrec456 | Title: My personal website by @therealpedcrec456 | Stardance...
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1792619594.1658027
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1793224394.1658027
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19916
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Frictionless by @MurodbekTuychiyev | Stardance
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MurodbekTuychiyev
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T17:26:37Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: 1) Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). 2) Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. 3) Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!", "repo": "https://github.com/Murodbektuychiyev/AI_Image_Generator", "demo": "https://ai-image-generator-kappa-dusky.vercel.app/"}]...
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[{"post_id": 22267, "ts": "202 [{"post_id": 22267, "ts": "2026-07-04T17:23:49Z", "hours": 1.2625, "text": "I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!"}]...
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Title: Frictionless by @MurodbekTuychiyev | Starda Title: Frictionless by @MurodbekTuychiyev | Stardance
Devlogs:
I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!
Ships:
I built ‘AI Vision Studio’ to eliminate the friction of complex text-to-image tools. I spent hours engineering 3 major QoL improvements: 1) Integrated multi-platform Aspect Ratios (1:1, 16:9, 9:16). 2) Added rapid AI Style Enhancers (Realistic, Cyberpunk, Anime tags) to auto-refine keywords. 3) Designed a browser Local Storage history engine so users never lose their digital art. The app is fully working, highly responsive, and production-ready!...
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1793137993.8609571
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1793224393.8609571
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45346
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Wave - PC Case by @dsmakes | Stardance
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dsmakes
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0
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2.42
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0
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[]
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[{"post_id": 50655, "ts": "202 [{"post_id": 50655, "ts": "2026-08-19T22:32:20Z", "hours": 0.6333, "text": "HDD Module. I was testing some aesthetic designs, thinking maybe I would have them also be external hdds, decided against that. I started making a locking mechanism"}, {"post_id": 48573, "ts": "2026-08-17T00:48:52Z", "hours": 1.1333, "text": "Hdd module for the pc case, it has 7 parts, an outside panel, inside panel and support, and then dual hard drive holders. drives can be toolessly swaped and the whole module can be replaced"}, {"post_id": 48542, "ts": "2026-08-16T23:34:51Z", "hours": 0.65, "text": "adding Heat set inserts. So i already did most of this project before finding out about hack club, but im continuing now. about half of the corner joints needed clearance holes and heat set insert holes, so i added those parametrically."}]...
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Title: Wave - PC Case by @dsmakes | Stardance
Dev Title: Wave - PC Case by @dsmakes | Stardance
Devlogs:
adding Heat set inserts. So i already did most of this project before finding out about hack club, but im continuing now. about half of the corner joints needed clearance holes and heat set insert holes, so i added those parametrically.
Hdd module for the pc case, it has 7 parts, an outside panel, inside panel and support, and then dual hard drive holders. drives can be toolessly swaped and the whole module can be replaced
HDD Module. I was testing some aesthetic designs, thinking maybe I would have them also be external hdds, decided against that. I started making a locking mechanism...
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1792619593.322073
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1793224393.322073
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45345
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OmniEngine by @mumbo-gong-ducking | Stardance
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mumbo-gong-ducking
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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: OmniEngine by @mumbo-gong-ducking | Stardan Title: OmniEngine by @mumbo-gong-ducking | Stardance...
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1792619592.501868
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1793224392.501868
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16242
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Drone Interceptor by @aarav_patel0436 | Stardance
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aarav_patel0436
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1
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35.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T19:15:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Drone Interceptor because I wanted to see if I could make a computer actually understand where a drone is in 3D space and aim a physical tracking system at it. It started as a simple idea: detect a drone with a camera, estimate its position, and move a turret to follow it. But the project slowly turned into a much bigger journey through computer vision, electronics, firmware, controls, PCB design, and a lot of debugging. The first version used YOLOv8 to detect drones from a webcam. From there, I added camera calibration, depth estimation, 3D position tracking, prediction arrows, and live turret control using a Raspberry Pi Pico 2. I tested pan and tilt tracking with a stepper motor and servo, and eventually got the turret tracking system and depth perception working together. The hardest part was definitely the hardware. I originally tried to hack into a commercial drone controller by sending joystick-like signals from my computer through a Pico. After a lot of testing, voltage measurements, broken controller moments, resistor changes, and late-night debugging, I realized that approach was too fragile. So I pivoted: instead of fighting the controller, I designed my own custom PCBs while still reusing the small Snaptain SP350 drone frame, motors, and propellers. I’m proud of this project because it became more than just code. It has real firmware, real electronics, real CAD, real PCB files, simulation videos, and a working tracking pipeline. I also made demo simulations that show how the drone tracking, following, orbiting, and standoff behavior would work, so the project can be understood even while I’m waiting for the PCBs to arrive. Right now, the turret tracking and depth perception system work, the code is organized, the README has setup instructions and demo links, and the custom PCB fabrication files are ready. The next step is assembling the PCBs when they arrive and continuing the flight-control side on real hardware.", "repo": "https://github.com/aaravpatel0/DroneInterception", "demo": ""}]...
|
[{"post_id": 14501, "ts": "202 [{"post_id": 14501, "ts": "2026-06-23T17:21:00Z", "hours": 9.3503, "text": "Today I finished the main code and PCB design work for the drone tracking and interception project. The software side is now working, including the turret tracking system and the depth perception setup. I tested the camera-based tracking, servo movement, and position estimation, and the system is able to detect and follow the target properly. A big part of the project also changed direction. At first, I was trying to hack into a commercial drone controller and control the drone that way, but that turned out to be unreliable and difficult to build on. After testing, debugging, and experimenting with different control methods, I pivoted to designing my own custom PCBs for the drone instead. I am still using the original drone frame, but the electronics will be custom-made so I can control the motors and hardware much more directly. I also finished designing the custom PCBs for the project. One board is for the drone-side control hardware, and the other is for the turret/control setup that connects the computer, camera, stepper, servos, and control electronics together in a cleaner and more organized way. After a lot of debugging, redesigning, and checking the layouts, the boards are ready to be manufactured. At this point, most of the major development work is complete. The code is finished, the tracking and depth perception systems have been tested, and the PCB files are ready. Now I just need to wait for the custom PCBs to arrive so I can assemble the hardware, test everything together, and finish the final version of the project. I couldn’t post all my videos and screenshots in this one post, but hopefully everyone will be able to see them in the future."}, {"post_id": 12253, "ts": "2026-06-20T00:41:36Z", "hours": 21.5931, "text": "Finally, I’m getting close to finishing both the turret and the drone-control system.On the turret side, the vision tracking pipeline is working with the servo. The detector can find the drone, estimate its position in the camera frame, and send movement commands to the tracking hardware. The next major step is testing the full pan-and-tilt behavior together, so the turret can smoothly follow a moving drone instead of only proving that one axis works. This will involve tuning the tracking response, reducing jitter, and making sure the servo and pan mechanism move accurately without overshooting.On the drone-control side, this was a huge milestone. After accidentally damaging the drone controller board, repairing it, and spending hours debugging different circuit designs, I finally got computer-based control working through a Raspberry Pi Pico 2. The Pico acts as a ground-station hardware bridge: it receives control commands from the computer over USB and converts them into analog joystick-like signals that the drone remote can understand.One of the biggest problems was that the original joystick potentiometers were still physically connected to the controller board, so they were pulling the signal voltage back toward center. After testing with a voltmeter, I found that the Pico was sending the correct signal, but the controller board was loading it down. Changing the resistor value in the filter circuit gave the Pico enough authority over the signal line while still keeping the output controlled and smooth.At this point, the system can successfully influence the drone remote from the computer. The next step is to finish testing all control channels, verify the voltage ranges with the multimeter, and then move into careful live movement tests. This is the first time the project has connected the detection/tracking software to real hardware control in a way that actually works."}, {"post_id": 8980, "ts": "2026-06-14T23:19:58Z", "hours": 4.0464, "text": "After taking a brief pause from this project during finals week, I’m excited to share that I finally got real-time drone tracking working. The system can now detect my drone from a live camera feed using a custom-trained YOLOv8 model and draw reliable bounding boxes around it. From there, I calculate the center of the drone’s bounding box, compare it to the center of the camera frame, and use that offset to track where the drone is moving. I also started mapping that position onto a 3D graph using OpenCV, with only one camera instead of a multi-camera setup. This took quite a bit of math and debugging. I had to work through monocular camera geometry, pixel offsets, scaling, and OpenCV visualization before the tracking started making sense. I also trained and tested my own drone detection model, then built the pipeline so the model can run live, pick the highest-confidence drone detection, and output useful position/error data in real time. The next step is connecting this tracking system to the physical turret. The code now calculates horizontal and vertical error values from the drone’s position in the frame, which can be sent to an Arduino to control pan and tilt movement. Currently I’m working on “hacking” into this small drone I own, and doing some resoldering and rewiring so that this store-bought drone can be controlled digitally though my Arduino instead of through a human with its remote. Then using this digital control system, I can then intercept the larger flying drone and take it down."}]...
|
Title: Drone Interceptor by @aarav_patel0436 | Sta Title: Drone Interceptor by @aarav_patel0436 | Stardance
Devlogs:
After taking a brief pause from this project during finals week, I’m excited to share that I finally got real-time drone tracking working. The system can now detect my drone from a live camera feed using a custom-trained YOLOv8 model and draw reliable bounding boxes around it. From there, I calculate the center of the drone’s bounding box, compare it to the center of the camera frame, and use that offset to track where the drone is moving. I also started mapping that position onto a 3D graph using OpenCV, with only one camera instead of a multi-camera setup. This took quite a bit of math and debugging. I had to work through monocular camera geometry, pixel offsets, scaling, and OpenCV visualization before the tracking started making sense. I also trained and tested my own drone detection model, then built the pipeline so the model can run live, pick the highest-confidence drone detection, and output useful position/error data in real time. The next step is connecting this tracking system to the physical turret. The code now calculates horizontal and vertical error values from the drone’s position in the frame, which can be sent to an Arduino to control pan and tilt movement. Currently I’m working on “hacking” into this small drone I own, and doing some resoldering and rewiring so that this store-bought drone can be controlled digitally though my Arduino instead of through a human with its remote. Then using this digital control system, I can then intercept the larger flying drone and take it down.
Finally, I’m getting close to finishing both the turret and the drone-control system.On the turret side, the vision tracking pipeline is working with the servo. The detector can find the drone, estimate its position in the camera frame, and send movement commands to the tracking hardware. The next major step is testing the full pan-and-tilt behavior together, so the turret can smoothly follow a moving drone instead of only proving that one axis works. This will involve tuning the tracking response, reducing jitter, and making sure the servo and pan mechanism move accurately without overshooting.On the drone-control side, this was a huge milestone. After accidentally damaging the drone controller board, repairing it, and spending hours debugging different circuit designs, I finally got computer-based control working through a Raspberry Pi Pico 2. The Pico acts as a ground-station hardware bridge: it receives control commands from the computer over USB and converts them into analog joystick-like signals that the drone remote can understand.One of the biggest problems was that the original joystick potentiometers were still physically connected to the controller board, so they were pulling the signal voltage back toward center. After testing with a voltmeter, I found that the Pico was sending the correct signal, but the controller board was loading it down. Changing the resistor value in the filter circuit gave the Pico enough authority over the signal line while still keeping the output controlled and smooth.At this point, the system can successfully influence the drone remote from the computer. The next step is to finish testing all control channels, verify the voltage ranges with the multimeter, and then move into careful live movement tests. This is the first time the project has connected the detection/tracking software to real hardware control in a way that actually works.
Today I finished the main code and PCB design work for the drone tracking and interception project. The software side is now working, including the turret tracking system and the depth perception setup. I tested the camera-based tracking, servo movement, and position estimation, and the system is able to detect and follow the target properly. A big part of the project also changed direction. At first, I was trying to hack into a commercial drone controller and control the drone that way, but that turned out to be unreliable and difficult to build on. After testing, debugging, and experimenting with different control methods, I pivoted to designing my own custom PCBs for the drone instead. I am still using the original drone frame, but the electronics will be custom-made so I can control the motors and hardware much more directly. I also finished designing the custom PCBs for the project. One board is for the drone-side control hardware, and the other is for the turret/control setup that connects the computer, camera, stepper, servos, and control electronics together in a cleaner and more organized way. After a lot of debugging, redesigning, and checking the layouts, the boards are ready to be manufactured. At this point, most of the major development work is complete. The code is finished, the tracking and depth perception systems have been tested, and the PCB files are ready. Now I just need to wait for the custom PCBs to arrive so I can assemble the hardware, test everything together, and finish the final version of the project. I couldn’t post all my videos and screenshots in this one post, but hopefully everyone will be able to see them in the future.
Ships:
I built Drone Interceptor because I wanted to see if I could make a computer actually understand where a drone is in 3D space and aim a physical tracking system at it. It started as a simple idea: detect a drone with a camera, estimate its position, and move a turret to follow it. But the project slowly turned into a much bigger journey through computer vision, electronics, firmware, controls, PCB design, and a lot of debugging. The first version used YOLOv8 to detect drones from a webcam. From there, I added camera calibration, depth estimation, 3D position tracking, prediction arrows, and live turret control using a Raspberry Pi Pico 2. I tested pan and tilt tracking with a stepper motor and servo, and eventually got the turret tracking system and depth perception working together. The hardest part was definitely the hardware. I originally tried to hack into a commercial drone controller by sending joystick-like signals from my computer through a Pico. After a lot of testing, voltage measurements, broken controller moments, resistor changes, and late-night debugging, I realized that approach was too fragile. So I pivoted: instead of fighting the controller, I designed my own custom PCBs while still reusing the small Snaptain SP350 drone frame, motors, and propellers. I’m proud of this project because it became more than just code. It has real firmware, real electronics, real CAD, real PCB files, simulation videos, and a working tracking pipeline. I also made demo simulations that show how the drone tracking, following, orbiting, and standoff behavior would work, so the project can be understood even while I’m waiting for the PCBs to arrive. Right now, the turret tracking and depth perception system work, the code is organized, the README has setup instructions and demo links, and the custom PCB fabrication files are ready. The next step is assembling the PCBs when they arrive and continuing the flight-control side on real hardware....
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1793137991.7886677
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1793224391.7886677
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45344
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NeuralStack by @clone-lung-tripod | Stardance
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clone-lung-tripod
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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: NeuralStack by @clone-lung-tripod | Stardan Title: NeuralStack by @clone-lung-tripod | Stardance...
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1792619591.6814694
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1793224391.6814694
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45343
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Tin Can Astronomy by @Abbey | Stardance
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Abbey
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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: Tin Can Astronomy by @Abbey | Stardance
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1792619590.860274
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1793224390.860274
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45342
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VectorPulse by @arena-bleak-uptown | Stardance
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arena-bleak-uptown
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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: VectorPulse by @arena-bleak-uptown | Starda Title: VectorPulse by @arena-bleak-uptown | Stardance...
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1792619590.036726
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1793224390.036726
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42521
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FrogOS by @exasperadou | Stardance
|
exasperadou
|
1
|
21.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T21:36:30Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Im really proud of my project FrogOS. It’s a small operating system built with HTML, CSS, JavaScript and Python. It has 2 different apps: Notes, and a built-in browser. The hardest part was definitely making the browser work because the making process was a little bit complex and i had to learn so much stuff. I hope you guys like it.", "repo": "https://github.com/exasperadou-max/FrogOS", "demo": "https://frog-os-weld.vercel.app/"}]...
|
[{"post_id": 54090, "ts": "202 [{"post_id": 54090, "ts": "2026-08-24T21:31:10Z", "hours": 4.5572, "text": "Im finally done!"}, {"post_id": 48597, "ts": "2026-08-17T01:48:28Z", "hours": 0.3253, "text": "When i was deploying the proxy to vercel and checking it i realized i have so much to fix this will take a lot more 😭😭😭😭"}, {"post_id": 48568, "ts": "2026-08-17T00:38:48Z", "hours": 2.0819, "text": "Im done! Im just checking everything before deploying"}, {"post_id": 45519, "ts": "2026-08-12T02:01:13Z", "hours": 3.0289, "text": "Im almost done but i had to do some weird stuff to get the browser to work. I had to learn so much stuff and I will probably be done in a few days"}, {"post_id": 44364, "ts": "2026-08-10T02:23:53Z", "hours": 3.085, "text": "I fixed a LOT of bugs and just optimized the code because it was kinda messy, also, i started working on the browser and added the icons on the desktop and dock c:"}, {"post_id": 40498, "ts": "2026-08-04T02:20:43Z", "hours": 1.1364, "text": "I didnt really do much today. I fixed some bugs and optimized the code and began to code the next app. I want to build a browser inside the OS but im realizing that is kinda complex to have an actual working browser that lets you use the internet so that will take a while :c"}, {"post_id": 39692, "ts": "2026-08-02T20:34:49Z", "hours": 2.8906, "text": "I finished creating the notes app. I added a dock too"}, {"post_id": 39215, "ts": "2026-08-02T01:10:52Z", "hours": 2.0225, "text": "I added a topbar bar and made the window system c:"}, {"post_id": 39100, "ts": "2026-08-01T20:08:28Z", "hours": 1.6689, "text": "I started with FrogOs, here is the first part, the welcome screen. I will improve it later on when im done with the other parts c:"}]...
|
Title: FrogOS by @exasperadou | Stardance
Devlogs Title: FrogOS by @exasperadou | Stardance
Devlogs:
I started with FrogOs, here is the first part, the welcome screen. I will improve it later on when im done with the other parts c:
I added a topbar bar and made the window system c:
I finished creating the notes app. I added a dock too
I didnt really do much today. I fixed some bugs and optimized the code and began to code the next app. I want to build a browser inside the OS but im realizing that is kinda complex to have an actual working browser that lets you use the internet so that will take a while :c
I fixed a LOT of bugs and just optimized the code because it was kinda messy, also, i started working on the browser and added the icons on the desktop and dock c:
Im almost done but i had to do some weird stuff to get the browser to work. I had to learn so much stuff and I will probably be done in a few days
Im done! Im just checking everything before deploying
When i was deploying the proxy to vercel and checking it i realized i have so much to fix this will take a lot more 😭😭😭😭
Im finally done!
Ships:
Im really proud of my project FrogOS. It’s a small operating system built with HTML, CSS, JavaScript and Python. It has 2 different apps: Notes, and a built-in browser. The hardest part was definitely making the browser work because the making process was a little bit complex and i had to learn so much stuff. I hope you guys like it....
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1793137989.7025063
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1793224389.7025063
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45341
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My own site! by @kurone741 | Stardance
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kurone741
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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 own site! by @kurone741 | Stardance
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1792619589.191409
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1793224389.191409
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45340
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MindGrid by @shack-oval-fiber | Stardance
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shack-oval-fiber
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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: MindGrid by @shack-oval-fiber | Stardance
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1792619588.349348
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1793224388.349348
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45339
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CortexLab by @DiyorbekOstonov | Stardance
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DiyorbekOstonov
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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: CortexLab by @DiyorbekOstonov | Stardance
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1792619587.517457
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1793224387.517457
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15825
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My very own WebOS by @Justin76 | Stardance
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Justin76
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1
|
5.3
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T22:34:55Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created an OS with 3 windows and 2 apps. The 2 apps are a app with an embed link to a TikTok that I like, and the offline app goes to a photo of a car in real-life that I saw recently and thought was interesting. The main challenge of my OS was the guide not being exact or having multiple interpretations during some parts but at the same time I also think that helped me go off on my own and try hard to fix problems I encountered. The thing I am the proudest of overall was even creating this OS. When it comes to creativity, I find myself on the less creative side but as someone just starting Star dance, I am glad I took the push to try and create something and worked hard to make this work. The way the OS works is it opens with the introduction window which is movable through the steering wheel and can be closed with the red button and opened with the CarOS name. Second there’s the apps which can be opened my clicking on them and closed the same way as the introduction with the red button. Overall, I am very proud of my project and look forward to working on a different hardware project which will start posting Devlogs for soon😉", "repo": "https://github.com/JustinluvsRockets/Car-OS", "demo": "https://justinluvsrockets.github.io/Car-OS/"}]...
|
[{"post_id": 10845, "ts": "202 [{"post_id": 10845, "ts": "2026-06-17T19:50:51Z", "hours": 0.305, "text": "Fixed the issues in the code causing the demo link to not function. At first I wanted to organize my Github through folders but me placing the index.html in a folder caused Github to not be able to find the images and for the site to not work. In the end I was able to fix this by removing the index.html from the folder."}, {"post_id": 10281, "ts": "2026-06-16T22:26:27Z", "hours": 0.26, "text": "Final Devlog for this project. As I was tidying up the code I was dissatisfied with the current fonts of a couple of the windows, so I decided to change them for the better. I also finished up creating folders for my GitHub Repository and organized my GitHub, so it looks a lot cleaner and a lot smoother for anyone who wants to try my OS p.s if you try my OS Subaru>every car ever made"}, {"post_id": 10168, "ts": "2026-06-16T19:41:17Z", "hours": 4.2242, "text": "Ive Finished my first OS. CarOS a OS based on cars and the best mode of transportation. I decided to make two apps one with a TikTok edit I liked and another with a real life car I saw that looked cool. Overall, it took a long time of debugging and fixing issues I faced."}, {"post_id": 7053, "ts": "2026-06-11T20:22:30Z", "hours": 0.7992, "text": "The start of my first WebOS I added an embed link to a TikTok I thought was nice. So far, it’s pretty grim but I’m planning to add a lot more in part two."}]...
|
Title: My very own WebOS by @Justin76 | Stardance
Title: My very own WebOS by @Justin76 | Stardance
Devlogs:
The start of my first WebOS I added an embed link to a TikTok I thought was nice. So far, it’s pretty grim but I’m planning to add a lot more in part two.
Ive Finished my first OS. CarOS a OS based on cars and the best mode of transportation. I decided to make two apps one with a TikTok edit I liked and another with a real life car I saw that looked cool. Overall, it took a long time of debugging and fixing issues I faced.
Final Devlog for this project. As I was tidying up the code I was dissatisfied with the current fonts of a couple of the windows, so I decided to change them for the better. I also finished up creating folders for my GitHub Repository and organized my GitHub, so it looks a lot cleaner and a lot smoother for anyone who wants to try my OS p.s if you try my OS Subaru>every car ever made
Fixed the issues in the code causing the demo link to not function. At first I wanted to organize my Github through folders but me placing the index.html in a folder caused Github to not be able to find the images and for the site to not work. In the end I was able to fix this by removing the index.html from the folder.
Ships:
I created an OS with 3 windows and 2 apps. The 2 apps are a app with an embed link to a TikTok that I like, and the offline app goes to a photo of a car in real-life that I saw recently and thought was interesting. The main challenge of my OS was the guide not being exact or having multiple interpretations during some parts but at the same time I also think that helped me go off on my own and try hard to fix problems I encountered. The thing I am the proudest of overall was even creating this OS. When it comes to creativity, I find myself on the less creative side but as someone just starting Star dance, I am glad I took the push to try and create something and worked hard to make this work. The way the OS works is it opens with the introduction window which is movable through the steering wheel and can be closed with the red button and opened with the CarOS name. Second there’s the apps which can be opened my clicking on them and closed the same way as the introduction with the red button. Overall, I am very proud of my project and look forward to working on a different hardware project which will start posting Devlogs for soon😉...
|
1793137986.683517
|
1793224386.683517
|
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45337
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Juego para la NASA by @Amilcar14zamora | Stardance
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Amilcar14zamora
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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: Juego para la NASA by @Amilcar14zamora | St Title: Juego para la NASA by @Amilcar14zamora | Stardance...
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1792619586.659092
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1793224386.659092
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45336
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SynapseWeb by @awkward-hug-series | Stardance
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awkward-hug-series
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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: SynapseWeb by @awkward-hug-series | Stardan Title: SynapseWeb by @awkward-hug-series | Stardance...
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1792619585.8410428
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1793224385.8410428
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45335
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... by @Karthi | Stardance
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Karthi
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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: ... by @Karthi | Stardance
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1792619585.006107
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1793224385.006107
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45334
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HyperForge by @murky-trunks-fade | Stardance
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murky-trunks-fade
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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: HyperForge by @murky-trunks-fade | Stardanc Title: HyperForge by @murky-trunks-fade | Stardance...
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1792619584.1910157
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1793224384.1910157
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45333
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AetyherCode by @thigh-clang-twitch | Stardance
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thigh-clang-twitch
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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: AetyherCode by @thigh-clang-twitch | Starda Title: AetyherCode by @thigh-clang-twitch | Stardance...
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1792619583.3672903
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1793224383.3672903
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30891
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OpenDTC by @ameenfr | Stardance
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ameenfr
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1
|
12.0
|
104
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T05:17:46Z", "hours": 12.0, "multiplier": 8.99, "payout": 104, "blessing": "neutral", "text": "I made openDTC a bus tracker using the GTFS data published by delhi. the project is split into the api for the realtime updates and the frontend part for showing the map this project is not even close to complete i needa add the search for buses and stops i need to get up to date gtfs data so that i can see which trip the bus is currently on but this is still v1 so its fine. my laptop had crashed once during this cuz the api was refreshing wayy too much and too many downloads where happening and i hadnt enabled canvas. after that i had the sense to add marker clusters and enable canvas. the api is deployed on vercel and the map on github pages", "repo": "https://github.com/dorkishguy/opendmtc", "demo": "https://dorkishguy.github.io/openDTC/"}]...
|
[{"post_id": 29318, "ts": "202 [{"post_id": 29318, "ts": "2026-07-16T05:11:43Z", "hours": 0.7997, "text": "done deploying the api on vercel and the map on github pages also changed from osm"}, {"post_id": 29099, "ts": "2026-07-15T19:16:19Z", "hours": 2.4778, "text": "implemented real time buses after going through debug hell made everything come together with main.py the blue ones are buses added marker clusters to improve performance performance boost is noticeable and thats all"}, {"post_id": 27856, "ts": "2026-07-13T19:11:29Z", "hours": 7.5753, "text": "implemented a lot like a db then added a map of stops now working on adding the buses on the map"}, {"post_id": 22705, "ts": "2026-07-05T08:40:28Z", "hours": 0.7356, "text": "connected git properly and got the realtime data through requests"}]...
|
Title: OpenDTC by @ameenfr | Stardance
Devlogs:
c Title: OpenDTC by @ameenfr | Stardance
Devlogs:
connected git properly and got the realtime data through requests
implemented a lot like a db then added a map of stops now working on adding the buses on the map
implemented real time buses after going through debug hell made everything come together with main.py the blue ones are buses added marker clusters to improve performance performance boost is noticeable and thats all
done deploying the api on vercel and the map on github pages also changed from osm
Ships:
I made openDTC a bus tracker using the GTFS data published by delhi. the project is split into the api for the realtime updates and the frontend part for showing the map this project is not even close to complete i needa add the search for buses and stops i need to get up to date gtfs data so that i can see which trip the bus is currently on but this is still v1 so its fine. my laptop had crashed once during this cuz the api was refreshing wayy too much and too many downloads where happening and i hadnt enabled canvas. after that i had the sense to add marker clusters and enable canvas. the api is deployed on vercel and the map on github pages...
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