|
68150
|
Neural Network Base by @mecukuryurt | Stardance
|
mecukuryurt
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Neural Network Base by @mecukuryurt | Stard Title: Neural Network Base by @mecukuryurt | Stardance...
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1792471676.3737872
|
1793076476.3737872
|
|
27027
|
CatOS by @mygulash | Stardance
|
mygulash
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T19:54:36Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "✨CatOS AAAAAA help meee D: They are everywhere!!! HELPPP! THE CATS 🐈 Do you have lots of cats? This WebOS is for you! Aside from the basic functions like top bar with real time and draggable windows, we have 2 special apps for cat owners!: CatNotes: helps you keep track of your cats, you can write there everything about them Gallery: lots and lots of cat images (average cat owner gallery :D) If you are interested do not hesitate and try CatOS now!", "repo": "https://github.com/Mygulash/CatOS", "demo": "https://mygulash.github.io/CatOS/"}]...
|
[{"post_id": 17838, "ts": "202 [{"post_id": 17838, "ts": "2026-06-28T19:38:25Z", "hours": 1.4081, "text": "CatOS devlog #3 I finnaly finished my first custom app! 🐈Anddd… it is a cat gallery! Here are the changes: new app (cat gallery) fixed bugs (could put windows on top of top bar) rewamped the code and made it more universal Stay tuned for more challenges this project brings me! :)✨"}, {"post_id": 17690, "ts": "2026-06-28T16:20:35Z", "hours": 1.6228, "text": "CatOS devlog #2 I am still following the tutorial but I am getting close to finishing it :) Here is what is new: working app icon choosing which window will be on top basic text editor (first app) I am planning on adding an app which will have something to do with cat memes :)🐈 Stay tuned! ✨"}, {"post_id": 17073, "ts": "2026-06-27T18:34:50Z", "hours": 1.63, "text": "CatOS devlog #1 I am currently working on my own WebOS :) Since i really love cats i am going to make it cat themed. 🐈✨ Stuff i made so far: desktop top bar working clock draggable windows open/close windows And now I am going to create my first app in my CatOS stay tuned! 🐈"}]...
|
Title: CatOS by @mygulash | Stardance
Devlogs:
Ca Title: CatOS by @mygulash | Stardance
Devlogs:
CatOS devlog #1 I am currently working on my own WebOS :) Since i really love cats i am going to make it cat themed. 🐈✨ Stuff i made so far: desktop top bar working clock draggable windows open/close windows And now I am going to create my first app in my CatOS stay tuned! 🐈
CatOS devlog #2 I am still following the tutorial but I am getting close to finishing it :) Here is what is new: working app icon choosing which window will be on top basic text editor (first app) I am planning on adding an app which will have something to do with cat memes :)🐈 Stay tuned! ✨
CatOS devlog #3 I finnaly finished my first custom app! 🐈Anddd… it is a cat gallery! Here are the changes: new app (cat gallery) fixed bugs (could put windows on top of top bar) rewamped the code and made it more universal Stay tuned for more challenges this project brings me! :)✨
Ships:
✨CatOS AAAAAA help meee D: They are everywhere!!! HELPPP! THE CATS 🐈 Do you have lots of cats? This WebOS is for you! Aside from the basic functions like top bar with real time and draggable windows, we have 2 special apps for cat owners!: CatNotes: helps you keep track of your cats, you can write there everything about them Gallery: lots and lots of cat images (average cat owner gallery :D) If you are interested do not hesitate and try CatOS now!...
|
1792990075.7489672
|
1793076475.7489672
|
|
2652
|
FrogPad by @FrogDude | Stardance
|
FrogDude
|
1
|
0.96
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-19T01:21:36Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FrogPad Devlog 06: Shipped! FrogPad is a 12-key macropad with audio control, arrow keys, and a delete button for me to smash as needed. It also has an OLED, which can display animations and (hopefully) playing audio, all packed into a fun frog-shaped case. Frogs are awesome. Keyboards are awesome. This is my combination.", "repo": "https://github.com/FrogDude7856/FrogPad", "demo": ""}]...
|
[{"post_id": 49290, "ts": "202 [{"post_id": 49290, "ts": "2026-08-18T00:40:22Z", "hours": 0.9589, "text": "FrogPad Devlog 07: we’re so back. (Please ignore any formatting issues, I am currently typing on my mobile device) MY KIT SHOWED UP! The past hour has been putting together parts, test fits, and overall design checks. I also had to sand some things because I accidentally made the port hole too small - hopefully that wound be an issue in the future… Next steps are to learn to sauder and then put stuff together for the case-off test, then install the case! (Image: my case, printed by the nice people over at #printing_legion)"}, {"post_id": 11373, "ts": "2026-06-18T16:42:32Z", "hours": 0.8497, "text": "FrogPad Devlog 005: Began work on firmware for keyboard; established key layout. – Swapped from numpad to sort of a themed quick commands pad (music control, delete key, etc) Discovered that OLEDs are probably the hardest part I could have chosen to include (what do you mean my two options are “probably doesn’t work with your OS” or “learn an entirely new coding language”) Began work on baby’s first GitHub Repo! Link should be accessible now, if not as soon as I ship. Next Steps: Setup QMK-Now Playing ( https://github.com/dob9601/qmk-nowplaying ) on board for OLED? Hopefully? I am not sure if it’ll work since I’m on Windows but worth a shot. (no I don’t know what this code stuff means, this is from my first test compiling)"}, {"post_id": 9642, "ts": "2026-06-16T01:36:37Z", "hours": 1.5094, "text": "FrogPad Devlog 004: FINALLY, MODELING Redid the PCB. Again. I got it down to 99.925 mm on the larger side, so now I’m in compliance! Still waiting on a sanity check but hopefully I am finally done with this after (checks notes) THREE HOURS??? Began modeling my case for this on OnShape. It’s frog shaped. I am nothing if not on brand. I only have the bottom case so far, and I’m aiming to finish the whole thing by the end of the week. Next steps: Finish case Code/modify code for firmware Write README"}, {"post_id": 8464, "ts": "2026-06-14T02:18:16Z", "hours": 1.6506, "text": "Frog Pad Devlog 003: AHHHHHHH So I had to redo the PCB. Three Times. It was easier than rearranging all the parts to reorder them, but it sure did take a lot of trial and error. I had multiple YouTube Tutorials open; I am sorry to whoever watches my Lapse clips because I made a lot of cuts trying to not count research time. Most of today was reorganizing my parts for wiring/copper-ing and trying to align all my parts. I was going to do edge cuts today but it’s 10 PM right now and I have to be up in 8 hours. But everything’s connected! Tomorrow is hopefully edge cuts and updating the silkscreen, then running a sanity check before I do this all over again with OnShape. 🐸🗒️!"}, {"post_id": 7658, "ts": "2026-06-12T20:02:43Z", "hours": 0.7131, "text": "FrogPad Devlog 002: PCB? what’s a PCB? assigned footprints to the components and added to the PCB builder in KiCad. Twice. I accidentally made my switches LEDs, got very confused by the three tutorials I was referencing, and then asked the nice people in #hackpad for help. Next Steps (this weekend hopefully): Copper wire (?) PCB Edge cuts Screen Details (lilypads, frogs, cleanup text) Make the case!!! 🐸🗒️"}, {"post_id": 7142, "ts": "2026-06-11T22:36:54Z", "hours": 0.3486, "text": "FrogPad Devlog 001: what have I gotten myself into Tried to make a matrix while keeping pins clear for my OLED plans. I am not sure if I succeeded, will continue with tutorials and stuff tomorrow."}]...
|
Title: FrogPad by @FrogDude | Stardance
Devlogs:
Title: FrogPad by @FrogDude | Stardance
Devlogs:
FrogPad Devlog 001: what have I gotten myself into Tried to make a matrix while keeping pins clear for my OLED plans. I am not sure if I succeeded, will continue with tutorials and stuff tomorrow.
FrogPad Devlog 002: PCB? what’s a PCB? assigned footprints to the components and added to the PCB builder in KiCad. Twice. I accidentally made my switches LEDs, got very confused by the three tutorials I was referencing, and then asked the nice people in #hackpad for help. Next Steps (this weekend hopefully): Copper wire (?) PCB Edge cuts Screen Details (lilypads, frogs, cleanup text) Make the case!!! 🐸🗒️
Frog Pad Devlog 003: AHHHHHHH So I had to redo the PCB. Three Times. It was easier than rearranging all the parts to reorder them, but it sure did take a lot of trial and error. I had multiple YouTube Tutorials open; I am sorry to whoever watches my Lapse clips because I made a lot of cuts trying to not count research time. Most of today was reorganizing my parts for wiring/copper-ing and trying to align all my parts. I was going to do edge cuts today but it’s 10 PM right now and I have to be up in 8 hours. But everything’s connected! Tomorrow is hopefully edge cuts and updating the silkscreen, then running a sanity check before I do this all over again with OnShape. 🐸🗒️!
FrogPad Devlog 004: FINALLY, MODELING Redid the PCB. Again. I got it down to 99.925 mm on the larger side, so now I’m in compliance! Still waiting on a sanity check but hopefully I am finally done with this after (checks notes) THREE HOURS??? Began modeling my case for this on OnShape. It’s frog shaped. I am nothing if not on brand. I only have the bottom case so far, and I’m aiming to finish the whole thing by the end of the week. Next steps: Finish case Code/modify code for firmware Write README
FrogPad Devlog 005: Began work on firmware for keyboard; established key layout. – Swapped from numpad to sort of a themed quick commands pad (music control, delete key, etc) Discovered that OLEDs are probably the hardest part I could have chosen to include (what do you mean my two options are “probably doesn’t work with your OS” or “learn an entirely new coding language”) Began work on baby’s first GitHub Repo! Link should be accessible now, if not as soon as I ship. Next Steps: Setup QMK-Now Playing ( https://github.com/dob9601/qmk-nowplaying ) on board for OLED? Hopefully? I am not sure if it’ll work since I’m on Windows but worth a shot. (no I don’t know what this code stuff means, this is from my first test compiling)
FrogPad Devlog 07: we’re so back. (Please ignore any formatting issues, I am currently typing on my mobile device) MY KIT SHOWED UP! The past hour has been putting together parts, test fits, and overall design checks. I also had to sand some things because I accidentally made the port hole too small - hopefully that wound be an issue in the future… Next steps are to learn to sauder and then put stuff together for the case-off test, then install the case! (Image: my case, printed by the nice people over at #printing_legion)
Ships:
FrogPad Devlog 06: Shipped! FrogPad is a 12-key macropad with audio control, arrow keys, and a delete button for me to smash as needed. It also has an OLED, which can display animations and (hopefully) playing audio, all packed into a fun frog-shaped case. Frogs are awesome. Keyboards are awesome. This is my combination....
|
1792990074.5296834
|
1793076474.5296834
|
|
919
|
A simple to do by @goodaysarecomingsoon | Stardanc A simple to do by @goodaysarecomingsoon | Stardance...
|
goodaysarecomingsoon
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T13:07:56Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Sentinel, a simple to-do list focused on deadlines. You can add tasks with a date and time, see a live countdown, tick completed tasks with a strike-through animation, and import or export tasks using JSON. The most challenging part was getting the countdown to update accurately every second and figuring out how to handle JSON since I was new to it. I’m proud that I turned a problem I actually have—missing deadline after deadline—into something useful and a little funny:)", "repo": "https://github.com/Optimus-Prime04/A-Simple-To-Do", "demo": "https://a-simple-to-do.vercel.app/"}]...
|
[{"post_id": 55523, "ts": "202 [{"post_id": 55523, "ts": "2026-08-27T13:03:16Z", "hours": 2.6192, "text": "finally completed everthing check out https://a-simple-to-do.vercel.app/"}, {"post_id": 54459, "ts": "2026-08-25T14:06:05Z", "hours": 1.9194, "text": "after a long session finally my style.css is over"}, {"post_id": 53818, "ts": "2026-08-24T14:51:53Z", "hours": 0.4514, "text": "finally mu index.css is done"}, {"post_id": 53786, "ts": "2026-08-24T14:18:37Z", "hours": 0.4303, "text": "i have completed my tasks.html after a long terminal session"}, {"post_id": 53769, "ts": "2026-08-24T13:34:42Z", "hours": 0.3425, "text": "i have created my index.html"}]...
|
Title: A simple to do by @goodaysarecomingsoon | S Title: A simple to do by @goodaysarecomingsoon | Stardance
Devlogs:
i have created my index.html
i have completed my tasks.html after a long terminal session
finally mu index.css is done
after a long session finally my style.css is over
finally completed everthing check out https://a-simple-to-do.vercel.app/
Ships:
I made Sentinel, a simple to-do list focused on deadlines. You can add tasks with a date and time, see a live countdown, tick completed tasks with a strike-through animation, and import or export tasks using JSON. The most challenging part was getting the countdown to update accurately every second and figuring out how to handle JSON since I was new to it. I’m proud that I turned a problem I actually have—missing deadline after deadline—into something useful and a little funny:)...
|
1792990073.016113
|
1793076473.016113
|
|
68149
|
mochi by @LPcomix123 | Stardance
|
LPcomix123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: mochi by @LPcomix123 | Stardance
|
1792471672.9437013
|
1793076472.9437013
|
|
68148
|
My awesome macropad! by @sayuri-z | Stardance
|
sayuri-z
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @sayuri-z | Stardan Title: My awesome macropad! by @sayuri-z | Stardance...
|
1792471672.1000926
|
1793076472.1000926
|
|
20016
|
My first slack bot! by @itzRK | Stardance
|
itzRK
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T20:08:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My First Slack Bot is Live! 🚀 Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands: /smart-bot-for-everyone-ping – checks the bot’s latency. /smart-bot-for-everyone-help – lists all available commands. /smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!", "repo": "https://github.com/itzRK-cell/smart-bot-for-everyone", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
|
[{"post_id": 21026, "ts": "202 [{"post_id": 21026, "ts": "2026-07-02T19:56:04Z", "hours": 0.2614, "text": "My First Slack Bot is Live! 🚀Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands:/smart-bot-for-everyone-ping – checks the bot’s latency./smart-bot-for-everyone-help – lists all available commands./smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way, I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!"}]...
|
Title: My first slack bot! by @itzRK | Stardance
Title: My first slack bot! by @itzRK | Stardance
Devlogs:
My First Slack Bot is Live! 🚀Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands:/smart-bot-for-everyone-ping – checks the bot’s latency./smart-bot-for-everyone-help – lists all available commands./smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way, I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!
Ships:
My First Slack Bot is Live! 🚀 Today I built and deployed my first Slack bot using Node.js and the Slack Bolt framework. The bot currently supports three slash commands: /smart-bot-for-everyone-ping – checks the bot’s latency. /smart-bot-for-everyone-help – lists all available commands. /smart-bot-for-everyone-catfact – fetches a random cat fact from an external API. Along the way I learned how to: Set up a Node.js project with npm. Store secrets securely using a .env file. Use Git and GitHub for version control. Connect to a Linux server over SSH. Deploy my project to Hack Club Nest. Run my bot 24/7 using a systemd service. The biggest challenge was troubleshooting setup issues like installing Node.js, configuring Git, creating SSH keys, and deploying the bot. Working through those problems helped me understand how a real development workflow comes together. I’m excited to keep improving this bot by adding more commands and features in future updates!...
|
1792990072.0858734
|
1793076472.0858734
|
|
68145
|
Live Chat by @ThatCorley | Stardance
|
ThatCorley
|
0
|
1.31
|
0
|
[]
|
[{"post_id": 77084, "ts": "202 [{"post_id": 77084, "ts": "2026-10-05T16:28:51Z", "hours": 1.3147, "text": "First time working with Web Sockets. Made a simple chat app to test it sending data between clients and server etc"}]...
|
Title: Live Chat by @ThatCorley | Stardance
Devlo Title: Live Chat by @ThatCorley | Stardance
Devlogs:
First time working with Web Sockets. Made a simple chat app to test it sending data between clients and server etc...
|
1792471671.25115
|
1793076471.25115
|
|
55294
|
My own site! by @jar_ann | Stardance
|
jar_ann
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T12:15:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I guess the most challenging task is working with svg. I mean I often have a project where I need add svg, but styling, making animations with it is a whole new story! Furthermore, building other features is kinda on the track as I planned. I hope I could have been doing more projects in the past so I could add to.", "repo": "https://github.com/AnGiaQuach/personal-site", "demo": "https://giaan-site.vercel.app/"}]...
|
[{"post_id": 56616, "ts": "202 [{"post_id": 56616, "ts": "2026-08-28T13:21:46Z", "hours": 0.4542, "text": "I just built a new feature where a text block could be changed automatically every 1s"}, {"post_id": 56569, "ts": "2026-08-28T11:37:09Z", "hours": 1.1508, "text": "The final result I made at this afternoon!"}]...
|
Title: My own site! by @jar_ann | Stardance
Devlo Title: My own site! by @jar_ann | Stardance
Devlogs:
The final result I made at this afternoon!
I just built a new feature where a text block could be changed automatically every 1s
Ships:
I guess the most challenging task is working with svg. I mean I often have a project where I need add svg, but styling, making animations with it is a whole new story! Furthermore, building other features is kinda on the track as I planned. I hope I could have been doing more projects in the past so I could add to....
|
1792990071.1483636
|
1793076471.1483636
|
|
68144
|
QKing's Website by @QKing | Stardance
|
QKing
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: QKing's Website by @QKing | Stardance
|
1792471670.4035518
|
1793076470.4035518
|
|
39422
|
CineAI by @daud59302 | Stardance
|
daud59302
|
1
|
16.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T18:37:29Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "CineAI is a modern and interactive web app for discovering movies and TV shows. It features a custom “Discover” section where users can sort content by rating or release date, and filter by genres or streaming providers (like Netflix). Clicking on a movie reveals trailers, similar movies, and a full cast list. The actors are also clickable, opening up a detailed profile with their biography, age, and a “Known For” section displaying their most popular roles. Made by Daud Ahmed!", "repo": "https://github.com/Daudui/CineAI", "demo": "https://daudui.github.io/CineAI/index.html"}]...
|
[{"post_id": 47568, "ts": "202 [{"post_id": 47568, "ts": "2026-08-15T15:22:54Z", "hours": 2.6811, "text": "okay so I have made some major changes to CineAI, I have redesigned the whole page, I have redesigned the login page, homepage and I have even made it possible to click on whatever movie and it will show you a trailer of the movie. (ps my first time coding)"}, {"post_id": 37343, "ts": "2026-07-30T00:11:27Z", "hours": 5.6528, "text": "CineAI, a movie plattform where you can find the best movies with the help of AI"}, {"post_id": 36550, "ts": "2026-07-28T18:56:14Z", "hours": 7.5719, "text": "a movie site where you can find the best shows with the help of ai, and get recommendation based on your activity"}]...
|
Title: CineAI by @daud59302 | Stardance
Devlogs:
Title: CineAI by @daud59302 | Stardance
Devlogs:
a movie site where you can find the best shows with the help of ai, and get recommendation based on your activity
CineAI, a movie plattform where you can find the best movies with the help of AI
okay so I have made some major changes to CineAI, I have redesigned the whole page, I have redesigned the login page, homepage and I have even made it possible to click on whatever movie and it will show you a trailer of the movie. (ps my first time coding)
Ships:
CineAI is a modern and interactive web app for discovering movies and TV shows. It features a custom “Discover” section where users can sort content by rating or release date, and filter by genres or streaming providers (like Netflix). Clicking on a movie reveals trailers, similar movies, and a full cast list. The actors are also clickable, opening up a detailed profile with their biography, age, and a “Known For” section displaying their most popular roles. Made by Daud Ahmed!...
|
1792990070.2636802
|
1793076470.2636802
|
|
68143
|
My awesome macropad! by @Noxy | Stardance
|
Noxy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Noxy | Stardance
|
1792471669.5451305
|
1793076469.5451305
|
|
68142
|
Autonomous Operations Agent by @eliteconquerorz | Autonomous Operations Agent by @eliteconquerorz | Stardance...
|
eliteconquerorz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Autonomous Operations Agent by @eliteconque Title: Autonomous Operations Agent by @eliteconquerorz | Stardance...
|
1792471668.7046502
|
1793076468.7046502
|
|
68141
|
Micropad by @jdjdoejebbfhdj | Stardance
|
jdjdoejebbfhdj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Micropad by @jdjdoejebbfhdj | Stardance
|
1792471667.857653
|
1793076467.857653
|
|
32467
|
BrowserRNN by @lazerkat | Stardance
|
lazerkat
|
1
|
3.26
|
45
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T03:51:54Z", "hours": 3.0, "multiplier": 14.95, "payout": 45, "blessing": "neutral", "text": "I made a browser based Recurrent Neural Network! I hope you like it!", "repo": "https://github.com/betelguesestudios/BrowserRNN", "demo": "https://betelguesestudios.github.io/BrowserRNN/"}]...
|
[{"post_id": 26381, "ts": "202 [{"post_id": 26381, "ts": "2026-07-11T04:21:47Z", "hours": 0.2622, "text": "Devlog #5! Fixed the readme and made the default prompt longer!"}, {"post_id": 26362, "ts": "2026-07-11T03:24:43Z", "hours": 0.3956, "text": "Devlog #4! Pretty much just this guy.."}, {"post_id": 25737, "ts": "2026-07-10T05:31:51Z", "hours": 0.8322, "text": "Devlog #3! Some styling and info!"}, {"post_id": 25714, "ts": "2026-07-10T04:33:26Z", "hours": 0.7919, "text": "Devlog #2! it is not as stupid! I added some more features too, like exporting, importing etc"}, {"post_id": 24536, "ts": "2026-07-08T04:59:49Z", "hours": 1.0214, "text": "Devlog #1! I spent a little while making it, but I think I have the first revision! It’s a little stupid right now… I’m gonna make more features soon! Also no styling yet"}]...
|
Title: BrowserRNN by @lazerkat | Stardance
Devlog Title: BrowserRNN by @lazerkat | Stardance
Devlogs:
Devlog #1! I spent a little while making it, but I think I have the first revision! It’s a little stupid right now… I’m gonna make more features soon! Also no styling yet
Devlog #2! it is not as stupid! I added some more features too, like exporting, importing etc
Devlog #3! Some styling and info!
Devlog #4! Pretty much just this guy..
Devlog #5! Fixed the readme and made the default prompt longer!
Ships:
I made a browser based Recurrent Neural Network! I hope you like it!...
|
1792990067.2827702
|
1793076467.2827702
|
|
68140
|
Generic name by @davidpoole | Stardance
|
davidpoole
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Generic name by @davidpoole | Stardance
|
1792471667.028274
|
1793076467.028274
|
|
68139
|
Theos by @inoty | Stardance
|
inoty
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Theos by @inoty | Stardance
|
1792471666.1728728
|
1793076466.1728728
|
|
25390
|
WarioWare Godot by @GeorgeSun | Stardance
|
GeorgeSun
|
2
|
17.0
|
14
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T15:11:22Z", "hours": 3.0, "multiplier": 6.02, "payout": 14, "blessing": "neutral", "text": "I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse. I also added onto the second version of the project local multiplayer so that you can play with your friends. Player 1 takes WASD and Player 2 takes the arrow keys. You can play the game right now by clicking the try project button below!", "repo": "https://github.com/Geofoods/Wario-Ware-Game-Version-2", "demo": "https://georgecodes.itch.io/warioware-godot"}, {"ship_num": 2, "ts": "2026-06-27T23:08:53Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse.", "repo": "https://github.com/Geofoods/Wario-Ware-Game-Version-2", "demo": "https://georgecodes.itch.io/warioware-godot"}]...
|
[{"post_id": 44025, "ts": "202 [{"post_id": 44025, "ts": "2026-08-09T15:07:58Z", "hours": 2.9356, "text": "I made a two player gamemode which includes two player versions of all of the minigames. After one of the player wins the best out of 10, it shows it in the new multiplayer end screen"}, {"post_id": 17175, "ts": "2026-06-27T21:36:58Z", "hours": 1.0933, "text": "Added three more minigames: rock breaking, geometry dash, and quick math"}, {"post_id": 17029, "ts": "2026-06-27T17:16:14Z", "hours": 1.0986, "text": "Finished and polished my game by adding audio and sprucing up the menus with animations. You can try the demo now! https://georgecodes.itch.io/warioware-godot"}, {"post_id": 16641, "ts": "2026-06-27T02:05:06Z", "hours": 2.5589, "text": "Made ui look a lot better, added settings menu, game over menu, added find luigi minigame, space invaders minigame, and pong minigame. Replaced platformer minigame with doodle jump minigame"}, {"post_id": 15977, "ts": "2026-06-25T22:57:07Z", "hours": 1.4875, "text": "Created clicker and flappy bird game, also created a scrolling background on all levels"}, {"post_id": 15277, "ts": "2026-06-24T20:18:07Z", "hours": 7.7194, "text": "Finished Making the Main Menu and Level Scene"}]...
|
Title: WarioWare Godot by @GeorgeSun | Stardance
Title: WarioWare Godot by @GeorgeSun | Stardance
Devlogs:
Finished Making the Main Menu and Level Scene
Created clicker and flappy bird game, also created a scrolling background on all levels
Made ui look a lot better, added settings menu, game over menu, added find luigi minigame, space invaders minigame, and pong minigame. Replaced platformer minigame with doodle jump minigame
Finished and polished my game by adding audio and sprucing up the menus with animations. You can try the demo now! https://georgecodes.itch.io/warioware-godot
Added three more minigames: rock breaking, geometry dash, and quick math
I made a two player gamemode which includes two player versions of all of the minigames. After one of the player wins the best out of 10, it shows it in the new multiplayer end screen
Ships:
I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse.
I made a WarioWare themed game with 9 minigames in total. You have to beat as many minigames as possible before running out of lives. What I found was challenging was designing and creating my own minigames. What I am most proud of is how polished the game feels especially how animated the menus feel. The controls are intuitive and easy to learn as in most of the minigames, you only use the mouse. I also added onto the second version of the project local multiplayer so that you can play with your friends. Player 1 takes WASD and Player 2 takes the arrow keys. You can play the game right now by clicking the try project button below!...
|
1792990066.1011558
|
1793076466.1011558
|
|
68138
|
MyOS by @MrADude | Stardance
|
MrADude
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: MyOS by @MrADude | Stardance
|
1792471665.3339505
|
1793076465.3339505
|
|
42749
|
WebOS1 by @kevinamir | Stardance
|
kevinamir
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T21:15:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an OS called Kevin OS it has draggable windows and a dark mode toggle which was kinda hard to make but I figured it out I faced some challenges such as the dark mode toggle and idk why but the devlogs weren’t tracking the time so I waited a day to post each devlog and then it worked and I hope you like it :D", "repo": "https://github.com/kevinamirr1/Kevin-OS", "demo": "https://kevinamirr1.github.io/Kevin-OS/"}]...
|
[{"post_id": 43533, "ts": "202 [{"post_id": 43533, "ts": "2026-08-08T21:07:09Z", "hours": 0.2667, "text": "I added a dark mode toggle"}, {"post_id": 42908, "ts": "2026-08-07T21:16:39Z", "hours": 0.4897, "text": "I added draggable windows to the Kevin OS"}, {"post_id": 39130, "ts": "2026-08-01T20:54:40Z", "hours": 1.115, "text": "Kevin OS"}]...
|
Title: WebOS1 by @kevinamir | Stardance
Devlogs:
Title: WebOS1 by @kevinamir | Stardance
Devlogs:
Kevin OS
I added draggable windows to the Kevin OS
I added a dark mode toggle
Ships:
I made an OS called Kevin OS it has draggable windows and a dark mode toggle which was kinda hard to make but I figured it out I faced some challenges such as the dark mode toggle and idk why but the devlogs weren’t tracking the time so I waited a day to post each devlog and then it worked and I hope you like it :D...
|
1792990065.2381182
|
1793076465.2381182
|
|
68137
|
Hand Made Guitar by @Len | Stardance
|
Len
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hand Made Guitar by @Len | Stardance
|
1792471664.4973428
|
1793076464.4973428
|
|
25499
|
Dynamic Notch for Windows by @polo | Stardance
|
polo
|
1
|
52.0
|
809
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T21:17:43Z", "hours": 52.0, "multiplier": 19.82, "payout": 809, "blessing": "neutral", "text": "I am proud to announce Dynamic Notch for Windows Release 1 is out! Dynamic Notch is an Apple-inspired concept. Think of it as a Dynamic Island in a notch form for Windows computers. What does it do? Well, a LOT.You can: View the time and battery indicator Search directly on it Control music Play YouTube videos in the notch while you do something else Get messages from your phone onto the notch Get calls and answer them Use voice search See widgets Weather AND Stoinks! more coming soon Display timers See voice recording indicators And the best part? I am constantly adding more stuff to it, making it better, and fixing bugs.", "repo": "https://github.com/Aaravdalal/DynamicNotch", "demo": "https://github.com/Aaravdalal/DynamicNotch/releases/tag/v1.0.3"}]...
|
[{"post_id": 45424, "ts": "202 [{"post_id": 45424, "ts": "2026-08-11T21:13:00Z", "hours": 21.5547, "text": "Basically I worked on it (over 21 more hours) in macondo but I decided to switch to Stardance so basically to update ya’ll the project is done! I fine-tuned it and it looks really nice so down below let me put everyone up to date! I also am thankful for getting a superstar and the 22 people that are following me! Thanks for that. I added so much. Here is all my new journals to get everyone up to speed. Here is all my Added new Stocks Widget! Revamped brightness and volume notch and camera. I added a brand new stocks widget which shows either markets of the world (Down Jones etc.) or your watchlist of stocks like example Google, Nvidia etc. I also added quick camera so you can see how you look like quickly. I also revamped UI of Quick start and calendar so it is SO much better. I also updated brightness and volume notches to look better.CAMERA IS BLURRED IN IMAGE FOR PRIVACY.Next time I will focus on seamlessness and usability glitch fixes. Most importantly I actually got the logic for message sending to work. Essentially the core logic is I have a “ghost window” open that intercepts and redirects messages you get with your paired phone to the notch displaying them. The only problem was I couldn’t find a way to reply to messages I could see them but not reply, but I figured it out by whatever I type in the box and send the ghost process types that same message in messages and sends it (google messages doesn’t even need to be open!). So I was super happy to have figured that out and added it! I redesigned the weather widget to be cleaner and more apple like using a public weather API called Mateo. I also made search optimization better because I realized that when I voice search or google search on the notch the problem was it was slow. When I did some digging I found out that it resorted to the chrome browser only so I made it resort to whatever your default search engine is for windows and it is so fast now. SORRY FOR THE BLURRY SCREENSHOTS IDK WHY THEY BLURRY MY COMPUTER IS ACTING UP"}, {"post_id": 29311, "ts": "2026-07-16T05:05:16Z", "hours": 4.0881, "text": "Devlog 7: I fixed a lot of bugs and fixed the hello animation by making it fade instead of play backwards. I also made hovering in and out work properly and fixed an error where the qr code wasn’t appearing properly. Now I am working on adding phone detection as I got past the hurdle of messaging I thought I can do phone calls to."}, {"post_id": 24930, "ts": "2026-07-08T20:07:45Z", "hours": 2.2639, "text": "Devlog #7: Today I worked on a startup animation because jumping straight into the program isn’t as fun. So I added a welcome screen on the notch and after that I added the classic apple Hello animation that plays on apple devices when you first get the device.The hello is not a png it is an animation. I also added a startup sound to be specific the same sound that plays on mac computers when you start them for the first time.As always if you have any suggestions drop them below and thanks for reading and following my journey!"}, {"post_id": 23212, "ts": "2026-07-06T01:03:55Z", "hours": 5.8206, "text": "Devlog 6: Ok after trying and trying and trying to implement messaging features non-stop for 5 hours I finally did it. The problem was google is super strict on third party’s reading messages but I found a way to make it work. Essentially you have to pair your phone messages with a qr code that appears (not third party qr code all Google implemented so its official and safe) and any message someone sends you you have the ability to see it appear in mini view and then if you hover over it say if its a long message you can see the full message and reply to it with even sending attachments. The persons name and profile picture also appears. Also I would just like to state Gemini helped me find what logic path I take as there were multiple and this was the most effective and easy to implement. And the pairing is ONE TIME so once paired messages with the computer you never have to pair it again. Phew that took a long time. Please note the UI I am still trying to fix, the logic was what I was really trying to make work. And yes I am fixing the weird height issue to make it dynamic (for the messages expanded view). I am right now working on fixing the UI for this as well as say if someone sends you an attachment or a video you can be able to view it in the notch! Anyways come back for Devlog 7 later and of course if you have any suggestions and advice of course say it. Take a look below at how it is."}, {"post_id": 21061, "ts": "2026-07-02T20:49:03Z", "hours": 1.8047, "text": "Devlog #5: I added new features into the notch. Shoutout to @firancly for these ideas. I added a dynamic recorder notch that indicates recording with accurate microphone/audio visualization. I also added a timer notch that stays on your screen taking up little space but very useful. I also added a volume notch. Up next I will add a download notch and also perhaps the ability to respond to messages and view notifications through the notch if allowed. Thanks for reading and as always feel free to drop suggestions or advice on what you want to see next!"}, {"post_id": 20555, "ts": "2026-07-02T05:13:53Z", "hours": 2.9275, "text": "Rehauled youtube/video controls. Added picture in picture so you can watch youtube videos on the notch while you complete some of your other tasks that u want. Work while watching. Stay tuned for today’s devlog. Tomorrow I will patch up a bunch of bugs to maybe do a beta ship. As always if you have any suggestions or advice on what to do next please state them in the comments. Thanks!"}, {"post_id": 18733, "ts": "2026-06-29T22:22:07Z", "hours": 6.2067, "text": "I accidentally did a hard git reset to old code so I had to recode a lot of stuff. But anyways here’s the updates I did including one major one: I added the ability to quickshare files and images from the notch. It basically is like this, you download a file say from google then you drag it into the notch into the tray. A tray that holds files and screenshots etc. then when you want to say use the file you can drag it out the tray into the place you want it or you can quickshare those images and files. Quickshare is built into every windows system and integrated into the notch so there is no downloading hassle. Also if you dont want a file in the tray just hover over the file and click the X. I also did a lot of bug fixes including one fixing a glitchy startup animation. Thanks for everyone’s interest and as always be sure to give feedback and suggestions on what to add next."}, {"post_id": 17155, "ts": "2026-06-27T20:55:07Z", "hours": 5.0208, "text": "Added widgets like weather widgets, stocks and sports. I also added the ability to use search google through the notch as well as voice search to use your voice to search. Holy the voice search took me forever to figure out. I also rehauled music player controls and look to be more “apple-like” and actually function properly. I also added ability to do “quick-swipe” where you take two fingers and swipe either way to play the next song or the previous song also took forever to implement that. For those that are new this is essentially a dynamic island but in a notch form for computers."}, {"post_id": 15982, "ts": "2026-06-25T23:10:59Z", "hours": 2.6603, "text": "I am working on an Dynamic Island for computers but in a notch style. I was inspired by the dynamic island on iphones. Features as of right now include music controlling volume and brightness controlling as well as calendar with reminder and the time date and battery. And of course please be sure to drop any advice or additions."}]...
|
Title: Dynamic Notch for Windows by @polo | Starda Title: Dynamic Notch for Windows by @polo | Stardance
Devlogs:
I am working on an Dynamic Island for computers but in a notch style. I was inspired by the dynamic island on iphones. Features as of right now include music controlling volume and brightness controlling as well as calendar with reminder and the time date and battery. And of course please be sure to drop any advice or additions.
Added widgets like weather widgets, stocks and sports. I also added the ability to use search google through the notch as well as voice search to use your voice to search. Holy the voice search took me forever to figure out. I also rehauled music player controls and look to be more “apple-like” and actually function properly. I also added ability to do “quick-swipe” where you take two fingers and swipe either way to play the next song or the previous song also took forever to implement that. For those that are new this is essentially a dynamic island but in a notch form for computers.
I accidentally did a hard git reset to old code so I had to recode a lot of stuff. But anyways here’s the updates I did including one major one: I added the ability to quickshare files and images from the notch. It basically is like this, you download a file say from google then you drag it into the notch into the tray. A tray that holds files and screenshots etc. then when you want to say use the file you can drag it out the tray into the place you want it or you can quickshare those images and files. Quickshare is built into every windows system and integrated into the notch so there is no downloading hassle. Also if you dont want a file in the tray just hover over the file and click the X. I also did a lot of bug fixes including one fixing a glitchy startup animation. Thanks for everyone’s interest and as always be sure to give feedback and suggestions on what to add next.
Rehauled youtube/video controls. Added picture in picture so you can watch youtube videos on the notch while you complete some of your other tasks that u want. Work while watching. Stay tuned for today’s devlog. Tomorrow I will patch up a bunch of bugs to maybe do a beta ship. As always if you have any suggestions or advice on what to do next please state them in the comments. Thanks!
Devlog #5: I added new features into the notch. Shoutout to @firancly for these ideas. I added a dynamic recorder notch that indicates recording with accurate microphone/audio visualization. I also added a timer notch that stays on your screen taking up little space but very useful. I also added a volume notch. Up next I will add a download notch and also perhaps the ability to respond to messages and view notifications through the notch if allowed. Thanks for reading and as always feel free to drop suggestions or advice on what you want to see next!
Devlog 6: Ok after trying and trying and trying to implement messaging features non-stop for 5 hours I finally did it. The problem was google is super strict on third party’s reading messages but I found a way to make it work. Essentially you have to pair your phone messages with a qr code that appears (not third party qr code all Google implemented so its official and safe) and any message someone sends you you have the ability to see it appear in mini view and then if you hover over it say if its a long message you can see the full message and reply to it with even sending attachments. The persons name and profile picture also appears. Also I would just like to state Gemini helped me find what logic path I take as there were multiple and this was the most effective and easy to implement. And the pairing is ONE TIME so once paired messages with the computer you never have to pair it again. Phew that took a long time. Please note the UI I am still trying to fix, the logic was what I was really trying to make work. And yes I am fixing the weird height issue to make it dynamic (for the messages expanded view). I am right now working on fixing the UI for this as well as say if someone sends you an attachment or a video you can be able to view it in the notch! Anyways come back for Devlog 7 later and of course if you have any suggestions and advice of course say it. Take a look below at how it is.
Devlog #7: Today I worked on a startup animation because jumping straight into the program isn’t as fun. So I added a welcome screen on the notch and after that I added the classic apple Hello animation that plays on apple devices when you first get the device.The hello is not a png it is an animation. I also added a startup sound to be specific the same sound that plays on mac computers when you start them for the first time.As always if you have any suggestions drop them below and thanks for reading and following my journey!
Devlog 7: I fixed a lot of bugs and fixed the hello animation by making it fade instead of play backwards. I also made hovering in and out work properly and fixed an error where the qr code wasn’t appearing properly. Now I am working on adding phone detection as I got past the hurdle of messaging I thought I can do phone calls to.
Basically I worked on it (over 21 more hours) in macondo but I decided to switch to Stardance so basically to update ya’ll the project is done! I fine-tuned it and it looks really nice so down below let me put everyone up to date! I also am thankful for getting a superstar and the 22 people that are following me! Thanks for that. I added so much. Here is all my new journals to get everyone up to speed. Here is all my Added new Stocks Widget! Revamped brightness and volume notch and camera. I added a brand new stocks widget which shows either markets of the world (Down Jones etc.) or your watchlist of stocks like example Google, Nvidia etc. I also added quick camera so you can see how you look like quickly. I also revamped UI of Quick start and calendar so it is SO much better. I also updated brightness and volume notches to look better.CAMERA IS BLURRED IN IMAGE FOR PRIVACY.Next time I will focus on seamlessness and usability glitch fixes. Most importantly I actually got the logic for message sending to work. Essentially the core logic is I have a “ghost window” open that intercepts and redirects messages you get with your paired phone to the notch displaying them. The only problem was I couldn’t find a way to reply to messages I could see them but not reply, but I figured it out by whatever I type in the box and send the ghost process types that same message in messages and sends it (google messages doesn’t even need to be open!). So I was super happy to have figured that out and added it! I redesigned the weather widget to be cleaner and more apple like using a public weather API called Mateo. I also made search optimization better because I realized that when I voice search or google search on the notch the problem was it was slow. When I did some digging I found out that it resorted to the chrome browser only so I made it resort to whatever your default search engine is for windows and it is so fast now. SORRY FOR THE BLURRY SCREENSHOTS IDK WHY THEY BLURRY MY COMPUTER IS ACTING UP
Ships:
I am proud to announce Dynamic Notch for Windows Release 1 is out! Dynamic Notch is an Apple-inspired concept. Think of it as a Dynamic Island in a notch form for Windows computers. What does it do? Well, a LOT.You can: View the time and battery indicator Search directly on it Control music Play YouTube videos in the notch while you do something else Get messages from your phone onto the notch Get calls and answer them Use voice search See widgets Weather AND Stoinks! more coming soon Display timers See voice recording indicators And the best part? I am constantly adding more stuff to it, making it better, and fixing bugs....
|
1792990064.0420408
|
1793076464.0420408
|
|
68136
|
My awesome macropad! by @MrADude | Stardance
|
MrADude
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @MrADude | Stardanc Title: My awesome macropad! by @MrADude | Stardance...
|
1792471663.6425493
|
1793076463.6425493
|
|
56327
|
Chess engine by @Mohammed_Ayman_Sheraaz | Stardanc Chess engine by @Mohammed_Ayman_Sheraaz | Stardance...
|
Mohammed_Ayman_Sheraaz
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-30T14:46:05Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Alphabeta — a small chess engine that learns A from-scratch minimax chess engine with a walnut-and-ivory web UI — plus a neural network that learns to play by watching games and can take over as the engine’s evaluator. Train it overnight, then play against it in the browser or run it in a head-to-head match against the classic engine and watch its win rate climb.", "repo": "https://github.com/mohammedaymansheraaz/chess-engine", "demo": "https://chess-engine-chad.onrender.com"}]...
|
[{"post_id": 58132, "ts": "202 [{"post_id": 58132, "ts": "2026-08-30T14:20:31Z", "hours": 2.1194, "text": "Alphabeta — a small chess engine that learnsA from-scratch minimax chess engine with a walnut-and-ivory web UI — plus a neural network that learns to play by watching games and can take over as the engine’s evaluator. Train it overnight, then play against it in the browser or run it in a head-to-head match against the classic engine and watch its win rate climb.Two brains, one searchBoard representation, legal move generation, and check/mate detection use the python-chess library (correctly implementing chess rules — castling, en passant, threefold repetition — from scratch is its own project). Everything that makes this an engine rather than a rules library is hand-written in backend/engine.py:Minimax search with alpha-beta pruning (negamax formulation)Iterative deepening (search depth 1, 2, 3… within a time budget)Move ordering: MVV-LVA for captures, killer moves for quiet moves, and the transposition-table move firstTransposition table (Zobrist hashing via chess.polyglot.zobrist_hash)Quiescence search on captures to avoid the horizon effect"}]...
|
Title: Chess engine by @Mohammed_Ayman_Sheraaz | S Title: Chess engine by @Mohammed_Ayman_Sheraaz | Stardance
Devlogs:
Alphabeta — a small chess engine that learnsA from-scratch minimax chess engine with a walnut-and-ivory web UI — plus a neural network that learns to play by watching games and can take over as the engine’s evaluator. Train it overnight, then play against it in the browser or run it in a head-to-head match against the classic engine and watch its win rate climb.Two brains, one searchBoard representation, legal move generation, and check/mate detection use the python-chess library (correctly implementing chess rules — castling, en passant, threefold repetition — from scratch is its own project). Everything that makes this an engine rather than a rules library is hand-written in backend/engine.py:Minimax search with alpha-beta pruning (negamax formulation)Iterative deepening (search depth 1, 2, 3… within a time budget)Move ordering: MVV-LVA for captures, killer moves for quiet moves, and the transposition-table move firstTransposition table (Zobrist hashing via chess.polyglot.zobrist_hash)Quiescence search on captures to avoid the horizon effect
Ships:
Alphabeta — a small chess engine that learns A from-scratch minimax chess engine with a walnut-and-ivory web UI — plus a neural network that learns to play by watching games and can take over as the engine’s evaluator. Train it overnight, then play against it in the browser or run it in a head-to-head match against the classic engine and watch its win rate climb....
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1792990063.1471689
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1793076463.1471689
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68135
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My own site! by @baltatuandrei1 | Stardance
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baltatuandrei1
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0.0
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0
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Title: My own site! by @baltatuandrei1 | Stardance
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1792471662.7895358
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1793076462.7895358
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68134
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My first slack bot! by @faizan_ags106 | Stardance
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faizan_ags106
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0.0
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Title: My first slack bot! by @faizan_ags106 | Sta Title: My first slack bot! by @faizan_ags106 | Stardance...
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1792471661.9327064
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1793076461.9327064
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6839
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Swerve Drive by @joshua_r | Stardance
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joshua_r
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2
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79.0
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379
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T14:57:23Z", "hours": 1.0, "multiplier": 5.0, "payout": 5, "blessing": "neutral", "text": "3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time? RESHIP FOR NEW HARDWARE MUTLIPLIER: Public video link is the video of project button.", "repo": "https://github.com/Joshuar9202/Swerve-Drive-Arduino", "demo": ""}, {"ship_num": 2, "ts": "2026-07-06T16:35:33Z", "hours": 78.0, "multiplier": 5.0, "payout": 374, "blessing": "neutral", "text": "3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time?", "repo": "https://github.com/Joshuar9202/Swerve-Drive-Arduino", "demo": ""}]...
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[{"post_id": 70649, "ts": "202 [{"post_id": 70649, "ts": "2026-09-19T14:53:46Z", "hours": 0.9042, "text": "Finally hardware projects are getting payout multipliers like software projects! Thus, I will be reshipping my project so that I can get multiplier. (Also opensauce was awesome sauce! Only real changes made to the project were encoder offsets and tuning things at opensauce because of reassembly at the venue. Also got into a rev reel!)"}, {"post_id": 22493, "ts": "2026-07-05T00:00:05Z", "hours": 11.3317, "text": "Done! 🎉 I finished making all the things for the github like the wiring diagram and demo video. Fixed all issues with field relative control, my original math was incorrect. Also one of the modules wasn’t rotating correctly but it turns out it was just the magnet came loose. Will be submitting to Outpost soon! Demo video link: https://www.youtube.com/watch?v=bPC4PA_9ZH0"}, {"post_id": 19694, "ts": "2026-07-01T02:39:11Z", "hours": 5.0708, "text": "First Movements Tested full motion for the first time woohoo! 🎉🎊 Things surprisingly worked alright, the kinematics for the rotation while strafing is still a bit off but translation by itself works great. Also the wheels have very little traction so I’ll have to increase that somehow. Additionally, field centric control on the joystick works really well, so up on the joystick means up in real life relative to the start heading and regardless of the rotation of the robot. Things Left to Do on Hardware Add traction to the wheels Things Left to Do on Software Fix swerve kinematics for rotation"}, {"post_id": 18892, "ts": "2026-06-30T02:50:31Z", "hours": 11.6183, "text": "Integration Pain I got all the subsystems working separately but the extremely fun part of integrating them all together was the first time I truly understood why engineers hate integration. There were a plethora of pin conflicts underlying the hardware since many of the pins on the nucleo serve multiple purposes. One example of this was the adafruit motor shield’s i2c bus interfering with the front left drive motor’s FOC math since PB8 and PB9 are connected to the sda and scl pins on the Arduino headers of the nucleo. As you can see from the extremely janky wiring in the photo, just connecting the shield so it gets power on the other side of headers and manually connecting the shield to a separate i2c bus using jumper wires, I was able to finally make all the subsystems work together. This was just one example of the many problems that arose, hence why there are almost 12 hours being logged in this post, but this project is finally on the last stretch. I did also make a lot of other progress like confirming the swerve kinematics work along with the flysky controller for inputs :) Things Left to Do on Hardware Cut off the sda and scl pins on the motor shield and solder a jumper wire to the new i2c bus Things Left to Do on Software Tune the pid for FR, BR, and BL turn motors Integrate offsets into the steering angle for the motors Integrate the MPU6050 readings for field oriented swerve control"}, {"post_id": 15434, "ts": "2026-06-25T02:36:01Z", "hours": 3.0789, "text": "Side Quest The adafruit motor shield v2 that I am using to control the n20 motors suddenly stopped working today. After a long struggle, I managed to trace it back to the A4 and A5 pins being attached to the nucelo alongside the dedicated SDA and SCL pins. Since SDA and SCL are tied to A4 and A5 on normal arduinos but seemingly not on nucelos, simply removing those pins fixed all issues. A very unsatisfying end to a 3 hour struggle :( I did mange to test out the front left module, and spent some time tuning the azimuth pid. Things Left to Do on Hardware Wire management Things Left to Do on Software Test the rest of the hardware (FR, BR, and BL modules, radio communication, and gyro). Program the rest of the swerveKinematics.cpp file Program mpu6050 gyro Program in controls from the inputs from the flysky controller"}, {"post_id": 14820, "ts": "2026-06-24T02:09:04Z", "hours": 3.2439, "text": "Finished Wiring As you can tell by this extremely beautiful cable management and totally not messy arrangement of wires, I should have probably made a pcb for this (Maybe I will later). Things Left to Do on Hardware Wire management Things Left to Do on Software Test all hardware individually to isolate any potential wiring issues Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller"}, {"post_id": 14094, "ts": "2026-06-23T02:30:21Z", "hours": 6.4664, "text": "Swerve Drivebase update Cut out bellypan out of scrap board because creating large panels isn’t really suited for 3d printing and I can drill new holes into this material easily for mounting electronics. Mounted the majority of the electronics as well. On the software side I got radio communication working and created a new .h and .cpp file for implementing radio control into the main program. Things Left to Do on Hardware Attach radio receiver and battery Wire all components together Resolder the wires on one of the n20 motors (bad connection the first time lol). Things Left to Do on Software Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller"}, {"post_id": 12296, "ts": "2026-06-20T02:02:20Z", "hours": 8.5414, "text": "Finished Drive Base Got all the modules built and attached. Some modules are a little bit stiff so if that hinders the motors I’ll need to change some clearances, but I think its minimal enough to where it won’t matter. Things Left to Do on Hardware Build and attach bellypan for electronics Mount electronics to bellypan Wire everything up Things Left to Do on Software Test radio communication from fs-ia6B receiver to nucleo Program commands in based on controller input Program swerve kinematics in using the custom angle control and drive control functions already created"}, {"post_id": 10917, "ts": "2026-06-17T21:51:43Z", "hours": 7.2928, "text": "Swerve azimuth control Got PID working for one module, though it probably still needs to be tuned. Also I need to figure out the logic for wrapping around since the encoder measures values from 0-1023 which I have mapped to 0 to 360, but after 360 it goes back to 0 which complicates the logic a bit. I also need to implement the logic for the swerve just switching the wheel rotation direction rather than rotate the entire module 180 degrees whenever it can. Realistically, the module should only ever rotate a max of 90 degrees from one input to the next"}, {"post_id": 8164, "ts": "2026-06-13T16:37:44Z", "hours": 8.9011, "text": "Tested all hardware for the swerve drive. The latest version of SimpleFOC (2.4.0) doesn’t work for some reason but the previous version (2.3.5) works perfectly fine. The as5600 encoders work great and track the rotation of the module nicely. I also made a few design changes to make assembly easier which includes changing the design of the encoder column support and the design of the standoffs."}, {"post_id": 5328, "ts": "2026-06-09T01:59:37Z", "hours": 3.0031, "text": "Swerve module v1 assembled! The gears mesh nicely and the entire system has a lot less friction than I thought it would :) Things needed to do in terms of design: Design support for the shaft that holds the central drive gear column since right now its cantilevered. Redesign standoffs because the current design breaks too easily Design encoder for brushless drive motor so FOC can be used"}, {"post_id": 4618, "ts": "2026-06-08T00:12:06Z", "hours": 3.3511, "text": "Finished soldering wires to the motors and header pins to the encoders. Got stm32 nucleo 64 f411re working with platformio ready for programming along with the motor shield to control everything!"}, {"post_id": 3587, "ts": "2026-06-06T16:15:48Z", "hours": 1.9147, "text": "finished building one module in real life!"}, {"post_id": 2479, "ts": "2026-06-05T00:05:00Z", "hours": 1.3253, "text": "Added drive column for drive gear train which is coaxial to the encoder column which has the magnet for the as5600 to track the module’s rotation. Done with the drive module for now, moving on to the motor mounts!"}, {"post_id": 2227, "ts": "2026-06-04T16:44:41Z", "hours": 2.6103, "text": "CAD for a single module done including gear relations. No motors yet"}]...
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Title: Swerve Drive by @joshua_r | Stardance
Devl Title: Swerve Drive by @joshua_r | Stardance
Devlogs:
CAD for a single module done including gear relations. No motors yet
Added drive column for drive gear train which is coaxial to the encoder column which has the magnet for the as5600 to track the module’s rotation. Done with the drive module for now, moving on to the motor mounts!
finished building one module in real life!
Finished soldering wires to the motors and header pins to the encoders. Got stm32 nucleo 64 f411re working with platformio ready for programming along with the motor shield to control everything!
Swerve module v1 assembled! The gears mesh nicely and the entire system has a lot less friction than I thought it would :) Things needed to do in terms of design: Design support for the shaft that holds the central drive gear column since right now its cantilevered. Redesign standoffs because the current design breaks too easily Design encoder for brushless drive motor so FOC can be used
Tested all hardware for the swerve drive. The latest version of SimpleFOC (2.4.0) doesn’t work for some reason but the previous version (2.3.5) works perfectly fine. The as5600 encoders work great and track the rotation of the module nicely. I also made a few design changes to make assembly easier which includes changing the design of the encoder column support and the design of the standoffs.
Swerve azimuth control Got PID working for one module, though it probably still needs to be tuned. Also I need to figure out the logic for wrapping around since the encoder measures values from 0-1023 which I have mapped to 0 to 360, but after 360 it goes back to 0 which complicates the logic a bit. I also need to implement the logic for the swerve just switching the wheel rotation direction rather than rotate the entire module 180 degrees whenever it can. Realistically, the module should only ever rotate a max of 90 degrees from one input to the next
Finished Drive Base Got all the modules built and attached. Some modules are a little bit stiff so if that hinders the motors I’ll need to change some clearances, but I think its minimal enough to where it won’t matter. Things Left to Do on Hardware Build and attach bellypan for electronics Mount electronics to bellypan Wire everything up Things Left to Do on Software Test radio communication from fs-ia6B receiver to nucleo Program commands in based on controller input Program swerve kinematics in using the custom angle control and drive control functions already created
Swerve Drivebase update Cut out bellypan out of scrap board because creating large panels isn’t really suited for 3d printing and I can drill new holes into this material easily for mounting electronics. Mounted the majority of the electronics as well. On the software side I got radio communication working and created a new .h and .cpp file for implementing radio control into the main program. Things Left to Do on Hardware Attach radio receiver and battery Wire all components together Resolder the wires on one of the n20 motors (bad connection the first time lol). Things Left to Do on Software Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller
Finished Wiring As you can tell by this extremely beautiful cable management and totally not messy arrangement of wires, I should have probably made a pcb for this (Maybe I will later). Things Left to Do on Hardware Wire management Things Left to Do on Software Test all hardware individually to isolate any potential wiring issues Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller
Side Quest The adafruit motor shield v2 that I am using to control the n20 motors suddenly stopped working today. After a long struggle, I managed to trace it back to the A4 and A5 pins being attached to the nucelo alongside the dedicated SDA and SCL pins. Since SDA and SCL are tied to A4 and A5 on normal arduinos but seemingly not on nucelos, simply removing those pins fixed all issues. A very unsatisfying end to a 3 hour struggle :( I did mange to test out the front left module, and spent some time tuning the azimuth pid. Things Left to Do on Hardware Wire management Things Left to Do on Software Test the rest of the hardware (FR, BR, and BL modules, radio communication, and gyro). Program the rest of the swerveKinematics.cpp file Program mpu6050 gyro Program in controls from the inputs from the flysky controller
Integration Pain I got all the subsystems working separately but the extremely fun part of integrating them all together was the first time I truly understood why engineers hate integration. There were a plethora of pin conflicts underlying the hardware since many of the pins on the nucleo serve multiple purposes. One example of this was the adafruit motor shield’s i2c bus interfering with the front left drive motor’s FOC math since PB8 and PB9 are connected to the sda and scl pins on the Arduino headers of the nucleo. As you can see from the extremely janky wiring in the photo, just connecting the shield so it gets power on the other side of headers and manually connecting the shield to a separate i2c bus using jumper wires, I was able to finally make all the subsystems work together. This was just one example of the many problems that arose, hence why there are almost 12 hours being logged in this post, but this project is finally on the last stretch. I did also make a lot of other progress like confirming the swerve kinematics work along with the flysky controller for inputs :) Things Left to Do on Hardware Cut off the sda and scl pins on the motor shield and solder a jumper wire to the new i2c bus Things Left to Do on Software Tune the pid for FR, BR, and BL turn motors Integrate offsets into the steering angle for the motors Integrate the MPU6050 readings for field oriented swerve control
First Movements Tested full motion for the first time woohoo! 🎉🎊 Things surprisingly worked alright, the kinematics for the rotation while strafing is still a bit off but translation by itself works great. Also the wheels have very little traction so I’ll have to increase that somehow. Additionally, field centric control on the joystick works really well, so up on the joystick means up in real life relative to the start heading and regardless of the rotation of the robot. Things Left to Do on Hardware Add traction to the wheels Things Left to Do on Software Fix swerve kinematics for rotation
Done! 🎉 I finished making all the things for the github like the wiring diagram and demo video. Fixed all issues with field relative control, my original math was incorrect. Also one of the modules wasn’t rotating correctly but it turns out it was just the magnet came loose. Will be submitting to Outpost soon! Demo video link: https://www.youtube.com/watch?v=bPC4PA_9ZH0
Finally hardware projects are getting payout multipliers like software projects! Thus, I will be reshipping my project so that I can get multiplier. (Also opensauce was awesome sauce! Only real changes made to the project were encoder offsets and tuning things at opensauce because of reassembly at the venue. Also got into a rev reel!)
Ships:
3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time?
3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time? RESHIP FOR NEW HARDWARE MUTLIPLIER: Public video link is the video of project button....
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1792990061.9122665
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1793076461.9122665
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68132
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My very own WebOS by @Anonym | Stardance
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Anonym
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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 @Anonym | Stardance
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1792471661.101673
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1793076461.101673
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5885
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"FTC" Concept Robot by @akhilatyam | Stard "FTC" Concept Robot by @akhilatyam | Stardance...
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akhilatyam
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2
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27.0
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377
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T02:00:19Z", "hours": 16.0, "multiplier": 13.83, "payout": 218, "blessing": "neutral", "text": "Presenting IRISv3, ship number 2!!! I would like to thank all those who have been a part of my journey, but lets get into it! To preface, most stuff I cover here is covered far more in depth in my readme, I suggest you read that as well. This project is NOT a part of First, or any other program, and is simply a learning experience for me. My last FTC season ended with a loss at state, mainly due to poor robot design, while I am no longer on my team, I decided to learn how to properly cad. Through this, I have created IRISv3!! What is it? It is a bot with a 3 artifact wide intake, 3 artifact hopper, a 360* turret, and a flip out parking mechanism! The onshape link will show you the robot, and the readme will provide an in depth view of its creation and thought process. Thank you for taking your time to review, hope you like it!", "repo": "https://github.com/Akhil-Atyam/IRISv3/", "demo": "https://cad.onshape.com/documents/06fbe5ed49f948d063feffdc/w/066c47fa9ac4b7611539e011/e/148f884616f1735568a81366?renderMode=0&uiState=6a3341bfd2cc085c33aab87a"}, {"ship_num": 2, "ts": "2026-06-19T00:16:11Z", "hours": 11.0, "multiplier": 14.03, "payout": 159, "blessing": "neutral", "text": "Presenting IRISv3!!! IRISv3 is a vast improvement of my teams original robot design and is designed to be a competitive robot in this years First Tech Challenge game, Decode. It has a 16 inch wide intake which can intake 3 artifacts at once, a 3 artifact large magazine, and a 360 degree turret to score. This robot taught me a lot about cad, as I am relatively new to it. Most parts can be CNC, 3d printed, or bought online at Rev Robotics, or GoBilda. If you are on any FIRST team, whether it be FLL FTC or FRC I do hope that you see this and end up liking the design off of it. Have a great day everyone!", "repo": "https://github.com/Akhil-Atyam/IRISv3/", "demo": "https://cad.onshape.com/documents/06fbe5ed49f948d063feffdc/w/066c47fa9ac4b7611539e011/e/148f884616f1735568a81366?renderMode=0&uiState=6a3341bfd2cc085c33aab87a"}]...
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[{"post_id": 63895, "ts": "202 [{"post_id": 63895, "ts": "2026-09-07T22:22:18Z", "hours": 4.0853, "text": "#Devlog 7: The end for now, adjustable hood, thicker plates, and blender renders. Hello guys, and welcome, to one of the final devlogs of this series!!!! Next time you see me, hopefully it will be my ship, but lets go over my progress shall we? Adjustable hood Much awaited, as mentioned in my last devlog, my only way of controlling shots was through adjusting rpm, which is very power expensive and takes time, which isn’t ideal. This is why we now have a servo powered hood! You can try this for yourself by rotating the white part of the hood.We can now quickly adjust our shooting curve, meaning faster Shoot On the Move!!! (Credits to Rafin from 14469 for some help on the hood) ##Thicker plates Now this is something I’ll admit my friends have told me FOREVER about and I was too busy to figure out why my pocketing tool didn’t work, turns out my tool radius was too high. Now that its turned down, we can actually have thicker bars! This should hopefully drastically increase durability. (0.1 -> 0.22-0.3) ##Blender renders In preperation for my ship, I have begun the process of rendering. By the time this devlog is posted, my renders should be done, and atleast my banner is a render photo now. I have never really used blender much, so this is a decent learning curve for me. I would like to thank EVERYONE who supported me during this journey, and I hope you appreciate what this project taught me and hopefully you like it too!"}, {"post_id": 62579, "ts": "2026-09-06T01:22:14Z", "hours": 5.4958, "text": "Devlog 6: Parking Mech Pt2, Rubber bands, and more! Hey guys, this is a decently lengthy devlog, so lets get into it! Parking Mech My parking mech is done! My main problem, as you saw in the last devlog is that I only had around 20 degrees of room to deploy my bellypan cause I was hitting a bar, what was my solution? Getting rid of the bar. In all seriousness, I put out a small hole in the bar that way, the arm that connects my motor and bellypan can move through. Now, we can lay all the way flat, but there is still a large footprint, as anything that touches the ground adds to my footprint. So I added a small bar that should hopefully work to reduce my footprint (anything that touches the ground) Rubber bands Following advice from my last ship, I realized it was important for people to actually know where rubber bands were. Or atleast some what to understand. For now, I have added rubber bands, but I might end up making them a bit less opaque as its hard to see inside right now. Random other changes Removed that random spur gear on the back of Shooter, thats useless Added a light bar to the back of bot and an LED to the shooter. Future plans Odometry pods, this would be amazing Adjustable hood shooter, right now I can only adjust RPM, which takes time and is expensive on power, which I know all to well can kill matches. An adjustable hood would save so much power. Quite a long post, but hopefully ship #2 soon! Thanks! PS: On image one, top is old, bottom is new."}, {"post_id": 60553, "ts": "2026-09-02T23:37:55Z", "hours": 4.1261, "text": "Devlog 5: Parking Mechanism, Part 1 Hey guys! My first main content devlog after my last ship. One of the things I left out on my first ship is a parking mechanism. One of the unique things about this challenge is the parking bonus, where if 2 bots are fully within a 18x18 zone, we get 30 points (compared to 10 for just one) I decided to build a parking mechanism for this! This is partially inspired by 10255’s design, but only for the bellypan. Motor mount and ratchet is all uniquely mine. The motor First things first, how am I going to power it? Luckily, I have one motor left out of my 8 motor limit, so its simple as that, just adding a motor! But what RPM exactly? GoBilda, where I really like to get motors from has a multitude of options. I decided to go with 30 rpm, because i feel that would be more than strong enough to lift my robot. The ratchet But whats stopping it from falling back down after i climb??? Thats why I decided to make a small inline ratchet! Hopefully, it isnt meant to hold things for long of course, but it should be long enough to last atleast 3 seconds, which is the minimum for parks. The bellypan Now this part is a wip, this will be covered in part two. But for now, its just a polycarb sheet. (thank you pic collage for the collage tool im lowk abusing it) First image is part of my inspo btw, the other 2 are my CAD."}, {"post_id": 52651, "ts": "2026-08-22T21:55:34Z", "hours": 2.4314, "text": "Reship!! Hey guys, unfortunately my project did not pass my first ship. So I’m here to fix it. (according to shipwrights due to the specifics of my design it is ok to simply show a small 3dprinter version that unfortunately broke and a previous iteration that actually was built.) This is just a devlog for my images and stuff to be here. Video of it below https://youtu.be/BBkzpUcLwDI CLARIFICATION: This robot has never competed, is meant to be competed with, or any other relation with first. While the previous iterations shown are competition bots, this bot is not. This is simply a proof of concept of a competitive bot that I used in order to learn CAD. This project was created solely for my practice and to be presented under Stardance."}, {"post_id": 11651, "ts": "2026-06-19T00:02:33Z", "hours": 0.5117, "text": "Devlog 3 : Magazine and shooter Hello guys! This time we have most of the robot done, time for an overview! Magazine The Magazine is based off a rubber band design, this way we have compliance so that we do not have to spam wheels. If you look in the photos, you can see a set of blue and black wheels, those two are connected by rubber bands. Addressing one of the concerns in my ship: The balls should not fall out. since the ramp has a hole in the center ideally the artifacts should self center and the rubber bands should hold it in place (Something I have personally seen on a real robot). I also faced another major problem, how do I get my artifacts from my mag to my shooter? Due to the form factor of my build needing a turntable, I can’t just directly send it straight into the turret, as it wouldn’t reach without adding like 50 rollers. (large rollers would collide into my turntable housing) So i devised a counter roller, which is mounted in the rear and can speedily feed things into my shooter! (this is shown in the 2nd slide image on the bottom right, look for the 2 sets of black rollers near the green ball) Shooter I decided to go for a turret, although several teams have had major success in a straight shooter (shoutout to my goats 30564). This was because I felt that shooting on the move and shooting no matter where we are is what makes something competitive, and it also is a test of my cad skills. I took inspiration of the Andymark turntable, but the form factor wouldn’t work here, so I took the bearing and put it on a custom plate. For the turret itself, its a single 6K rpm motor, which from my previous experiences was more than enough, we also have a Limelight (vision camera) on the shooter for accurate localization."}, {"post_id": 8413, "ts": "2026-06-13T23:47:37Z", "hours": 9.3075, "text": "Devlog 2: The intake Hello again guys! Welcome back to more CAD Chronicles Today, I have our intake created. There are many different types of intakes I’ve seen this year, rubber band, vector wheel, and surgical tubing. All of these have pros and cons, so lets go over them. Rubber band: Rubber band intakes is what my team used back when I was on it. It is simple, effective, and once you touch an artifact, you keep it, there is very little wrong with it. But, it is harder with those to have the intake extend the entire width of the bot, so you might not be able to intake 3 artifacts at once. Vector wheels Now theres 2 kinds, fixed, and pivoting (where the wheels can move up and down to comply with the artifacts). I decided, that for auto strategy since we might be contacting multiple artifacts at once, to go with a fixed design for this. Vector wheels can easily span the entire width of a bot, and also funnel into the center. Surgical tubing This one is a nice one, basically for those who have not seen them, it is a form of intake where there is a central hub, and tubes stick out of the hub, almost like a fan. These are supposed to catch on to artifacts and pull them in. While these are pretty good, they do not have centering and also are quite large, so they do tend to stick out the bot. Now what did I pick? You might be able to tell from my image, but I ended up picking a vector wheel intake! I decided this was the best course of action, because I can easily intake 3 artifact wide, which is good for far zone cycling and also auto pattern cycling, and also it has centering. You will see in my next devlog why centering is important!"}, {"post_id": 1503, "ts": "2026-06-03T15:58:34Z", "hours": 1.5769, "text": "Devlog #1 : The beginnings Hello guys! Welcome to my project! I would like to thank you guys for checking my project out and here I’m gonna outline a bit of what I am going to do. What is my goal? I want to create a competitive FTC style bot! My last season on my team was last year, we got to state but we placed around 20th. This year, me and my friends will hopefully start a new team, but I need to learn CAD so that I am actually well equipped to do work. I decided that cadding a robot is the best way to do this! I decided on a couple goals. I want a vector intake (to maximize possible intaking area) As much custom cnc parts as possible (both a challenge for me and also conserves space) A turret (IMO most competitive bots use a turret so time to join that league) Those 3 goals will shape the rest of this project. Drivetrain My first thing was beginning my drivetrain, as you can see below I got around half of it done so far. Sketching is a bit awkward but I’m getting the hang of it. Hopefully this works out well!"}]...
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Title: "FTC" Concept Robot by @akhilatyam Title: "FTC" Concept Robot by @akhilatyam | Stardance
Devlogs:
Devlog #1 : The beginnings Hello guys! Welcome to my project! I would like to thank you guys for checking my project out and here I’m gonna outline a bit of what I am going to do. What is my goal? I want to create a competitive FTC style bot! My last season on my team was last year, we got to state but we placed around 20th. This year, me and my friends will hopefully start a new team, but I need to learn CAD so that I am actually well equipped to do work. I decided that cadding a robot is the best way to do this! I decided on a couple goals. I want a vector intake (to maximize possible intaking area) As much custom cnc parts as possible (both a challenge for me and also conserves space) A turret (IMO most competitive bots use a turret so time to join that league) Those 3 goals will shape the rest of this project. Drivetrain My first thing was beginning my drivetrain, as you can see below I got around half of it done so far. Sketching is a bit awkward but I’m getting the hang of it. Hopefully this works out well!
Devlog 2: The intake Hello again guys! Welcome back to more CAD Chronicles Today, I have our intake created. There are many different types of intakes I’ve seen this year, rubber band, vector wheel, and surgical tubing. All of these have pros and cons, so lets go over them. Rubber band: Rubber band intakes is what my team used back when I was on it. It is simple, effective, and once you touch an artifact, you keep it, there is very little wrong with it. But, it is harder with those to have the intake extend the entire width of the bot, so you might not be able to intake 3 artifacts at once. Vector wheels Now theres 2 kinds, fixed, and pivoting (where the wheels can move up and down to comply with the artifacts). I decided, that for auto strategy since we might be contacting multiple artifacts at once, to go with a fixed design for this. Vector wheels can easily span the entire width of a bot, and also funnel into the center. Surgical tubing This one is a nice one, basically for those who have not seen them, it is a form of intake where there is a central hub, and tubes stick out of the hub, almost like a fan. These are supposed to catch on to artifacts and pull them in. While these are pretty good, they do not have centering and also are quite large, so they do tend to stick out the bot. Now what did I pick? You might be able to tell from my image, but I ended up picking a vector wheel intake! I decided this was the best course of action, because I can easily intake 3 artifact wide, which is good for far zone cycling and also auto pattern cycling, and also it has centering. You will see in my next devlog why centering is important!
Devlog 3 : Magazine and shooter Hello guys! This time we have most of the robot done, time for an overview! Magazine The Magazine is based off a rubber band design, this way we have compliance so that we do not have to spam wheels. If you look in the photos, you can see a set of blue and black wheels, those two are connected by rubber bands. Addressing one of the concerns in my ship: The balls should not fall out. since the ramp has a hole in the center ideally the artifacts should self center and the rubber bands should hold it in place (Something I have personally seen on a real robot). I also faced another major problem, how do I get my artifacts from my mag to my shooter? Due to the form factor of my build needing a turntable, I can’t just directly send it straight into the turret, as it wouldn’t reach without adding like 50 rollers. (large rollers would collide into my turntable housing) So i devised a counter roller, which is mounted in the rear and can speedily feed things into my shooter! (this is shown in the 2nd slide image on the bottom right, look for the 2 sets of black rollers near the green ball) Shooter I decided to go for a turret, although several teams have had major success in a straight shooter (shoutout to my goats 30564). This was because I felt that shooting on the move and shooting no matter where we are is what makes something competitive, and it also is a test of my cad skills. I took inspiration of the Andymark turntable, but the form factor wouldn’t work here, so I took the bearing and put it on a custom plate. For the turret itself, its a single 6K rpm motor, which from my previous experiences was more than enough, we also have a Limelight (vision camera) on the shooter for accurate localization.
Reship!! Hey guys, unfortunately my project did not pass my first ship. So I’m here to fix it. (according to shipwrights due to the specifics of my design it is ok to simply show a small 3dprinter version that unfortunately broke and a previous iteration that actually was built.) This is just a devlog for my images and stuff to be here. Video of it below https://youtu.be/BBkzpUcLwDI CLARIFICATION: This robot has never competed, is meant to be competed with, or any other relation with first. While the previous iterations shown are competition bots, this bot is not. This is simply a proof of concept of a competitive bot that I used in order to learn CAD. This project was created solely for my practice and to be presented under Stardance.
Devlog 5: Parking Mechanism, Part 1 Hey guys! My first main content devlog after my last ship. One of the things I left out on my first ship is a parking mechanism. One of the unique things about this challenge is the parking bonus, where if 2 bots are fully within a 18x18 zone, we get 30 points (compared to 10 for just one) I decided to build a parking mechanism for this! This is partially inspired by 10255’s design, but only for the bellypan. Motor mount and ratchet is all uniquely mine. The motor First things first, how am I going to power it? Luckily, I have one motor left out of my 8 motor limit, so its simple as that, just adding a motor! But what RPM exactly? GoBilda, where I really like to get motors from has a multitude of options. I decided to go with 30 rpm, because i feel that would be more than strong enough to lift my robot. The ratchet But whats stopping it from falling back down after i climb??? Thats why I decided to make a small inline ratchet! Hopefully, it isnt meant to hold things for long of course, but it should be long enough to last atleast 3 seconds, which is the minimum for parks. The bellypan Now this part is a wip, this will be covered in part two. But for now, its just a polycarb sheet. (thank you pic collage for the collage tool im lowk abusing it) First image is part of my inspo btw, the other 2 are my CAD.
Devlog 6: Parking Mech Pt2, Rubber bands, and more! Hey guys, this is a decently lengthy devlog, so lets get into it! Parking Mech My parking mech is done! My main problem, as you saw in the last devlog is that I only had around 20 degrees of room to deploy my bellypan cause I was hitting a bar, what was my solution? Getting rid of the bar. In all seriousness, I put out a small hole in the bar that way, the arm that connects my motor and bellypan can move through. Now, we can lay all the way flat, but there is still a large footprint, as anything that touches the ground adds to my footprint. So I added a small bar that should hopefully work to reduce my footprint (anything that touches the ground) Rubber bands Following advice from my last ship, I realized it was important for people to actually know where rubber bands were. Or atleast some what to understand. For now, I have added rubber bands, but I might end up making them a bit less opaque as its hard to see inside right now. Random other changes Removed that random spur gear on the back of Shooter, thats useless Added a light bar to the back of bot and an LED to the shooter. Future plans Odometry pods, this would be amazing Adjustable hood shooter, right now I can only adjust RPM, which takes time and is expensive on power, which I know all to well can kill matches. An adjustable hood would save so much power. Quite a long post, but hopefully ship #2 soon! Thanks! PS: On image one, top is old, bottom is new.
#Devlog 7: The end for now, adjustable hood, thicker plates, and blender renders. Hello guys, and welcome, to one of the final devlogs of this series!!!! Next time you see me, hopefully it will be my ship, but lets go over my progress shall we? Adjustable hood Much awaited, as mentioned in my last devlog, my only way of controlling shots was through adjusting rpm, which is very power expensive and takes time, which isn’t ideal. This is why we now have a servo powered hood! You can try this for yourself by rotating the white part of the hood.We can now quickly adjust our shooting curve, meaning faster Shoot On the Move!!! (Credits to Rafin from 14469 for some help on the hood) ##Thicker plates Now this is something I’ll admit my friends have told me FOREVER about and I was too busy to figure out why my pocketing tool didn’t work, turns out my tool radius was too high. Now that its turned down, we can actually have thicker bars! This should hopefully drastically increase durability. (0.1 -> 0.22-0.3) ##Blender renders In preperation for my ship, I have begun the process of rendering. By the time this devlog is posted, my renders should be done, and atleast my banner is a render photo now. I have never really used blender much, so this is a decent learning curve for me. I would like to thank EVERYONE who supported me during this journey, and I hope you appreciate what this project taught me and hopefully you like it too!
Ships:
Presenting IRISv3!!! IRISv3 is a vast improvement of my teams original robot design and is designed to be a competitive robot in this years First Tech Challenge game, Decode. It has a 16 inch wide intake which can intake 3 artifacts at once, a 3 artifact large magazine, and a 360 degree turret to score. This robot taught me a lot about cad, as I am relatively new to it. Most parts can be CNC, 3d printed, or bought online at Rev Robotics, or GoBilda. If you are on any FIRST team, whether it be FLL FTC or FRC I do hope that you see this and end up liking the design off of it. Have a great day everyone!
Presenting IRISv3, ship number 2!!! I would like to thank all those who have been a part of my journey, but lets get into it! To preface, most stuff I cover here is covered far more in depth in my readme, I suggest you read that as well. This project is NOT a part of First, or any other program, and is simply a learning experience for me. My last FTC season ended with a loss at state, mainly due to poor robot design, while I am no longer on my team, I decided to learn how to properly cad. Through this, I have created IRISv3!! What is it? It is a bot with a 3 artifact wide intake, 3 artifact hopper, a 360* turret, and a flip out parking mechanism! The onshape link will show you the robot, and the readme will provide an in depth view of its creation and thought process. Thank you for taking your time to review, hope you like it!...
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1792990060.7245624
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1793076460.7245624
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68131
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Tetrapack by @Kyuuby_ | Stardance
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Kyuuby_
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0
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5.35
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0
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[]
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[{"post_id": 77897, "ts": "202 [{"post_id": 77897, "ts": "2026-10-08T18:05:02Z", "hours": 1.7872, "text": "I finished the PCB! I finally connected the pads and pins and distanced equally the keys(and debugged), now everything is ready and i gotta code the firmware."}, {"post_id": 77378, "ts": "2026-10-06T18:24:58Z", "hours": 1.6331, "text": "I continued building the schematic and pcb of Tetrapack: I’ve finished(for now) the schematic. I added a 0.91 inch OLED display, i did some research and found out that my rp2040-zero can handle it without problem. Started arranging the pcb components in the C.S. Editor. And that’s it for today!"}, {"post_id": 77311, "ts": "2026-10-06T14:51:11Z", "hours": 1.9278, "text": "I started building my Macropad(Tetrapack)! I researched a lot of things: what microcontroller/MCU i could use how to connect switch"}]...
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Title: Tetrapack by @Kyuuby_ | Stardance
Devlogs: Title: Tetrapack by @Kyuuby_ | Stardance
Devlogs:
I started building my Macropad(Tetrapack)! I researched a lot of things: what microcontroller/MCU i could use how to connect switch
I continued building the schematic and pcb of Tetrapack: I’ve finished(for now) the schematic. I added a 0.91 inch OLED display, i did some research and found out that my rp2040-zero can handle it without problem. Started arranging the pcb components in the C.S. Editor. And that’s it for today!
I finished the PCB! I finally connected the pads and pins and distanced equally the keys(and debugged), now everything is ready and i gotta code the firmware....
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1792471660.2328823
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1793076460.2328823
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33771
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AtomSim by @yaasshh | Stardance
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yaasshh
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2
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79.17
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847
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-05T11:10:43Z", "hours": 12.0, "multiplier": 13.8, "payout": 163, "blessing": "neutral", "text": "AtomSim is a website I built that lets you actually see what an atom looks like. You pick an element, or hydrogen, and pick which electron shell you want to look at. Then it draws it. Not a cartoon of dots going around a circle like the diagrams in school, the real shape, the cloud where the electron actually is. Some of them look like spheres, some look like dumbbells, some look like weird four leaf clovers. All of that is real, it just falls out of the math. You can spin it around, slice it in half, look at it as a graph instead, or look at the colored lines of light the atom gives off when it gets hot. That last one is how we know what stars are made of, and you can watch it happen. The part I care about most is that it never fakes anything. Every single number on the screen carries a label saying how it was made. Some are exact, straight from the equations. Some are computed numerically with an error bar attached. Some are approximations, and it says which physical effects it left out. And a few are deliberate “what if” experiments, like turning off the rule that stops two electrons sitting in the same place, just to see the atom collapse. Those are labeled too. So if a picture is pretty rather than true, the app tells you. I wanted something a curious fifteen year old could poke at for an hour and come away with a correct picture in their head, not a comfortable wrong one. It runs in a browser, works on a phone, and every view has its own link you can share. PS: It also has mobile view now!", "repo": "https://github.com/yaasshh09/AtomSim", "demo": "https://atomsim.fly.dev"}, {"ship_num": 2, "ts": "2026-08-07T18:00:05Z", "hours": 58.0, "multiplier": 18.43, "payout": 684, "blessing": "neutral", "text": "Atom Sim is a browser app that solves atoms from scratch and shows you the result. Hydrogen comes out of closed-form math, real atoms like carbon and argon come out of a Hartree-Fock solver I wrote, and you can look at any of them as a 3D electron cloud, a 2D slice, a radial plot, an energy-level diagram or an emission spectrum. You can also break physics on purpose: switch off the Pauli exclusion principle, switch off electron exchange, or type in your own potential V(r) and see what kind of atom falls out. The rule I built everything around is that the model never quietly lies. Every number carries a tag saying how it was made: exact, numerical, approximation, counterfactual, or just a visual choice. That tag follows the number from the solver all the way to the label on screen. What was challenging Hartree-Fock was brutal. The angular coefficients in the Fock operator are easy to get slightly wrong, and when you do, the solver still converges and hands you smooth, beautiful, completely wrong orbitals. Nothing crashes, nothing warns you. I had to re-derive the algebra instead of nudging numbers until a benchmark matched. Error bars were the other trap. Mine looked great for a while and were simply lying, because the real error was coming from the box size, not the grid spacing I was measuring. Argon also took about an hour on a uniform grid until I moved to an exponential mesh, which cut it to seconds. What I’m proud of That it’s honest. Plenty of simulators draw a pretty orbital and say nothing about where it came from. Mine tells you, and the tests enforce it. The spectra are checked against real NIST data inside the test suite, so a physics regression fails CI rather than shipping quietly. How to test it It’s live at https://atomsim.fly.dev . The server sleeps when nobody is using it, so the very first load can take around 15 seconds. After that it’s quick. Good things to try: pick n=3, l=1 and rotate the cloud, then flip to Plane view for the cross-section. Switch the element to argon. Open a guided tour if you want the short version. Every view is a shareable URL, so you can link someone to an exact state.", "repo": "https://github.com/yaasshh09/AtomSim", "demo": "https://atomsim.fly.dev"}]...
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[{"post_id": 82647, "ts": "202 [{"post_id": 82647, "ts": "2026-10-25T14:39:55Z", "hours": 2.1, "text": "Devlog #10 Since last time I’ve mostly been adding new physics, so here’s the list. Momentum space: The Radial view now shows how fast the electron is likely to be moving, not just where it is. This one is exact math too. Decay cascade: An excited hydrogen atom doesn’t fall straight to the bottom. It drops down step by step, and now you can watch every path it might take and how likely each one is. Lasers: There’s a new laser panel where you shine light on the atom and watch the electron flip back and forth between two levels (these are called Rabi oscillations). Relativity: For one-electron atoms you can now see the Dirac version of the wavefunction, which is what you get when you add Einstein’s relativity to quantum mechanics. The proton radius puzzle: The nucleus isn’t a perfect point. It has a size, and that shifts the energy levels a tiny bit. Two different experiments measured the proton’s size and got different answers, and you can see both predictions side by side. Antihydrogen: You can now make an atom out of antimatter. It matches normal hydrogen exactly, and the app explains why. Nuclear mass slider: You can drag the nucleus mass anywhere from as light as an electron to heavier than tritium and watch the atom change as you go. All of this is getting pushed to the live site now, so it should be up soon!"}, {"post_id": 82281, "ts": "2026-10-24T13:30:25Z", "hours": 5.4447, "text": "Devlog #9 God Ive got a lot show since the last update. First, the atom moves now. If you mix two states, you can watch the electron cloud slosh back and forth. Arrows show where the electron is flowing, and you can color the cloud by its phase. I also changed the look to seem more natural and less AI, I added a plain white theme with a dark mode, grids on every graph, and buttons to save any graph as a picture or a spreadsheet. Then I added a bunch of other features such as: Potassium and calcium, the first atoms past argon. There’s a mini experiment showing why 4s fills before 3d, even when 3d is lower in energy. A table that checks my calculations against real lab measurements for every atom from helium to calcium. sp, sp2 and sp3 hybrid orbitals, the shapes chemists use for bonds. Lines showing exactly where the electron can never be (nodes), and a scale bar in real units. A “measure the electron” button that drops dots one at a time until they build up the real shape. Some smaller things: Every graph has a “Reproduce in Python” box with code you can copy. Any number can be cited with one click. You can export 3D models for printing. Shared links now preview the actual orbital. There’s an API guide, a changelog and a feedback link. I also made the site faster by saving common results, and I fixed the phase colors so colorblind people can tell them apart. I still need to test it in a browser and then deploy it so stay tuned for that!"}, {"post_id": 79261, "ts": "2026-10-13T07:33:52Z", "hours": 1.625, "text": "Devlog #8 This update was mostly about cleaning things up. Firstly, I went through the whole site with a checklist of things that make websites feel cheap or fake. I took out the gradients, made the rounded pill-shaped buttons and badges square, and replaced an emoji warning icon with a normal one. Then I added a Terms page and a Privacy page, linked at the bottom of the side panel. The privacy page explains what the app does and doesn’t track, which isn’t much. All of this was to remove any “ALL AI” msgs ive received I also changed the license. AtomSim used to be MIT, which meant anyone could take it and sell it. Now it’s CC BY-NC 4.0, so people can still use it, share it and change it, as long as they credit me and don’t make money off it. Every font on the site is now Poppins, and it’s bundled with the app so it doesn’t have to load from Google. After that I reread all the text on the site and in the README and fixed anything that sounded robotic. That included a few curly quotes and one sentence that sounded like a press release. I also rewrote the line explaining “provenance” so it just says what it means. All of that is live on the site now. Next up is making the atom move. If you mix two states, the electron cloud sloshes back and forth at the exact frequency of the light the atom gives off. I’ve planned it out and I’m starting on it next. I also wrote down a big list of other ideas for later."}, {"post_id": 62105, "ts": "2026-09-05T11:07:13Z", "hours": 5.0147, "text": "DEVLOG : 7? Since that last update, the cleanup turned into actual features. I finished the frontend narrator pass. Every disclosure string, every physics note, every view intro is now plain prose instead of the app talking about itself in first person. Then I went after the parts of the app that were just annoying to use. Plots are zoomable now. Wheel to zoom, drag to pan, on all five analytic views. I also built a small notation layer so the ASCII the engine emits gets typeset properly at render time, subscripts and superscripts where they belong, without dragging in a whole math library. The big one was mobile. The app used to just refuse to render below a certain width. Now it works down to 320px: a proper mobile shell, view tabs instead of a sidebar list, controls that collapse, and per-view width floors so nothing spills sideways. That took a lot of small fixes I did not expect, a fixed SVG viewBox that hid fixed-width text, and an overflow rule that was already scrolling the page sideways before I touched anything. After that, the URL got a real history. Back and Forward actually work now, and moving between orbitals pushes a history entry while flipping a display toggle just replaces one. Added a copy-link button and keyboard shortcuts for stepping through n, l, m and switching views. Last thing, the title is now just AtomSim. The tagline was doing nothing for anyone."}, {"post_id": 61040, "ts": "2026-09-03T19:03:50Z", "hours": 6.8269, "text": "Devlog #5 or 6??? Since the site went live, most of the work has been cleanup rather than new physics. The whole app used to talk in first person. Every explanation said “I compute this” or “what I’m showing you.” It read like the code was narrating itself, which was odd. So I went through the entire Python engine module by module and rewrote it in plain technical prose. That’s done. Then I started on the frontend, which had way more of it. The disclosure text, the physics notes under each equation, the view intros. That’s still in progress. there were 2 things I had to be extra careful about. Some of those strings are checked word-for-word by tests, so rewording one has potential to break complete the build by itself. In addition, I also tidied the repo layout for public viewing, fixed a deploy pipeline failure, and added privacy-safe visitor counting. Right now i’m cutting padding, and pitching it so a high schooler can follow it without boring a physics grad."}, {"post_id": 42762, "ts": "2026-08-07T17:14:45Z", "hours": 7.2728, "text": "Devlog: Phase 30 to now Phase 30, Instrument frontend. Redesigned the UI to read like a physics instrument. Bundled the fonts, dropped four fields nothing actually measured, and learned that text-transform: uppercase turns 3d into 3D and α² into A², so uppercase is now confined to section headings only. Phase 31, Guided tours. Added walkthroughs that drive the app for you. Nearly shipped a tour that quoted the wrong hydrogen energy because it skipped reduced mass, and fixed two spotlight rings that measured their target before layout settled. Absorption band cleanup. Abutting sub-pixel SVG rects were drawing lines that weren’t in the data. Settled the mean vs deepest-per-column question and fixed decade ticks that failed at both ends of the axis. Housekeeping. Moved specs and plans out to docs/specs and docs/plans. Personal ignores went into .git/info/exclude so no tracked file carries tooling names. Rate limiting. Sized the burst from the app’s real fan-out per action rather than from click counts. The n=6 row plus an auto-refetch was quietly doubling the load. Web hosting. Containerized and deployed to Fly.io as a single process. Cold start from a snapshot is about 1.6s, occasionally up to 22s if the snapshot gets discarded. Argon solves in 2.8s on the deployed box against 1.4s locally. Suspended machines cost nothing, so occasional use stays near a dollar or two a month. Also added rate-limiter logging that identifies refused clients, and confirmed the proxy overwrites forged IP headers, so spoofing doesn’t get you past the limit."}, {"post_id": 41525, "ts": "2026-08-05T19:44:43Z", "hours": 10.8628, "text": "DevLog #3: New Frontend, Plus Small Bits Phase 22 to now. P22, distinguishable electrons. Turned off exchange in Hartree-Fock. Electrons still repel, they just stop being identical. Marked COUNTERFACTUAL. Helium came back exactly zero, so it was gone. P24, Pauli off. Dropped the occupancy cap and everything falls into the 1s. Argon becomes 1s^18 and the periodic table stops existing. P22’s slow convergence was shells, not exchange. P25, isosurfaces. Never size a box on the grid you draw on. The fraction error bar is blind to the box. A 90% p orbital is one piece, not two lobes. P26, HF in 3D. Now in Cloud, Plane, Radial and Surface. Whole-atom and one-orbital radii move opposite ways. Fidelity tiers were literals under the solve. P27, total density. Added D(r), the shape both models describe. A uniform grid steps over the 1s peak, so the test asserts convergence rate, not tolerance. P28, screened density. GSZ gets its own D(r). A density needs its own box. A log axis quietly breaks area = electron count. P29, comparison. Both models on one axis, gap measured. Caught a noise floor, a real number printing as zero, and a wrong caption. Sulfur, chlorine. Split ATOM_KEYS into identity and capability. Derive flags, never pass them. A client check exposed a deep-link race. P30, instrument frontend. Fonts bundled for offline. –edge is a border colour, never a fill. Dropped four fields with no engine behind them. Uppercase turned 3d into 3D, so headings only now. Plot polish. Zoomed line profile labels offsets from window centre, since absolute wavelengths printed the same string six times. Drew xyz axes through the cloud. Absorption, curve of growth. Stopped a zero equivalent width stretching the axis 300 decades. The band drew anti-aliasing seams as absorption lines where transmission was really 0.98 to 1.00. It now bins one column per unit and draws the deepest sample, beside what a real detector pixel would see."}, {"post_id": 38322, "ts": "2026-07-31T17:22:25Z", "hours": 11.9403, "text": "DevLog: Phase 18 to now P18, line shapes. Real lines are not infinitely thin spikes. Atoms move (Doppler) and get jostled by neighbours (pressure), so each line spreads into a bell shape, a Voigt profile. I added that, plus a zoom so you can look at one line up close. The useful trick was a flux-closure check: whatever area a line has before broadening, it has to still have after. That caught two grid bugs that were invisible on screen. P19, optical depth. Until now every line acted as if light escaped freely. In a thick gas strong lines saturate, so doubling the atoms stops doubling the brightness. That is the curve of growth. Lesson: decide which regime a line sits in from the physics, not by eyeballing the slope. Also the wavelength window has to widen as the column thickens, or you clip the wings you are trying to measure. P20, absorption. The mirror of emission. Shine a continuum through the gas, look at what is missing. The trap was that 14 hydrogen lines land on only 6 distinct wavelengths, so matching a profile to its source line by wavelength quietly pairs the wrong ones. I key on the transition instead. P21, Hartree-Fock. The big one. Instead of a fitted screening formula, each electron feels a potential built from all the others, solved over and over until it stops changing. That gets me sulfur and chlorine, which the old model could not touch, plus ions with no preset. Two things worth remembering: the solver’s own error bar was lying to me and needed re-deriving, and what made convergence fast was not a clever algorithm, it was the right mixing constant. P22, cleanup. Made features honest about where they apply. The classical ghost and the force-law lab only make sense for one-electron atoms, so they explain themselves now instead of erroring on a screened atom. Fixed He+ breaking every API call, because the “+” was never URL-encoded. Unknown systems say so instead of spinning. Right now I am fixing hint text that escapes its panel on narrow screens."}, {"post_id": 35332, "ts": "2026-07-26T17:27:28Z", "hours": 27.8683, "text": "Atom_Sim: Physics Simulator Dev Log An atom simulator built on one rule: Every number has a label ( exact , numerical , approximation , counterfactual , or visual_liberty ). Unlabeled numbers are treated as bugs. Stack: Python physics engine -> React + Three.js frontend. Phase Logs Phases 1–3: The Hydrogen Foundation Hydrogen Core: Uses exact math for energies and wavefunctions. Validates its electron clouds using statistical KS tests. Numerical Solver: Solves the Schrödinger equation for custom shapes. It calculates its own accuracy by halving the grid spacing. Constants Lab: Allows changing fundamental constants (hbar, e, c). It proves that changing individual units changes nothing if the ratio between them stays the same. Classical Ghost: Shows old Bohr orbits collapsing, proving why classical physics cannot explain atoms. Phases 4–6: Altered Potential & Real Atoms Fake Physics: Simulates universes with non-standard forces (like Yukawa or power laws) under a clear warning banner. Screened Atoms: Models elements from Helium to Argon using historic 1974 data. If an element (like Sulfur or Chlorine) lacks clean data, it is left out entirely rather than guessed. Phases 7–12: Fields, Relativity & Nuance Dirac Math: Tracks exact relativistic shifts and highlights what the math misses (the Lamb shift). External Fields: Simulates atoms splitting under magnetic fields (Zeeman effect) and electric fields (Stark effect). Hyperfine: Models the 21 cm hydrogen line using the precise electron-to-proton mass ratio. Phases 13–17: Light, Speed & Thermodynamics Fast Math: Uses a custom integration trick to calculate atomic lifetimes exactly and 13x faster. Doublet Ratios: Proves via quantum math (Wigner 6j) why certain spectral lines are twice as bright as others. Heat Sliders: Combines Saha and Boltzmann equations to turn raw rates into actual visible light. Dragging the temperature slider smoothly hands Lyman lines over to Balmer lines. Phase 18: Line Profiles (Current Work) Replaces infinitely sharp lines with realistic Voigt profiles using three combined factors: Natural Width: A Lorentzian shape caused by how fast an excited state decays. Doppler Width: A Gaussian shape caused by thermal motion. Works perfectly for normal hydrogen, positronium, and muonic hydrogen. Instrumental Width: A Gaussian blur based on the user’s chosen telescope or sensor resolution. Note on Missing Physics: Collision/pressure broadening is not simulated. Instead of a text disclaimer, the app calculates how large that missing effect would be and prints the raw margin of error right next to the chart. Core Development Rules No Smoke Tests: Every physics feature must pass an automated math test. No Live Fetches: All reference data is saved locally with a hard citation. No Silent Approximations: If the code cannot calculate something honestly, it stops and prints exactly what data is missing."}]...
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Title: AtomSim by @yaasshh | Stardance
Devlogs:
A Title: AtomSim by @yaasshh | Stardance
Devlogs:
Atom_Sim: Physics Simulator Dev Log An atom simulator built on one rule: Every number has a label ( exact , numerical , approximation , counterfactual , or visual_liberty ). Unlabeled numbers are treated as bugs. Stack: Python physics engine -> React + Three.js frontend. Phase Logs Phases 1–3: The Hydrogen Foundation Hydrogen Core: Uses exact math for energies and wavefunctions. Validates its electron clouds using statistical KS tests. Numerical Solver: Solves the Schrödinger equation for custom shapes. It calculates its own accuracy by halving the grid spacing. Constants Lab: Allows changing fundamental constants (hbar, e, c). It proves that changing individual units changes nothing if the ratio between them stays the same. Classical Ghost: Shows old Bohr orbits collapsing, proving why classical physics cannot explain atoms. Phases 4–6: Altered Potential & Real Atoms Fake Physics: Simulates universes with non-standard forces (like Yukawa or power laws) under a clear warning banner. Screened Atoms: Models elements from Helium to Argon using historic 1974 data. If an element (like Sulfur or Chlorine) lacks clean data, it is left out entirely rather than guessed. Phases 7–12: Fields, Relativity & Nuance Dirac Math: Tracks exact relativistic shifts and highlights what the math misses (the Lamb shift). External Fields: Simulates atoms splitting under magnetic fields (Zeeman effect) and electric fields (Stark effect). Hyperfine: Models the 21 cm hydrogen line using the precise electron-to-proton mass ratio. Phases 13–17: Light, Speed & Thermodynamics Fast Math: Uses a custom integration trick to calculate atomic lifetimes exactly and 13x faster. Doublet Ratios: Proves via quantum math (Wigner 6j) why certain spectral lines are twice as bright as others. Heat Sliders: Combines Saha and Boltzmann equations to turn raw rates into actual visible light. Dragging the temperature slider smoothly hands Lyman lines over to Balmer lines. Phase 18: Line Profiles (Current Work) Replaces infinitely sharp lines with realistic Voigt profiles using three combined factors: Natural Width: A Lorentzian shape caused by how fast an excited state decays. Doppler Width: A Gaussian shape caused by thermal motion. Works perfectly for normal hydrogen, positronium, and muonic hydrogen. Instrumental Width: A Gaussian blur based on the user’s chosen telescope or sensor resolution. Note on Missing Physics: Collision/pressure broadening is not simulated. Instead of a text disclaimer, the app calculates how large that missing effect would be and prints the raw margin of error right next to the chart. Core Development Rules No Smoke Tests: Every physics feature must pass an automated math test. No Live Fetches: All reference data is saved locally with a hard citation. No Silent Approximations: If the code cannot calculate something honestly, it stops and prints exactly what data is missing.
DevLog: Phase 18 to now P18, line shapes. Real lines are not infinitely thin spikes. Atoms move (Doppler) and get jostled by neighbours (pressure), so each line spreads into a bell shape, a Voigt profile. I added that, plus a zoom so you can look at one line up close. The useful trick was a flux-closure check: whatever area a line has before broadening, it has to still have after. That caught two grid bugs that were invisible on screen. P19, optical depth. Until now every line acted as if light escaped freely. In a thick gas strong lines saturate, so doubling the atoms stops doubling the brightness. That is the curve of growth. Lesson: decide which regime a line sits in from the physics, not by eyeballing the slope. Also the wavelength window has to widen as the column thickens, or you clip the wings you are trying to measure. P20, absorption. The mirror of emission. Shine a continuum through the gas, look at what is missing. The trap was that 14 hydrogen lines land on only 6 distinct wavelengths, so matching a profile to its source line by wavelength quietly pairs the wrong ones. I key on the transition instead. P21, Hartree-Fock. The big one. Instead of a fitted screening formula, each electron feels a potential built from all the others, solved over and over until it stops changing. That gets me sulfur and chlorine, which the old model could not touch, plus ions with no preset. Two things worth remembering: the solver’s own error bar was lying to me and needed re-deriving, and what made convergence fast was not a clever algorithm, it was the right mixing constant. P22, cleanup. Made features honest about where they apply. The classical ghost and the force-law lab only make sense for one-electron atoms, so they explain themselves now instead of erroring on a screened atom. Fixed He+ breaking every API call, because the “+” was never URL-encoded. Unknown systems say so instead of spinning. Right now I am fixing hint text that escapes its panel on narrow screens.
DevLog #3: New Frontend, Plus Small Bits Phase 22 to now. P22, distinguishable electrons. Turned off exchange in Hartree-Fock. Electrons still repel, they just stop being identical. Marked COUNTERFACTUAL. Helium came back exactly zero, so it was gone. P24, Pauli off. Dropped the occupancy cap and everything falls into the 1s. Argon becomes 1s^18 and the periodic table stops existing. P22’s slow convergence was shells, not exchange. P25, isosurfaces. Never size a box on the grid you draw on. The fraction error bar is blind to the box. A 90% p orbital is one piece, not two lobes. P26, HF in 3D. Now in Cloud, Plane, Radial and Surface. Whole-atom and one-orbital radii move opposite ways. Fidelity tiers were literals under the solve. P27, total density. Added D(r), the shape both models describe. A uniform grid steps over the 1s peak, so the test asserts convergence rate, not tolerance. P28, screened density. GSZ gets its own D(r). A density needs its own box. A log axis quietly breaks area = electron count. P29, comparison. Both models on one axis, gap measured. Caught a noise floor, a real number printing as zero, and a wrong caption. Sulfur, chlorine. Split ATOM_KEYS into identity and capability. Derive flags, never pass them. A client check exposed a deep-link race. P30, instrument frontend. Fonts bundled for offline. –edge is a border colour, never a fill. Dropped four fields with no engine behind them. Uppercase turned 3d into 3D, so headings only now. Plot polish. Zoomed line profile labels offsets from window centre, since absolute wavelengths printed the same string six times. Drew xyz axes through the cloud. Absorption, curve of growth. Stopped a zero equivalent width stretching the axis 300 decades. The band drew anti-aliasing seams as absorption lines where transmission was really 0.98 to 1.00. It now bins one column per unit and draws the deepest sample, beside what a real detector pixel would see.
Devlog: Phase 30 to now Phase 30, Instrument frontend. Redesigned the UI to read like a physics instrument. Bundled the fonts, dropped four fields nothing actually measured, and learned that text-transform: uppercase turns 3d into 3D and α² into A², so uppercase is now confined to section headings only. Phase 31, Guided tours. Added walkthroughs that drive the app for you. Nearly shipped a tour that quoted the wrong hydrogen energy because it skipped reduced mass, and fixed two spotlight rings that measured their target before layout settled. Absorption band cleanup. Abutting sub-pixel SVG rects were drawing lines that weren’t in the data. Settled the mean vs deepest-per-column question and fixed decade ticks that failed at both ends of the axis. Housekeeping. Moved specs and plans out to docs/specs and docs/plans. Personal ignores went into .git/info/exclude so no tracked file carries tooling names. Rate limiting. Sized the burst from the app’s real fan-out per action rather than from click counts. The n=6 row plus an auto-refetch was quietly doubling the load. Web hosting. Containerized and deployed to Fly.io as a single process. Cold start from a snapshot is about 1.6s, occasionally up to 22s if the snapshot gets discarded. Argon solves in 2.8s on the deployed box against 1.4s locally. Suspended machines cost nothing, so occasional use stays near a dollar or two a month. Also added rate-limiter logging that identifies refused clients, and confirmed the proxy overwrites forged IP headers, so spoofing doesn’t get you past the limit.
Devlog #5 or 6??? Since the site went live, most of the work has been cleanup rather than new physics. The whole app used to talk in first person. Every explanation said “I compute this” or “what I’m showing you.” It read like the code was narrating itself, which was odd. So I went through the entire Python engine module by module and rewrote it in plain technical prose. That’s done. Then I started on the frontend, which had way more of it. The disclosure text, the physics notes under each equation, the view intros. That’s still in progress. there were 2 things I had to be extra careful about. Some of those strings are checked word-for-word by tests, so rewording one has potential to break complete the build by itself. In addition, I also tidied the repo layout for public viewing, fixed a deploy pipeline failure, and added privacy-safe visitor counting. Right now i’m cutting padding, and pitching it so a high schooler can follow it without boring a physics grad.
DEVLOG : 7? Since that last update, the cleanup turned into actual features. I finished the frontend narrator pass. Every disclosure string, every physics note, every view intro is now plain prose instead of the app talking about itself in first person. Then I went after the parts of the app that were just annoying to use. Plots are zoomable now. Wheel to zoom, drag to pan, on all five analytic views. I also built a small notation layer so the ASCII the engine emits gets typeset properly at render time, subscripts and superscripts where they belong, without dragging in a whole math library. The big one was mobile. The app used to just refuse to render below a certain width. Now it works down to 320px: a proper mobile shell, view tabs instead of a sidebar list, controls that collapse, and per-view width floors so nothing spills sideways. That took a lot of small fixes I did not expect, a fixed SVG viewBox that hid fixed-width text, and an overflow rule that was already scrolling the page sideways before I touched anything. After that, the URL got a real history. Back and Forward actually work now, and moving between orbitals pushes a history entry while flipping a display toggle just replaces one. Added a copy-link button and keyboard shortcuts for stepping through n, l, m and switching views. Last thing, the title is now just AtomSim. The tagline was doing nothing for anyone.
Devlog #8 This update was mostly about cleaning things up. Firstly, I went through the whole site with a checklist of things that make websites feel cheap or fake. I took out the gradients, made the rounded pill-shaped buttons and badges square, and replaced an emoji warning icon with a normal one. Then I added a Terms page and a Privacy page, linked at the bottom of the side panel. The privacy page explains what the app does and doesn’t track, which isn’t much. All of this was to remove any “ALL AI” msgs ive received I also changed the license. AtomSim used to be MIT, which meant anyone could take it and sell it. Now it’s CC BY-NC 4.0, so people can still use it, share it and change it, as long as they credit me and don’t make money off it. Every font on the site is now Poppins, and it’s bundled with the app so it doesn’t have to load from Google. After that I reread all the text on the site and in the README and fixed anything that sounded robotic. That included a few curly quotes and one sentence that sounded like a press release. I also rewrote the line explaining “provenance” so it just says what it means. All of that is live on the site now. Next up is making the atom move. If you mix two states, the electron cloud sloshes back and forth at the exact frequency of the light the atom gives off. I’ve planned it out and I’m starting on it next. I also wrote down a big list of other ideas for later.
Devlog #9 God Ive got a lot show since the last update. First, the atom moves now. If you mix two states, you can watch the electron cloud slosh back and forth. Arrows show where the electron is flowing, and you can color the cloud by its phase. I also changed the look to seem more natural and less AI, I added a plain white theme with a dark mode, grids on every graph, and buttons to save any graph as a picture or a spreadsheet. Then I added a bunch of other features such as: Potassium and calcium, the first atoms past argon. There’s a mini experiment showing why 4s fills before 3d, even when 3d is lower in energy. A table that checks my calculations against real lab measurements for every atom from helium to calcium. sp, sp2 and sp3 hybrid orbitals, the shapes chemists use for bonds. Lines showing exactly where the electron can never be (nodes), and a scale bar in real units. A “measure the electron” button that drops dots one at a time until they build up the real shape. Some smaller things: Every graph has a “Reproduce in Python” box with code you can copy. Any number can be cited with one click. You can export 3D models for printing. Shared links now preview the actual orbital. There’s an API guide, a changelog and a feedback link. I also made the site faster by saving common results, and I fixed the phase colors so colorblind people can tell them apart. I still need to test it in a browser and then deploy it so stay tuned for that!
Devlog #10 Since last time I’ve mostly been adding new physics, so here’s the list. Momentum space: The Radial view now shows how fast the electron is likely to be moving, not just where it is. This one is exact math too. Decay cascade: An excited hydrogen atom doesn’t fall straight to the bottom. It drops down step by step, and now you can watch every path it might take and how likely each one is. Lasers: There’s a new laser panel where you shine light on the atom and watch the electron flip back and forth between two levels (these are called Rabi oscillations). Relativity: For one-electron atoms you can now see the Dirac version of the wavefunction, which is what you get when you add Einstein’s relativity to quantum mechanics. The proton radius puzzle: The nucleus isn’t a perfect point. It has a size, and that shifts the energy levels a tiny bit. Two different experiments measured the proton’s size and got different answers, and you can see both predictions side by side. Antihydrogen: You can now make an atom out of antimatter. It matches normal hydrogen exactly, and the app explains why. Nuclear mass slider: You can drag the nucleus mass anywhere from as light as an electron to heavier than tritium and watch the atom change as you go. All of this is getting pushed to the live site now, so it should be up soon!
Ships:
Atom Sim is a browser app that solves atoms from scratch and shows you the result. Hydrogen comes out of closed-form math, real atoms like carbon and argon come out of a Hartree-Fock solver I wrote, and you can look at any of them as a 3D electron cloud, a 2D slice, a radial plot, an energy-level diagram or an emission spectrum. You can also break physics on purpose: switch off the Pauli exclusion principle, switch off electron exchange, or type in your own potential V(r) and see what kind of atom falls out. The rule I built everything around is that the model never quietly lies. Every number carries a tag saying how it was made: exact, numerical, approximation, counterfactual, or just a visual choice. That tag follows the number from the solver all the way to the label on screen. What was challenging Hartree-Fock was brutal. The angular coefficients in the Fock operator are easy to get slightly wrong, and when you do, the solver still converges and hands you smooth, beautiful, completely wrong orbitals. Nothing crashes, nothing warns you. I had to re-derive the algebra instead of nudging numbers until a benchmark matched. Error bars were the other trap. Mine looked great for a while and were simply lying, because the real error was coming from the box size, not the grid spacing I was measuring. Argon also took about an hour on a uniform grid until I moved to an exponential mesh, which cut it to seconds. What I’m proud of That it’s honest. Plenty of simulators draw a pretty orbital and say nothing about where it came from. Mine tells you, and the tests enforce it. The spectra are checked against real NIST data inside the test suite, so a physics regression fails CI rather than shipping quietly. How to test it It’s live at https://atomsim.fly.dev . The server sleeps when nobody is using it, so the very first load can take around 15 seconds. After that it’s quick. Good things to try: pick n=3, l=1 and rotate the cloud, then flip to Plane view for the cross-section. Switch the element to argon. Open a guided tour if you want the short version. Every view is a shareable URL, so you can link someone to an exact state.
AtomSim is a website I built that lets you actually see what an atom looks like. You pick an element, or hydrogen, and pick which electron shell you want to look at. Then it draws it. Not a cartoon of dots going around a circle like the diagrams in school, the real shape, the cloud where the electron actually is. Some of them look like spheres, some look like dumbbells, some look like weird four leaf clovers. All of that is real, it just falls out of the math. You can spin it around, slice it in half, look at it as a graph instead, or look at the colored lines of light the atom gives off when it gets hot. That last one is how we know what stars are made of, and you can watch it happen. The part I care about most is that it never fakes anything. Every single number on the screen carries a label saying how it was made. Some are exact, straight from the equations. Some are computed numerically with an error bar attached. Some are approximations, and it says which physical effects it left out. And a few are deliberate “what if” experiments, like turning off the rule that stops two electrons sitting in the same place, just to see the atom collapse. Those are labeled too. So if a picture is pretty rather than true, the app tells you. I wanted something a curious fifteen year old could poke at for an hour and come away with a correct picture in their head, not a comfortable wrong one. It runs in a browser, works on a phone, and every view has its own link you can share. PS: It also has mobile view now!...
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1792990059.5776522
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1793076459.5776522
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68130
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Weather by @PahalDesai | Stardance
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PahalDesai
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0
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1.28
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0
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[]
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[{"post_id": 77297, "ts": "202 [{"post_id": 77297, "ts": "2026-10-06T13:54:07Z", "hours": 1.2775, "text": "Devlog 1 Hi. this’d be a very small and tiny project. I’m making an aesthetic and minimal looking weather site I designed the basic layout and made it working using JS. I used open-meteo API for showing the weather."}]...
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Title: Weather by @PahalDesai | Stardance
Devlogs Title: Weather by @PahalDesai | Stardance
Devlogs:
Devlog 1 Hi. this’d be a very small and tiny project. I’m making an aesthetic and minimal looking weather site I designed the basic layout and made it working using JS. I used open-meteo API for showing the weather....
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1792471659.3749819
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1793076459.3749819
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56320
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PokéDex by @OpNikhil_25 | Stardance
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OpNikhil_25
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1
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22.0
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15
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:51:50Z", "hours": 22.0, "multiplier": 1.51, "payout": 15, "blessing": "neutral", "text": "Made an interactive Pokemon Pokedex with Python and PokeAPI. It has a GUI similar to the Pokédex where you can search for Pokemon and see their stats, types, abilities, moves, evolution chains, weaknesses, resistances, and more.I also added random Pokémon and shiny sprites. The most difficult part was getting the API data to work properly with the GUI and ensuring that the different features could work together without breaking each other. I spent a lot of time testing, fixing bugs and improving the interface. I’m proud that I was able to turn a basic idea into a complete working application and I learned a lot about Python, APIs, GUI development and debugging while building it.", "repo": "https://github.com/Nikhil12580/Pokedex", "demo": "https://github.com/Nikhil12580/Pokedex/releases/tag/v1.0.0"}]...
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[{"post_id": 62969, "ts": "202 [{"post_id": 62969, "ts": "2026-09-06T15:16:36Z", "hours": 22.0911, "text": "For the past week, I have been working on my Pokémon Pokédex, which is based on Python. I developed, enhanced, and added several elements to the interface over this time. In order to make the product more reliable, I also spent time testing and addressing issues. I added a README and posted the code to GitHub. I’m finally preparing it for shipping after a week of development!"}]...
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Title: PokéDex by @OpNikhil_25 | Stardance
Devlog Title: PokéDex by @OpNikhil_25 | Stardance
Devlogs:
For the past week, I have been working on my Pokémon Pokédex, which is based on Python. I developed, enhanced, and added several elements to the interface over this time. In order to make the product more reliable, I also spent time testing and addressing issues. I added a README and posted the code to GitHub. I’m finally preparing it for shipping after a week of development!
Ships:
Made an interactive Pokemon Pokedex with Python and PokeAPI. It has a GUI similar to the Pokédex where you can search for Pokemon and see their stats, types, abilities, moves, evolution chains, weaknesses, resistances, and more.I also added random Pokémon and shiny sprites. The most difficult part was getting the API data to work properly with the GUI and ensuring that the different features could work together without breaking each other. I spent a lot of time testing, fixing bugs and improving the interface. I’m proud that I was able to turn a basic idea into a complete working application and I learned a lot about Python, APIs, GUI development and debugging while building it....
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1792990058.6872182
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1793076458.6872182
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68129
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HackPad by @Len | Stardance
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Len
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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: HackPad by @Len | Stardance
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1792471658.5287614
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1793076458.5287614
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68128
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Demo CyberSec website by @1armanshrestha | Stardan Demo CyberSec website by @1armanshrestha | Stardance...
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1armanshrestha
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0
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0.41
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0
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[]
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[{"post_id": 77081, "ts": "202 [{"post_id": 77081, "ts": "2026-10-05T16:19:07Z", "hours": 0.41, "text": "Built a functional full-stack cybersecurity website during my internship project, using Claude, Figma, Supabase, and modern web technologies"}]...
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Title: Demo CyberSec website by @1armanshrestha | Title: Demo CyberSec website by @1armanshrestha | Stardance
Devlogs:
Built a functional full-stack cybersecurity website during my internship project, using Claude, Figma, Supabase, and modern web technologies...
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1792471657.6781693
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1793076457.6781693
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46193
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Nay's Portfolio (v2) by @Nay | Stardance
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Nay
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2
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19.0
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218
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-22T23:10:00Z", "hours": 12.0, "multiplier": 18.5, "payout": 218, "blessing": "neutral", "text": "I made the Home Page to my Personal Portfolio!!! Its kitted out with everything a good personal site could want, from a pretty hero, some simple GSAP scroll timeline animations, an about me, some work experience, and an excessive amount of custom artwork!!! And yet my favorite part of this page was not the artwork, but instead a moving carosol of fancy pieces of paper (read: certifications), that took me way too much time. Its scuffed, but its my scuffed. Im hoping in the future to add seperate portolio sections for both art and tech, but that is solidly a future me problem. Currently, Im quite happy with the state its in right now, and I think its at least ready to be shared :DDD", "repo": "https://github.com/Nayraiyt/V2-Portfolio", "demo": "https://nayraiyt.github.io/V2-Portfolio/"}, {"ship_num": 2, "ts": "2026-08-10T01:26:09Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made (the start) to my portfolio!!! Currently, its got the basic structure of a personal site, A flashy hero, an about-me, work experience. What I’m most proud of with this site, is the small shine animation that i put on my cards (it took so long) It gives them that shinny holographic feel, and really makes it pop. I’m also very pleased with how all the art came out, as well as the simple CSS animations (I think I’ve added clouds to every single web based project I’ve ever made…).", "repo": "https://github.com/Nayraiyt/V2-Portfolio", "demo": "https://nayraiyt.github.io/V2-Portfolio/"}]...
|
[{"post_id": 52681, "ts": "202 [{"post_id": 52681, "ts": "2026-08-22T23:03:22Z", "hours": 1.0875, "text": "The site is now more mobile friendly!!! Yippie!!! 5 commits later, after realizing that the inspect mobile looked vastly different than looking at the site on my own phone, and a little bit of patience. i also added an under construction sign for the art and tech pages."}, {"post_id": 50766, "ts": "2026-08-20T04:06:59Z", "hours": 0.6183, "text": "Added 2 more project tiles :D (they also flip, very cool, very cool!!)"}, {"post_id": 50737, "ts": "2026-08-20T02:46:14Z", "hours": 1.7692, "text": "I started work on the Art Portolio Section of my Site!!! This is very much “make it work first, then make it pretty.” I wanted to have cool flippable cards, which transition from the project asset board, to some basic info about the event/project."}, {"post_id": 49943, "ts": "2026-08-18T22:24:50Z", "hours": 1.85, "text": "I simplified the logic for my moving carosol. Each paper moves independently on a delay. It’s kinda a stupid fix to a stupid problem, but hey. If it works, dont touch it. Im just not going to breathe in its dirrection for a hot second. I also added in a little footer with contact info :D"}, {"post_id": 46443, "ts": "2026-08-13T17:32:24Z", "hours": 0.6217, "text": "Fixed Fancy Paper Carosol!!! (it loops now :DDDD)"}, {"post_id": 46133, "ts": "2026-08-13T04:37:13Z", "hours": 2.2264, "text": "What went well: Changed hero image, i think its cuter now. Added more gsap animations cuz we extra here Began with Certifications and Contacts sections Did more mobile friendly ness for smaller screen sizes What went bad: spent an unhealthy amount of time trying to get a cool infinite carosol for my fancy pieces of paper. TLDR. Its not working right now. I’ve got it to loop, but it doesnt have a smooth transition back into frame. Now its a tomorrow problem."}, {"post_id": 44952, "ts": "2026-08-11T01:47:37Z", "hours": 0.9167, "text": "Made my site marginally more mobile friendly! (also had to figure out gsap match media, so that the animations made more sense) Its also now hosted on a domain!!! (TY HACKCLUB)"}, {"post_id": 44681, "ts": "2026-08-10T16:36:18Z", "hours": 2.7003, "text": "Today was GSAP day (a very pretty JS library for smooth animations, + a bunch of other cool stuffs, but mostly the smooth animations with time lines and triggers, ect) So unfortunately, past Nay had set up a lot of their css layout in a way that was incompatable (over-use of position: absolute) with GSAP’s smooth scrolling, so i spend a while refactoring that for it to work. Yippie. I also added in smooth scroll to for the different sections of my site, with the nav bar. For transitions, i used GSAP Scroll Trigger to add subtle fade in to the work section, as well as the nav bar, which zipps across the screen when you pass over it. In the future, i want to add a plane to one of the buttons, so it looks more natural."}, {"post_id": 44336, "ts": "2026-08-10T01:01:45Z", "hours": 7.3422, "text": "OK! Dev log time >:D I wanted to make a personal portfolio this summer, before University starts to kick my butt, so here we are!!! I started by drawing out the hero on procreate. This included individual clouds, and the penguin moon, you see featured in the center. Then with some simple css animations, and 30 hand placed stars (there had gotta be a faster way to do that, but if there is i have no idea what it is…), The sky was coming together. in order to have a smooth is transition to the about me section, I wanted to have hills which fade into the same color. I think the full layout for everything in this site is grid, (because grid be the goat). I drew out the profile picture, added in a quick description, and threw in a small blurb about drinking water, because i had a very pretty drawing of a cup of water lying around that i wanted to include. Next up, i did the work experience section. Its fairly straight forwards, since i honestly took most of the text straight from my resume, and added an inset to the base so that the work cards popped a bit more. My vision for the rest of the site, is to have 2 main path ways. One leads to an art portfolio, and the other leads to a tech portfolio, depending on which one you click on. The reason i choose cards, was 100% based on the hackclub counterspell’s site, but instead with cats! I wanted them to have a holo-foil feel, so i added in a hover animation to them, that has a shine transform over the card. (its very cool, and took me a really long time so please praise it) Then, i went back and added in abunch of hover animations to the rest of the site to make it feel more alive. And, that’s about all for this log!! Thanks for scrolling if you got this far!!!"}]...
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Title: Nay's Portfolio (v2) by @Nay | Stardanc Title: Nay's Portfolio (v2) by @Nay | Stardance
Devlogs:
OK! Dev log time >:D I wanted to make a personal portfolio this summer, before University starts to kick my butt, so here we are!!! I started by drawing out the hero on procreate. This included individual clouds, and the penguin moon, you see featured in the center. Then with some simple css animations, and 30 hand placed stars (there had gotta be a faster way to do that, but if there is i have no idea what it is…), The sky was coming together. in order to have a smooth is transition to the about me section, I wanted to have hills which fade into the same color. I think the full layout for everything in this site is grid, (because grid be the goat). I drew out the profile picture, added in a quick description, and threw in a small blurb about drinking water, because i had a very pretty drawing of a cup of water lying around that i wanted to include. Next up, i did the work experience section. Its fairly straight forwards, since i honestly took most of the text straight from my resume, and added an inset to the base so that the work cards popped a bit more. My vision for the rest of the site, is to have 2 main path ways. One leads to an art portfolio, and the other leads to a tech portfolio, depending on which one you click on. The reason i choose cards, was 100% based on the hackclub counterspell’s site, but instead with cats! I wanted them to have a holo-foil feel, so i added in a hover animation to them, that has a shine transform over the card. (its very cool, and took me a really long time so please praise it) Then, i went back and added in abunch of hover animations to the rest of the site to make it feel more alive. And, that’s about all for this log!! Thanks for scrolling if you got this far!!!
Today was GSAP day (a very pretty JS library for smooth animations, + a bunch of other cool stuffs, but mostly the smooth animations with time lines and triggers, ect) So unfortunately, past Nay had set up a lot of their css layout in a way that was incompatable (over-use of position: absolute) with GSAP’s smooth scrolling, so i spend a while refactoring that for it to work. Yippie. I also added in smooth scroll to for the different sections of my site, with the nav bar. For transitions, i used GSAP Scroll Trigger to add subtle fade in to the work section, as well as the nav bar, which zipps across the screen when you pass over it. In the future, i want to add a plane to one of the buttons, so it looks more natural.
Made my site marginally more mobile friendly! (also had to figure out gsap match media, so that the animations made more sense) Its also now hosted on a domain!!! (TY HACKCLUB)
What went well: Changed hero image, i think its cuter now. Added more gsap animations cuz we extra here Began with Certifications and Contacts sections Did more mobile friendly ness for smaller screen sizes What went bad: spent an unhealthy amount of time trying to get a cool infinite carosol for my fancy pieces of paper. TLDR. Its not working right now. I’ve got it to loop, but it doesnt have a smooth transition back into frame. Now its a tomorrow problem.
Fixed Fancy Paper Carosol!!! (it loops now :DDDD)
I simplified the logic for my moving carosol. Each paper moves independently on a delay. It’s kinda a stupid fix to a stupid problem, but hey. If it works, dont touch it. Im just not going to breathe in its dirrection for a hot second. I also added in a little footer with contact info :D
I started work on the Art Portolio Section of my Site!!! This is very much “make it work first, then make it pretty.” I wanted to have cool flippable cards, which transition from the project asset board, to some basic info about the event/project.
Added 2 more project tiles :D (they also flip, very cool, very cool!!)
The site is now more mobile friendly!!! Yippie!!! 5 commits later, after realizing that the inspect mobile looked vastly different than looking at the site on my own phone, and a little bit of patience. i also added an under construction sign for the art and tech pages.
Ships:
I made (the start) to my portfolio!!! Currently, its got the basic structure of a personal site, A flashy hero, an about-me, work experience. What I’m most proud of with this site, is the small shine animation that i put on my cards (it took so long) It gives them that shinny holographic feel, and really makes it pop. I’m also very pleased with how all the art came out, as well as the simple CSS animations (I think I’ve added clouds to every single web based project I’ve ever made…).
I made the Home Page to my Personal Portfolio!!! Its kitted out with everything a good personal site could want, from a pretty hero, some simple GSAP scroll timeline animations, an about me, some work experience, and an excessive amount of custom artwork!!! And yet my favorite part of this page was not the artwork, but instead a moving carosol of fancy pieces of paper (read: certifications), that took me way too much time. Its scuffed, but its my scuffed. Im hoping in the future to add seperate portolio sections for both art and tech, but that is solidly a future me problem. Currently, Im quite happy with the state its in right now, and I think its at least ready to be shared :DDD...
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1792990057.4955215
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1793076457.4955215
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68127
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WinkBot by @LuvlornDev | Stardance
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LuvlornDev
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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: WinkBot by @LuvlornDev | Stardance
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1792471656.8141298
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1793076456.8141298
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26903
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Salt and pepper mod by @Fiskerz | Stardance
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Fiskerz
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1
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19.0
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253
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-10T10:52:19Z", "hours": 19.0, "multiplier": 13.36, "payout": 253, "blessing": "neutral", "text": "What the heck am I looking at? This is a simple minecraft mod that adds salt and pepper. That is the core idea of this whole mod. Salt and pepper are new ingredients you can find in the wild, with salt in its rock form (as an ore) and pepper as a plant in jungle, that generates similar to a cocoa pod. You can use both of these to season your food , which will increase the food’s saturation and the nutrition value by a bit. You can also stack these two together to get a decent bonus in that foods stat. This mod also adds shakers , which work just as their real-life version. You can make an empty shaker and then fill it up with salt, or pepper. All that’s left for you to do is just hold the shaker and right click any food in your inventory to season it. Salt Found as an ore (or rarely even deepslate form) underground Breaking the ore gives you raw rock salt Raw rock salt can be smelted into a dry and fine form, that you can use on any food item Can be put into a shaker to season your food Also can be crafted into a block if you need to flex on your friends for whatever reason Pepper Found as a plant in the jungle and generates similar as a cocoa pod Upon breaking you get seeds to grow more and/or green peppercorns The seeds can be planted on a jungle tree and have three different growth stages, each with a unique texture Green peppercorns need to be “boiled” first, which you can do by putting a cauldron filled with water over a campfire and right clicking, or if you have farmer’s delight installed you can use the cooking pot to boil them there. In both cases you get blanched peppercorns Blanched peppercorns can be smelted in a furnace to get black peppercorns Black peppercorns need to be broken down into the fine powder, which you can do in your inventory’s crafting, which will give you ground pepper Ground pepper can be used on any food item to season it directly, or put into a shaker Shakers Can be made with glass and an iron nugget Can be filled with salt, or ground pepper, each filling it by 8 uses Has a maximum of 64 uses and can be refilled anytime If enough uses are left it can season any stack of food at once (you have 56 uses left and use it on a stack of 45 steaks, then it will season all of the 45 steaks) Versions The mod is available for Neoforge, Fabric and Forge. Forge is only on version 1.20.1 (versions 1.20.2-1.20.6 should work as well, but I cannot guarantee their functionality as the mod was not intentionally built for them) Fabric has versions: 1.20.1 (once again 1.20.2-6 should work too, but it is not intended and untested), 1.21.1 & 26.1-26.1.2 Neoforge has: 1.21.1 & 26.1.2 . Downloads CurseForge Modrinth - (still under review) The Github Repo of this project Testing / checking out for yourself To test this mod out, all you have to do is download the file for any minecraft version of your liking (although I reccomend Neoforge 1.21.1, as all features are 100% guaranteed to work there) and hop into the game! If you want to check it out deeper you can also download farmer’s delight (or the refabricated version for fabric) and use the compatibility feature I added - boiling green peppercorns in the cooking pot instead of building the cauldron abomination. If you are unsure about anything be sure to check out this mod’s wiki I made here , it’s even in the mod’s github repo!", "repo": "https://github.com/Catmaster543/Salt-pepper", "demo": "https://www.curseforge.com/minecraft/mc-mods/salt-pepper"}]...
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[{"post_id": 44525, "ts": "202 [{"post_id": 44525, "ts": "2026-08-10T10:50:56Z", "hours": 1.2456, "text": "Made the github wiki pages for the mod + final touches before ship! Devlog #8 - last before the ship Even though I wanted to ship the project already I still felt that there were some inconsistencies, so I went ahead and made a wiki on the projects github page. I also prepared for shipping and I think there’s nothing stopping me now from shipping! Seeing this for the first time? This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, since this project is about to hit its end, thx!"}, {"post_id": 44141, "ts": "2026-08-09T18:19:58Z", "hours": 4.7103, "text": "Ported the mod to Forge and Fabric 1.20.1 + prep for ship! Devlog #7 - most likely final I kept my promise and ported the mod to Forge 1.20.1 and Fabric 1.20.1. The Forge port went smoothly, but by the time I reached the Fabric port multiple things I have messed up in the past surfaced, thus I had to fix a lot of these issues. A majority has been with the github repository, as I named tags the same as branches and that messed quite some things up. But now all of that is fixed and I no longer have to worry about it. The last thing remaining is to ship. So the next post will be a ship. So long story short: Ported to Forge 1.20.1 Ported to Fabric 1.20.1 Fixed up tags in the github repo Fixed up gradle daemons not launching correctly after a branch switch Uploaded the new versions to CurseForge and Modrinth Updated the README files accross branches as some were incorrect Other smaller fixes and patches Seeing this for the first time? This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, since this project is about to hit its end, thx!"}, {"post_id": 43455, "ts": "2026-08-08T18:34:27Z", "hours": 4.4047, "text": "Ported the mod to Neoforge 26.1.2 and all Fabric 26.1.x versions! Devlog #6 Just as I promised last time (or maybe not last time, but the one before that) I spent my time porting this mod to: Neoforge 26.1.2 Fabric 26.1, 26.1.1 & 26.1.2 The reason why fabric has all of the 26.1.x version is pretty simple really - compared to neoforge it didn’t change things that would make a huge difference in the mod’s code. Outside this I also completed the project’s info , the mod got approved on Curseforge (you can check out and maybe even download please? the mod here . I am yet waiting for Modrinth to approve the project, but I am sure they’ll do so one day. I also uploaded all of the releases to github and learned alongside with it how to manage releases on github, so 2 birds, one stone (or however it goes :p). And that’s it for this devlog, next time will likely be the last devlog of this project, as the last thing I plan on doing is porting the project to Forge and Fabric 1.20.1. Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this mod is not a very big project. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!"}, {"post_id": 42143, "ts": "2026-08-06T19:03:03Z", "hours": 1.3833, "text": "Designed the mod icon and set up the mod pages on modrinth and curseforge! Devlog #5 This time around I finally made the icon for the mod; it’s simple but I think it gets the job done. I also set up the project pages on both of the most used mod platforms for minecraft; Curseforge and Modrinth . I think it should provide a way for far more people to get to see this project. Alongside setting up the pages I built the first two working versions , one for Neoforge 1.21.1 and Fabric 1.21.1. And outside these I think that’s it for this devlog. Next time I’ll be making a port for other game versions and also finally forge. Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the third devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!"}, {"post_id": 42037, "ts": "2026-08-06T16:22:23Z", "hours": 1.7336, "text": "Ported the mod to fabric! Devlog #4 So as I promised last time, I’ve now ported the mod to fabric, for now only 1.21.1, but I’ll be sure to port it to other versions later and most importantly forge as well. I think that’s about it for this devlog as I haven’t really done anything else. Seeing this for the first time? This mod is designed to be lightweight, simple and mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, thx!"}, {"post_id": 41479, "ts": "2026-08-05T18:20:04Z", "hours": 1.5053, "text": "Added the shakers! Devlog #3 I added the shakers which you can easily use from your inventory by just right-clicking any food item. You can refill them using either salt, or pepper by once-again right clicking them with that item. They can last up to 64 times and each salt/pepper added adds 8 uses in, thus making it a pretty damn good value. I think it’s a very good Qol addition and should make using these just a little bit more enjoyable. The banner for this project got an update, since three new items got added. I also renamed the main branch on github to match what’s gonna follow and outside that I’ve done some research on porting possibilites for other versions/loaders, but more on that in the next one! Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the third devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!"}, {"post_id": 40902, "ts": "2026-08-04T18:41:10Z", "hours": 1.9603, "text": "Redesigned a mojority of the textures! Devlog #2 So as the title suggests I pretty much just retextured a majority of the things , since they were just using the placeholder textures. In my opinion the new textures are a million time better, but if you have any suggestions on how to improve them further feel free to suggest it! Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the second devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!"}, {"post_id": 40644, "ts": "2026-08-04T10:14:50Z", "hours": 1.9653, "text": "Added salt and pepper! (aka. the mods mainframe) Devlog #1 As of this devlog I added a majority of the function-wise things for the mod. So far you can: Find salt in its rock form underground, generating naturally Find pepper as a wild plant in the jungle, inspired by cocoa beans Proccess salt into its fine/powder form Proccess pepper into its boiled form by putting it into a cauldron above a campfire Proccess the boiled pepper further into its dryed form, achieved by cooking boiled pepper in a furnace Last proccessing is the dryed pepper into its fine/powdery form Last but not least, use salt or pepper on any food item to enhance it a little bit So far all textures in the screenshots are just cheap placeholders, all will be replaced in the next one!"}]...
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Title: Salt and pepper mod by @Fiskerz | Stardance Title: Salt and pepper mod by @Fiskerz | Stardance
Devlogs:
Added salt and pepper! (aka. the mods mainframe) Devlog #1 As of this devlog I added a majority of the function-wise things for the mod. So far you can: Find salt in its rock form underground, generating naturally Find pepper as a wild plant in the jungle, inspired by cocoa beans Proccess salt into its fine/powder form Proccess pepper into its boiled form by putting it into a cauldron above a campfire Proccess the boiled pepper further into its dryed form, achieved by cooking boiled pepper in a furnace Last proccessing is the dryed pepper into its fine/powdery form Last but not least, use salt or pepper on any food item to enhance it a little bit So far all textures in the screenshots are just cheap placeholders, all will be replaced in the next one!
Redesigned a mojority of the textures! Devlog #2 So as the title suggests I pretty much just retextured a majority of the things , since they were just using the placeholder textures. In my opinion the new textures are a million time better, but if you have any suggestions on how to improve them further feel free to suggest it! Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the second devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!
Added the shakers! Devlog #3 I added the shakers which you can easily use from your inventory by just right-clicking any food item. You can refill them using either salt, or pepper by once-again right clicking them with that item. They can last up to 64 times and each salt/pepper added adds 8 uses in, thus making it a pretty damn good value. I think it’s a very good Qol addition and should make using these just a little bit more enjoyable. The banner for this project got an update, since three new items got added. I also renamed the main branch on github to match what’s gonna follow and outside that I’ve done some research on porting possibilites for other versions/loaders, but more on that in the next one! Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the third devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!
Ported the mod to fabric! Devlog #4 So as I promised last time, I’ve now ported the mod to fabric, for now only 1.21.1, but I’ll be sure to port it to other versions later and most importantly forge as well. I think that’s about it for this devlog as I haven’t really done anything else. Seeing this for the first time? This mod is designed to be lightweight, simple and mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, thx!
Designed the mod icon and set up the mod pages on modrinth and curseforge! Devlog #5 This time around I finally made the icon for the mod; it’s simple but I think it gets the job done. I also set up the project pages on both of the most used mod platforms for minecraft; Curseforge and Modrinth . I think it should provide a way for far more people to get to see this project. Alongside setting up the pages I built the first two working versions , one for Neoforge 1.21.1 and Fabric 1.21.1. And outside these I think that’s it for this devlog. Next time I’ll be making a port for other game versions and also finally forge. Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this is just the third devlog. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!
Ported the mod to Neoforge 26.1.2 and all Fabric 26.1.x versions! Devlog #6 Just as I promised last time (or maybe not last time, but the one before that) I spent my time porting this mod to: Neoforge 26.1.2 Fabric 26.1, 26.1.1 & 26.1.2 The reason why fabric has all of the 26.1.x version is pretty simple really - compared to neoforge it didn’t change things that would make a huge difference in the mod’s code. Outside this I also completed the project’s info , the mod got approved on Curseforge (you can check out and maybe even download please? the mod here . I am yet waiting for Modrinth to approve the project, but I am sure they’ll do so one day. I also uploaded all of the releases to github and learned alongside with it how to manage releases on github, so 2 birds, one stone (or however it goes :p). And that’s it for this devlog, next time will likely be the last devlog of this project, as the last thing I plan on doing is porting the project to Forge and Fabric 1.20.1. Seeing this for the first time? Well it wouldn’t be surprising if this is your first time seeing this project, as this mod is not a very big project. This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, tyy!
Ported the mod to Forge and Fabric 1.20.1 + prep for ship! Devlog #7 - most likely final I kept my promise and ported the mod to Forge 1.20.1 and Fabric 1.20.1. The Forge port went smoothly, but by the time I reached the Fabric port multiple things I have messed up in the past surfaced, thus I had to fix a lot of these issues. A majority has been with the github repository, as I named tags the same as branches and that messed quite some things up. But now all of that is fixed and I no longer have to worry about it. The last thing remaining is to ship. So the next post will be a ship. So long story short: Ported to Forge 1.20.1 Ported to Fabric 1.20.1 Fixed up tags in the github repo Fixed up gradle daemons not launching correctly after a branch switch Uploaded the new versions to CurseForge and Modrinth Updated the README files accross branches as some were incorrect Other smaller fixes and patches Seeing this for the first time? This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, since this project is about to hit its end, thx!
Made the github wiki pages for the mod + final touches before ship! Devlog #8 - last before the ship Even though I wanted to ship the project already I still felt that there were some inconsistencies, so I went ahead and made a wiki on the projects github page. I also prepared for shipping and I think there’s nothing stopping me now from shipping! Seeing this for the first time? This mod is designed to be mostly a standalone mod, but I will be using some parts of it in my second biggest project: Apolinum arise! , so be sure to check it out, since this project is about to hit its end, thx!
Ships:
What the heck am I looking at? This is a simple minecraft mod that adds salt and pepper. That is the core idea of this whole mod. Salt and pepper are new ingredients you can find in the wild, with salt in its rock form (as an ore) and pepper as a plant in jungle, that generates similar to a cocoa pod. You can use both of these to season your food , which will increase the food’s saturation and the nutrition value by a bit. You can also stack these two together to get a decent bonus in that foods stat. This mod also adds shakers , which work just as their real-life version. You can make an empty shaker and then fill it up with salt, or pepper. All that’s left for you to do is just hold the shaker and right click any food in your inventory to season it. Salt Found as an ore (or rarely even deepslate form) underground Breaking the ore gives you raw rock salt Raw rock salt can be smelted into a dry and fine form, that you can use on any food item Can be put into a shaker to season your food Also can be crafted into a block if you need to flex on your friends for whatever reason Pepper Found as a plant in the jungle and generates similar as a cocoa pod Upon breaking you get seeds to grow more and/or green peppercorns The seeds can be planted on a jungle tree and have three different growth stages, each with a unique texture Green peppercorns need to be “boiled” first, which you can do by putting a cauldron filled with water over a campfire and right clicking, or if you have farmer’s delight installed you can use the cooking pot to boil them there. In both cases you get blanched peppercorns Blanched peppercorns can be smelted in a furnace to get black peppercorns Black peppercorns need to be broken down into the fine powder, which you can do in your inventory’s crafting, which will give you ground pepper Ground pepper can be used on any food item to season it directly, or put into a shaker Shakers Can be made with glass and an iron nugget Can be filled with salt, or ground pepper, each filling it by 8 uses Has a maximum of 64 uses and can be refilled anytime If enough uses are left it can season any stack of food at once (you have 56 uses left and use it on a stack of 45 steaks, then it will season all of the 45 steaks) Versions The mod is available for Neoforge, Fabric and Forge. Forge is only on version 1.20.1 (versions 1.20.2-1.20.6 should work as well, but I cannot guarantee their functionality as the mod was not intentionally built for them) Fabric has versions: 1.20.1 (once again 1.20.2-6 should work too, but it is not intended and untested), 1.21.1 & 26.1-26.1.2 Neoforge has: 1.21.1 & 26.1.2 . Downloads CurseForge Modrinth - (still under review) The Github Repo of this project Testing / checking out for yourself To test this mod out, all you have to do is download the file for any minecraft version of your liking (although I reccomend Neoforge 1.21.1, as all features are 100% guaranteed to work there) and hop into the game! If you want to check it out deeper you can also download farmer’s delight (or the refabricated version for fabric) and use the compatibility feature I added - boiling green peppercorns in the cooking pot instead of building the cauldron abomination. If you are unsure about anything be sure to check out this mod’s wiki I made here , it’s even in the mod’s github repo!...
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1792990056.3097694
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1793076456.3097694
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46156
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0XVINCE by @0xvince | Stardance
|
0xvince
|
1
|
45.8
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T23:13:07Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Cybersecurity Portfolio Built my personal site around 8 sections — Hero, About , Skills, Experience, Projects, CTF, Blog, and Contact — to double as both a portfolio and a place to show off some of the CTF/security work I do. The feature I had the most fun with was hiding a Konami-code easter egg in the site. Triggering it and it opens a fake terminal that runs through a little “authentication” sequence before landing on a hidden message: $ sudo unlock easter-egg –user=visitor authenticating… ✓ access granted you found the hidden terminal. not many people get here. you’ve got good taste — and patience. feel free to reach out anytime. — 0xVince It’s basically a mini CTF built into my own portfolio — most visitors will never find it unless they poke around the site a lot, which was kind of the point. Biggest struggle was some of my motion/animation classes just not applying — styles I expected to show up weren’t rendering. Went back through the Tailwind docs to figure out what was actually going wrong instead of guessing, and got it working from there. AI use: I used OpenCode, but only for UI work — not for the structure, content, or the core logic like the easter egg terminal sequence.", "repo": "https://github.com/Vlex127/0xvince", "demo": "https://vincentiwuno.me"}]...
|
[{"post_id": 50346, "ts": "202 [{"post_id": 50346, "ts": "2026-08-19T15:04:24Z", "hours": 7.8703, "text": "Refactored the codebase after review feedback — real types, shared components, and copy that actually sounds like me Got flagged for overusing AI in the submission, so I went back through the whole thing file by file instead of just tweaking the surface. Turned into a proper refactor pass. What’s in it Fixed the types instead of casting around them — Project and ExperienceItem in lib/data.ts were missing fields ( status , link , impact , highlights ), so every component consuming them was littered with as any . Extended the actual types and removed every cast. Extracted Badge and TerminalWindow — the same colored-badge markup was copy-pasted near-identically across Projects.tsx , Experience.tsx , CTF.tsx , and Contact.tsx , and the terminal-window mock was duplicated in two more places. Pulled both into shared components. Simplified the Brevo integration — lib/brevo.ts had a full HTML “email card” builder with its own design-token constants and a hand-rolled escapeHtml , for an email that only ever lands in my own inbox. Cut it down to what the contact form actually needs. Killed a recurring string hack — color.replace(\"1)\", \"0.2)\") to derive a lighter shade from an rgba string was showing up in three different files. Replaced with actual stored bg values. Rewrote the bio and project/experience copy — the original text in data.ts and About.tsx all had the same over-polished, bolded-keyword rhythm you get from one AI pass. Rewrote it to sound like how I'd actually describe this stuff. Repo cleanup — deleted a pile of unused screenshots in /public and a stale implementation.md that no longer matched the site. Swapped a placeholder hero stat for a real one — now shows my actual HackerDNA rank (#1 in Nigeria) instead of a filler number, and fixed the scroll-behavior build warning while I was in there. Why this fits The flag wasn’t wrong to catch — a lot of this genuinely read as generated: duplicated markup that was never refactored, any -casts instead of fixed types, an over-engineered email builder for a one-off form, and bio copy that hit every AI-bio beat (bolded keywords, tidy aphoristic closers). Going through it properly meant fixing the root causes — bad types, real duplication — not just rewording things. Ended up being a better codebase either way, not just a resubmission."}, {"post_id": 49237, "ts": "2026-08-17T22:13:31Z", "hours": 3.0289, "text": "Rewrote the README to actually tell the story — from “way too extra” to stripped down and fast Went back through and rewrote the whole README instead of just patching the stack table. The old version was still describing the Framer Motion / matrix rain / glitch loader era even after most of that got ripped out — docs had drifted from what the site actually does. What’s in it Origin story section — laid out the actual arc: started with zero Next.js/React experience, went overboard with a full boot loader, matrix rain, glitch text, parallax orbs, 3D-tilt avatar, mouse-tracked glow cards, background video — then got told the UI was too heavy and stripped it all back to plain CSS hover states and server components. Mail server callout — pulled the SMTP/Postfix/Brevo relay work (SPF, DKIM, DMARC) out as its own section since that was the actually hard part of this project, not the frontend. Updated section list — Hero, About, Skills, Experience, Projects, CTF, Blog, Uses, Contact — added the new /uses page and dropped references to features that no longer exist. Stack table cleaned up — removed Framer Motion entirely, added fonts (Inter + JetBrains Mono), content pipeline (blog posts as data via react-markdown), and domain info. Dev setup switched to pnpm — pnpm install / pnpm dev / pnpm check instead of npm, matching the actual workspace config. Real project structure — updated the tree to match current src/app , src/components , src/lib layout instead of the old flat structure. “What I’d do differently” section — added a retro-style note: start simpler, ship the blog earlier, set up pnpm check from day one instead of relying on build to catch mistakes. Why this fits Docs that describe features you already deleted are worse than no docs — anyone landing on the repo (recruiter, hiring manager, another dev) would’ve read about a matrix-rain loader that doesn’t exist anymore. Rewriting it to match reality, and being upfront about the “too extra” phase instead of hiding it, is the same instinct as the frontend rework itself: cut what doesn’t need to be there."}, {"post_id": 48903, "ts": "2026-08-17T13:49:08Z", "hours": 9.1403, "text": "Reworked the frontend performance by stripping out Framer Motion and eliminating heavy UI animations to fix site bloat and maximize loading speed. What’s in it Framer Motion removal: Purged all heavy animation dependencies to drastically reduce JavaScript bundle size and eliminate layout thrashing. CSS-only micro-interactions: Replaced JS-driven animations with lightweight, native CSS transitions that respect user prefers-reduced-motion settings. Zero-JS state handling: Shifted dynamic hover/focus states directly to native CSS pseudo-classes ( :hover , :focus-visible ). Render optimization: Minimized DOM paint bottlenecks and improved Core Web Vitals (LCP and CLS) for near-instant page loads. Why this fits Refactored directly in response to submission feedback ( “your project has heavy UI usage, please rework the frontend and resubmit” ). Stripping unnecessary motion bloat aligns the portfolio with a core cybersecurity principle: prioritizing speed, efficiency, and zero-fluff performance over visual bloat."}, {"post_id": 45000, "ts": "2026-08-11T04:14:12Z", "hours": 6.1703, "text": "Added a custom 404 page styled as a hacker terminal — fitting the cybersecurity theme instead of using a generic “page not found.” What’s in it Fake nmap scan output styled to look like a real terminal session Scans the broken URL path itself ( vincentiwuno.me/??? ) as if probing it Returns a fitting “host unreachable · port closed” error in place of a normal 404 message Exit code echoed back as 404 ( echo $? ) — a small detail that doubles as both a joke and the actual HTTP status Simple “← back to home” link to get users back on track Why this fits Keeps the visitor inside the site’s aesthetic even when they hit a broken link, instead of dropping them into a default framework error page. Small detail, but it’s the kind of thing that reinforces the whole cybersecurity-portfolio identity rather than breaking it."}, {"post_id": 44845, "ts": "2026-08-10T21:32:38Z", "hours": 9.6775, "text": "Wired up email sending with Brevo so contact form submissions land straight in my inbox. Built out the /contact page with a subject dropdown (security consultation, pentesting inquiry, CTF collaboration, job opportunity, etc.) and a message field, backed by Brevo to actually deliver the emails instead of just sitting in a form with nowhere to go. What’s in it Contact form with subject categorization so I can triage messages faster 500-character message limit with live counter Brevo integration to handle delivery reliably instead of rolling my own SMTP Social/contact links section (GitHub, LinkedIn, X, TryHackMe, HackTheBox, HackerDNA, Instagram) alongside the form Problems faced Ran into domain/IP verification issues with Brevo — emails weren’t sending properly until the sending domain was correctly verified. Had to go through and set up the DNS/domain verification properly on Brevo’s side before delivery actually started working. Notes Add basic rate limiting on the form itself to prevent spam/abuse Auto-reply confirmation email on submit"}, {"post_id": 44435, "ts": "2026-08-10T05:54:50Z", "hours": 6.9128, "text": "Added Hacker style Art loading"}, {"post_id": 44291, "ts": "2026-08-09T23:00:21Z", "hours": 1.515, "text": "writing up blogs"}, {"post_id": 44240, "ts": "2026-08-09T21:18:59Z", "hours": 1.1342, "text": "My personal website portfolio"}]...
|
Title: 0XVINCE by @0xvince | Stardance
Devlogs:
M Title: 0XVINCE by @0xvince | Stardance
Devlogs:
My personal website portfolio
writing up blogs
Added Hacker style Art loading
Wired up email sending with Brevo so contact form submissions land straight in my inbox. Built out the /contact page with a subject dropdown (security consultation, pentesting inquiry, CTF collaboration, job opportunity, etc.) and a message field, backed by Brevo to actually deliver the emails instead of just sitting in a form with nowhere to go. What’s in it Contact form with subject categorization so I can triage messages faster 500-character message limit with live counter Brevo integration to handle delivery reliably instead of rolling my own SMTP Social/contact links section (GitHub, LinkedIn, X, TryHackMe, HackTheBox, HackerDNA, Instagram) alongside the form Problems faced Ran into domain/IP verification issues with Brevo — emails weren’t sending properly until the sending domain was correctly verified. Had to go through and set up the DNS/domain verification properly on Brevo’s side before delivery actually started working. Notes Add basic rate limiting on the form itself to prevent spam/abuse Auto-reply confirmation email on submit
Added a custom 404 page styled as a hacker terminal — fitting the cybersecurity theme instead of using a generic “page not found.” What’s in it Fake nmap scan output styled to look like a real terminal session Scans the broken URL path itself ( vincentiwuno.me/??? ) as if probing it Returns a fitting “host unreachable · port closed” error in place of a normal 404 message Exit code echoed back as 404 ( echo $? ) — a small detail that doubles as both a joke and the actual HTTP status Simple “← back to home” link to get users back on track Why this fits Keeps the visitor inside the site’s aesthetic even when they hit a broken link, instead of dropping them into a default framework error page. Small detail, but it’s the kind of thing that reinforces the whole cybersecurity-portfolio identity rather than breaking it.
Reworked the frontend performance by stripping out Framer Motion and eliminating heavy UI animations to fix site bloat and maximize loading speed. What’s in it Framer Motion removal: Purged all heavy animation dependencies to drastically reduce JavaScript bundle size and eliminate layout thrashing. CSS-only micro-interactions: Replaced JS-driven animations with lightweight, native CSS transitions that respect user prefers-reduced-motion settings. Zero-JS state handling: Shifted dynamic hover/focus states directly to native CSS pseudo-classes ( :hover , :focus-visible ). Render optimization: Minimized DOM paint bottlenecks and improved Core Web Vitals (LCP and CLS) for near-instant page loads. Why this fits Refactored directly in response to submission feedback ( “your project has heavy UI usage, please rework the frontend and resubmit” ). Stripping unnecessary motion bloat aligns the portfolio with a core cybersecurity principle: prioritizing speed, efficiency, and zero-fluff performance over visual bloat.
Rewrote the README to actually tell the story — from “way too extra” to stripped down and fast Went back through and rewrote the whole README instead of just patching the stack table. The old version was still describing the Framer Motion / matrix rain / glitch loader era even after most of that got ripped out — docs had drifted from what the site actually does. What’s in it Origin story section — laid out the actual arc: started with zero Next.js/React experience, went overboard with a full boot loader, matrix rain, glitch text, parallax orbs, 3D-tilt avatar, mouse-tracked glow cards, background video — then got told the UI was too heavy and stripped it all back to plain CSS hover states and server components. Mail server callout — pulled the SMTP/Postfix/Brevo relay work (SPF, DKIM, DMARC) out as its own section since that was the actually hard part of this project, not the frontend. Updated section list — Hero, About, Skills, Experience, Projects, CTF, Blog, Uses, Contact — added the new /uses page and dropped references to features that no longer exist. Stack table cleaned up — removed Framer Motion entirely, added fonts (Inter + JetBrains Mono), content pipeline (blog posts as data via react-markdown), and domain info. Dev setup switched to pnpm — pnpm install / pnpm dev / pnpm check instead of npm, matching the actual workspace config. Real project structure — updated the tree to match current src/app , src/components , src/lib layout instead of the old flat structure. “What I’d do differently” section — added a retro-style note: start simpler, ship the blog earlier, set up pnpm check from day one instead of relying on build to catch mistakes. Why this fits Docs that describe features you already deleted are worse than no docs — anyone landing on the repo (recruiter, hiring manager, another dev) would’ve read about a matrix-rain loader that doesn’t exist anymore. Rewriting it to match reality, and being upfront about the “too extra” phase instead of hiding it, is the same instinct as the frontend rework itself: cut what doesn’t need to be there.
Refactored the codebase after review feedback — real types, shared components, and copy that actually sounds like me Got flagged for overusing AI in the submission, so I went back through the whole thing file by file instead of just tweaking the surface. Turned into a proper refactor pass. What’s in it Fixed the types instead of casting around them — Project and ExperienceItem in lib/data.ts were missing fields ( status , link , impact , highlights ), so every component consuming them was littered with as any . Extended the actual types and removed every cast. Extracted Badge and TerminalWindow — the same colored-badge markup was copy-pasted near-identically across Projects.tsx , Experience.tsx , CTF.tsx , and Contact.tsx , and the terminal-window mock was duplicated in two more places. Pulled both into shared components. Simplified the Brevo integration — lib/brevo.ts had a full HTML “email card” builder with its own design-token constants and a hand-rolled escapeHtml , for an email that only ever lands in my own inbox. Cut it down to what the contact form actually needs. Killed a recurring string hack — color.replace("1)", "0.2)") to derive a lighter shade from an rgba string was showing up in three different files. Replaced with actual stored bg values. Rewrote the bio and project/experience copy — the original text in data.ts and About.tsx all had the same over-polished, bolded-keyword rhythm you get from one AI pass. Rewrote it to sound like how I'd actually describe this stuff. Repo cleanup — deleted a pile of unused screenshots in /public and a stale implementation.md that no longer matched the site. Swapped a placeholder hero stat for a real one — now shows my actual HackerDNA rank (#1 in Nigeria) instead of a filler number, and fixed the scroll-behavior build warning while I was in there. Why this fits The flag wasn’t wrong to catch — a lot of this genuinely read as generated: duplicated markup that was never refactored, any -casts instead of fixed types, an over-engineered email builder for a one-off form, and bio copy that hit every AI-bio beat (bolded keywords, tidy aphoristic closers). Going through it properly meant fixing the root causes — bad types, real duplication — not just rewording things. Ended up being a better codebase either way, not just a resubmission.
Ships:
Cybersecurity Portfolio Built my personal site around 8 sections — Hero, About , Skills, Experience, Projects, CTF, Blog, and Contact — to double as both a portfolio and a place to show off some of the CTF/security work I do. The feature I had the most fun with was hiding a Konami-code easter egg in the site. Triggering it and it opens a fake terminal that runs through a little “authentication” sequence before landing on a hidden message: $ sudo unlock easter-egg –user=visitor authenticating… ✓ access granted you found the hidden terminal. not many people get here. you’ve got good taste — and patience. feel free to reach out anytime. — 0xVince It’s basically a mini CTF built into my own portfolio — most visitors will never find it unless they poke around the site a lot, which was kind of the point. Biggest struggle was some of my motion/animation classes just not applying — styles I expected to show up weren’t rendering. Went back through the Tailwind docs to figure out what was actually going wrong instead of guessing, and got it working from there. AI use: I used OpenCode, but only for UI work — not for the structure, content, or the core logic like the easter egg terminal sequence....
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1792990055.1401742
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1793076455.1401742
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68125
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My awesome macropad! by @AnthonyMazzariello | Star My awesome macropad! by @AnthonyMazzariello | Stardance...
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AnthonyMazzariello
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @AnthonyMazzariello Title: My awesome macropad! by @AnthonyMazzariello | Stardance...
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1792471655.1380298
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1793076455.1380298
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68124
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BLARE by @Len | Stardance
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Len
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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: BLARE by @Len | Stardance
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1792471654.2886832
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1793076454.2886832
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44948
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welcome page by @connie_19 | Stardance
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connie_19
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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": "2026-08-07T10:31:17Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a new tab welcome page using NASA’s API, my page includes animations and a functional search bar as well as a daily galaxy image.", "repo": "https://github.com/conniepocky/new-tab-welcome-page", "demo": "https://conniepocky.github.io/new-tab-welcome-page/"}]...
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[{"post_id": 42533, "ts": "202 [{"post_id": 42533, "ts": "2026-08-07T10:29:01Z", "hours": 0.3736, "text": "Devlog 3 Overview: Added search bar and a README to the project, search bar helps bring it together and actually feel like a ‘new tab’ page. What’s New: Search bar Minor CSS adjustments"}, {"post_id": 42521, "ts": "2026-08-07T10:03:59Z", "hours": 0.6464, "text": "Devlog 2 Overview: Now the styling is starting to come together a bit more, I added a star animation effect around the cursor to emphasise the galaxy appearance, as well as adding a scroll snap view to make it smoother to navigate. What’s New: Star animation Snap scrolling Next Steps: More CSS improvements and final touches!"}, {"post_id": 42500, "ts": "2026-08-07T08:50:34Z", "hours": 0.6794, "text": "Devlog 1 Overview: So far I’ve done the basic setup of the project, loading the NASA API and displaying the relevant image and text, as well as showing the current time. What’s New: Initial CSS NASA image API Hover animation for image Next Steps: Improve CSS to make website cleaner and smoother to use."}]...
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Title: welcome page by @connie_19 | Stardance
Dev Title: welcome page by @connie_19 | Stardance
Devlogs:
Devlog 1 Overview: So far I’ve done the basic setup of the project, loading the NASA API and displaying the relevant image and text, as well as showing the current time. What’s New: Initial CSS NASA image API Hover animation for image Next Steps: Improve CSS to make website cleaner and smoother to use.
Devlog 2 Overview: Now the styling is starting to come together a bit more, I added a star animation effect around the cursor to emphasise the galaxy appearance, as well as adding a scroll snap view to make it smoother to navigate. What’s New: Star animation Snap scrolling Next Steps: More CSS improvements and final touches!
Devlog 3 Overview: Added search bar and a README to the project, search bar helps bring it together and actually feel like a ‘new tab’ page. What’s New: Search bar Minor CSS adjustments
Ships:
I made a new tab welcome page using NASA’s API, my page includes animations and a functional search bar as well as a daily galaxy image....
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1792990053.9955761
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1793076453.9955761
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68123
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Web by @Arman2012 | Stardance
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Arman2012
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0
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0.0
|
0
|
[]
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[]
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Title: Web by @Arman2012 | Stardance
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1792471653.4482856
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1793076453.4482856
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68122
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My own site! by @evelyn_williams | Stardance
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evelyn_williams
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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 @evelyn_williams | Stardanc Title: My own site! by @evelyn_williams | Stardance...
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1792471652.6047082
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1793076452.6047082
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56315
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3D Physics Simulator by @RajanKC | Stardance
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RajanKC
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1
|
6.03
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16
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T15:58:18Z", "hours": 5.0, "multiplier": 2.95, "payout": 16, "blessing": "neutral", "text": "Completed the Project. Please rate it good", "repo": "https://github.com/RajanKCKC/3D-Physics", "demo": "https://rajankckc.github.io/3D-Physics/"}]...
|
[{"post_id": 64953, "ts": "202 [{"post_id": 64953, "ts": "2026-09-09T18:06:46Z", "hours": 0.6258, "text": "Implement drag-and-drop functionality for dynamic objects in the physics simulation"}, {"post_id": 60233, "ts": "2026-09-02T13:53:12Z", "hours": 0.4, "text": "Update README.md for improved project description and gameplay instructions"}, {"post_id": 59654, "ts": "2026-09-01T15:56:34Z", "hours": 0.2697, "text": "Update README.md to provide detailed project description, quick start guide, and features overview"}, {"post_id": 59632, "ts": "2026-09-01T15:33:05Z", "hours": 1.1417, "text": "Refactor HTML structure and enhance CSS styles for improved UI and functionality"}, {"post_id": 59584, "ts": "2026-09-01T14:20:11Z", "hours": 0.8872, "text": "Add control panel for physics settings and object spawning"}, {"post_id": 59067, "ts": "2026-08-31T17:49:25Z", "hours": 1.1167, "text": "Enhance user interaction by adding spawn hint and improving scene setup"}, {"post_id": 58244, "ts": "2026-08-30T16:34:11Z", "hours": 0.5497, "text": "Add lighting setup and enhance ground plane creation in the 3D scene"}, {"post_id": 58197, "ts": "2026-08-30T15:33:37Z", "hours": 1.3747, "text": "Add initial HTML, CSS, and JavaScript files for 3D Physics Simulator"}]...
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Title: 3D Physics Simulator by @RajanKC | Stardanc Title: 3D Physics Simulator by @RajanKC | Stardance
Devlogs:
Add initial HTML, CSS, and JavaScript files for 3D Physics Simulator
Add lighting setup and enhance ground plane creation in the 3D scene
Enhance user interaction by adding spawn hint and improving scene setup
Add control panel for physics settings and object spawning
Refactor HTML structure and enhance CSS styles for improved UI and functionality
Update README.md to provide detailed project description, quick start guide, and features overview
Update README.md for improved project description and gameplay instructions
Implement drag-and-drop functionality for dynamic objects in the physics simulation
Ships:
Completed the Project. Please rate it good...
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1792990052.4341023
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1793076452.4341023
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21549
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MCBot by @Serra00 | Stardance
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Serra00
|
1
|
16.65
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T23:42:33Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an AI bot that can do various tasks. It was hard to make the player see the other players, since the server was offline and for some reason mineflayer refused to read namelists and locations when server is off. I had fun playing with it for some time, until my game crashed and my save file got corrupted somehow, but it is fun to play with it, especially with friends because you literally have an ai to mine and do the most boring and time consuming tasks.", "repo": "https://github.com/Serra110/mcbot", "demo": "https://github.com/Serra110/mcbot/releases/tag/v1.0.0"}]...
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[{"post_id": 64101, "ts": "202 [{"post_id": 64101, "ts": "2026-09-08T09:09:20Z", "hours": 7.3094, "text": "Bug fixes, mainly I have: improved AI model to gpt 5.4 mini so it is a lil bit “smarter”, gave also better rules so it doesnt just build a house 100% glass with no door and no tools."}, {"post_id": 46379, "ts": "2026-08-13T15:37:03Z", "hours": 1.3433, "text": "made installation easier for my bot"}, {"post_id": 25029, "ts": "2026-07-08T23:30:55Z", "hours": 3.2044, "text": "I made the bot and it works, i tried finishing it ASAP so i could then lock in for my main project, a game, but it still works really well. it can mine, battle with mobs, follow and other stuff, since it is controlled by an ai and can be made to do something."}, {"post_id": 12199, "ts": "2026-06-19T22:13:49Z", "hours": 3.2828, "text": "I am starting to hate this dumb bot, but oh well, ill try using my mc license for the bot so i can make the server online to see if the bot sees players… i think ill need to buy a new minecraft tho not sure 😭, i tried adding like 4 fallbacks to see if it would follow something, but it only detected itself and decided to follow itself, great idea, yep thats it, at least it says hi very efficiently and fast"}, {"post_id": 11375, "ts": "2026-06-18T16:45:06Z", "hours": 1.6778, "text": "I made the bot itself, instaleld the dependencies, like mineflayer and dotenv, tried running it, had problems with the node version so i needed to install a new version and then it ran! It still doesnt work much, just spawns and says the message that i programmed it to say (i was bored dont judge 😭) lol, oh also it has a weird bug that it crashes whenever it gets damage"}]...
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Title: MCBot by @Serra00 | Stardance
Devlogs:
I m Title: MCBot by @Serra00 | Stardance
Devlogs:
I made the bot itself, instaleld the dependencies, like mineflayer and dotenv, tried running it, had problems with the node version so i needed to install a new version and then it ran! It still doesnt work much, just spawns and says the message that i programmed it to say (i was bored dont judge 😭) lol, oh also it has a weird bug that it crashes whenever it gets damage
I am starting to hate this dumb bot, but oh well, ill try using my mc license for the bot so i can make the server online to see if the bot sees players… i think ill need to buy a new minecraft tho not sure 😭, i tried adding like 4 fallbacks to see if it would follow something, but it only detected itself and decided to follow itself, great idea, yep thats it, at least it says hi very efficiently and fast
I made the bot and it works, i tried finishing it ASAP so i could then lock in for my main project, a game, but it still works really well. it can mine, battle with mobs, follow and other stuff, since it is controlled by an ai and can be made to do something.
made installation easier for my bot
Bug fixes, mainly I have: improved AI model to gpt 5.4 mini so it is a lil bit “smarter”, gave also better rules so it doesnt just build a house 100% glass with no door and no tools.
Ships:
I made an AI bot that can do various tasks. It was hard to make the player see the other players, since the server was offline and for some reason mineflayer refused to read namelists and locations when server is off. I had fun playing with it for some time, until my game crashed and my save file got corrupted somehow, but it is fun to play with it, especially with friends because you literally have an ai to mine and do the most boring and time consuming tasks....
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1792990051.3092523
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1793076451.3092523
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68121
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My awesome macropad! by @aryamanpalit097 | Stardan My awesome macropad! by @aryamanpalit097 | Stardance...
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aryamanpalit097
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @aryamanpalit097 | Title: My awesome macropad! by @aryamanpalit097 | Stardance...
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1792471651.239831
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1793076451.239831
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68120
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My first slack bot! by @centralperk324 | Stardance
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centralperk324
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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 @centralperk324 | St Title: My first slack bot! by @centralperk324 | Stardance...
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1792471650.377586
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1793076450.377586
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39313
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Lineup IQ by @UmarFarooq | Stardance
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UmarFarooq
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1
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17.0
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120
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T18:07:08Z", "hours": 17.0, "multiplier": 13.73, "payout": 120, "blessing": "neutral", "text": "Lineup IQ: Guess the hidden players from starting lineup of iconic football matches. #Features: Designed football pitch with structured lineup. Use hints if you are stuck. - Hint# 1: Nationality - Hint# 2: Career path - Hint# 3: Shirt number worn in that match Points system: Score is deducted if you use hints or guess the player wrong. Copy the result and share with your friends. Multiple levels available.", "repo": "https://github.com/umar-farooq-5757/lineupiq", "demo": "https://lineupiq.netlify.app"}]...
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[{"post_id": 39341, "ts": "202 [{"post_id": 39341, "ts": "2026-08-02T07:59:54Z", "hours": 3.69, "text": "Devlog 04 The final version before shipping the project. Multiple levels are available now, and user interface is made better. Progressive hints are available for guessing players. Score system that deducts points if you use hints. Suggestions are shown when typing player names in the input field."}, {"post_id": 38336, "ts": "2026-07-31T17:45:29Z", "hours": 7.7808, "text": "Devlog 03 Welcome to devlog 3 of Lineup IQ. Progress: I’ve made significant updates in my project. The game is now actually playable. You can click on any player and guess that player using hints if you struggle. However, there are still some bugs that I am trying to fix. The final version will soon be shipped! Next goal: Create multiple puzzles, not only one."}, {"post_id": 34574, "ts": "2026-07-25T12:36:49Z", "hours": 1.1531, "text": "Devlog 02 Progress: Some players are hidden from the starting lineup. Match information is displayed. Made the aspect ratio of football field 7:6, so it behaves same on mobile devices"}, {"post_id": 34555, "ts": "2026-07-25T11:12:17Z", "hours": 4.8039, "text": "Devlog 01 Started working on Lineup IQ, a webapp where you have to guess the hidden players from starting lineup of iconic football matches. Completed: Created a custom football pitch. Mapping players from lineup on that pitch. Completed “How to play?” section."}]...
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Title: Lineup IQ by @UmarFarooq | Stardance
Devlo Title: Lineup IQ by @UmarFarooq | Stardance
Devlogs:
Devlog 01 Started working on Lineup IQ, a webapp where you have to guess the hidden players from starting lineup of iconic football matches. Completed: Created a custom football pitch. Mapping players from lineup on that pitch. Completed “How to play?” section.
Devlog 02 Progress: Some players are hidden from the starting lineup. Match information is displayed. Made the aspect ratio of football field 7:6, so it behaves same on mobile devices
Devlog 03 Welcome to devlog 3 of Lineup IQ. Progress: I’ve made significant updates in my project. The game is now actually playable. You can click on any player and guess that player using hints if you struggle. However, there are still some bugs that I am trying to fix. The final version will soon be shipped! Next goal: Create multiple puzzles, not only one.
Devlog 04 The final version before shipping the project. Multiple levels are available now, and user interface is made better. Progressive hints are available for guessing players. Score system that deducts points if you use hints. Suggestions are shown when typing player names in the input field.
Ships:
Lineup IQ: Guess the hidden players from starting lineup of iconic football matches. #Features: Designed football pitch with structured lineup. Use hints if you are stuck. - Hint# 1: Nationality - Hint# 2: Career path - Hint# 3: Shirt number worn in that match Points system: Score is deducted if you use hints or guess the player wrong. Copy the result and share with your friends. Multiple levels available....
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1792990050.159425
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1793076450.159425
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42436
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Slack-Bot by @Xavier2009 | Stardance
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Xavier2009
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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": "2026-07-31T19:45:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Balkan Guy, a friendly Slack Bot that knows how to tell the time and to say cat facts. The most challenging part was fixing an SLACK_BOT_TOKEN i had, which is the only part of the project for which i used AI. I’m really proud of the fact that i managed to finish the project, even though i wanted to give up many times along the way.", "repo": "https://github.com/Xavier640/Slack-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 38420, "ts": "202 [{"post_id": 38420, "ts": "2026-07-31T19:39:09Z", "hours": 0.9175, "text": "After setting up the bot locally, forgetting about it for about 2 weeks, then fighting off some insanely anoying errors for a few hours, i made him work. Not that stereotypical as i wanted it to be, but it works, so i’m happy."}]...
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Title: Slack-Bot by @Xavier2009 | Stardance
Devlo Title: Slack-Bot by @Xavier2009 | Stardance
Devlogs:
After setting up the bot locally, forgetting about it for about 2 weeks, then fighting off some insanely anoying errors for a few hours, i made him work. Not that stereotypical as i wanted it to be, but it works, so i’m happy.
Ships:
This is Balkan Guy, a friendly Slack Bot that knows how to tell the time and to say cat facts. The most challenging part was fixing an SLACK_BOT_TOKEN i had, which is the only part of the project for which i used AI. I’m really proud of the fact that i managed to finish the project, even though i wanted to give up many times along the way....
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1792990049.2754567
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1793076449.2754567
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