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70370
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StarPulse by @vishnu_varathan | Stardance
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vishnu_varathan
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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: StarPulse by @vishnu_varathan | Stardance
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1792342023.997793
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1792946823.997793
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48643
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Habit completion predictor by @zico | Stardance
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zico
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1
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40.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T20:26:42Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just wrapped up the development of the prediction model although i’m yet to implement an auto retraining of model based on users data because i have little data to actually analyse which model would be the best which still leaves the model at the default one trained with synthetic data. Your data are been kept tho and would be trained on when the feature is active and your logs is up to the min requirement", "repo": "https://github.com/young1dev/habit-coach", "demo": "https://habit-coach-beige.vercel.app"}]...
|
[{"post_id": 77294, "ts": "202 [{"post_id": 77294, "ts": "2026-10-06T13:50:41Z", "hours": 3.8983, "text": "I just fixed a server failure for the backend due to duplicate db table. It’s up and running to use now. I’ll be improving feature engineering for the underlyin ML Model after i’ve gathered enough real data. Feel free to check out the project and suggest any changes 😊"}, {"post_id": 48504, "ts": "2026-08-16T21:35:26Z", "hours": 36.3628, "text": "Successfully trained the model with an accuracy of 99% (PSS: That’s because i used synthetic dataset and it wasn’t realistic enough). What i’ve done so far: Feature Engineering: Mapped out features that could be useful in predicting an habit completion and filtered out noise features Created a synthetic dataset for the ML training using Logistic Regression and Decision Tree (Both seemed to work well tho). I tested the ML model with the training dataset and did a mini visual evaluation on the model accuracy and features dependency."}]...
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Title: Habit completion predictor by @zico | Stard Title: Habit completion predictor by @zico | Stardance
Devlogs:
Successfully trained the model with an accuracy of 99% (PSS: That’s because i used synthetic dataset and it wasn’t realistic enough). What i’ve done so far: Feature Engineering: Mapped out features that could be useful in predicting an habit completion and filtered out noise features Created a synthetic dataset for the ML training using Logistic Regression and Decision Tree (Both seemed to work well tho). I tested the ML model with the training dataset and did a mini visual evaluation on the model accuracy and features dependency.
I just fixed a server failure for the backend due to duplicate db table. It’s up and running to use now. I’ll be improving feature engineering for the underlyin ML Model after i’ve gathered enough real data. Feel free to check out the project and suggest any changes 😊
Ships:
I just wrapped up the development of the prediction model although i’m yet to implement an auto retraining of model based on users data because i have little data to actually analyse which model would be the best which still leaves the model at the default one trained with synthetic data. Your data are been kept tho and would be trained on when the feature is active and your logs is up to the min requirement...
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1792857381.6839757
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1792943781.6839757
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43488
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Argo by @Pollo | Stardance
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Pollo
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1
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1.05
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T21:16:26Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria", "repo": "https://github.com/gismondisimone/Argo", "demo": ""}]...
|
[{"post_id": 82018, "ts": "202 [{"post_id": 82018, "ts": "2026-10-23T13:55:41Z", "hours": 1.0536, "text": "doing the thanks post"}, {"post_id": 80721, "ts": "2026-10-18T16:42:22Z", "hours": 2.8975, "text": "Classified #9 in the competition! thanks to anyone who followed the project ❤️"}, {"post_id": 79539, "ts": "2026-10-14T14:50:41Z", "hours": 4.0636, "text": "Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me"}, {"post_id": 79102, "ts": "2026-10-12T17:52:02Z", "hours": 3.4464, "text": "tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality"}, {"post_id": 78072, "ts": "2026-10-09T14:01:41Z", "hours": 1.2258, "text": "Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start."}, {"post_id": 77809, "ts": "2026-10-08T11:43:09Z", "hours": 1.2964, "text": "Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset."}, {"post_id": 77404, "ts": "2026-10-06T20:03:04Z", "hours": 1.5575, "text": "Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…"}, {"post_id": 77152, "ts": "2026-10-05T19:54:11Z", "hours": 1.18, "text": "Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty"}, {"post_id": 77026, "ts": "2026-10-05T12:30:40Z", "hours": 2.6292, "text": "how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!"}, {"post_id": 76401, "ts": "2026-10-03T13:01:14Z", "hours": 2.6433, "text": "hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D"}, {"post_id": 73263, "ts": "2026-09-24T18:16:01Z", "hours": 0.3972, "text": "Had to reflash the rpi cause of some fuckups i did"}, {"post_id": 70206, "ts": "2026-09-18T18:16:54Z", "hours": 1.3425, "text": "lowk don’t even wanna talk about it"}, {"post_id": 64848, "ts": "2026-09-09T15:22:48Z", "hours": 1.3528, "text": "I hate this save me pls"}, {"post_id": 61635, "ts": "2026-09-04T17:02:36Z", "hours": 0.6653, "text": "Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0."}, {"post_id": 61555, "ts": "2026-09-04T15:05:45Z", "hours": 1.1333, "text": "ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic"}, {"post_id": 61494, "ts": "2026-09-04T13:14:26Z", "hours": 1.295, "text": "Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp."}, {"post_id": 58746, "ts": "2026-08-31T09:38:18Z", "hours": 0.32, "text": "Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem."}, {"post_id": 57962, "ts": "2026-08-30T09:26:45Z", "hours": 0.6394, "text": "It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time"}, {"post_id": 57407, "ts": "2026-08-29T15:29:57Z", "hours": 0.3722, "text": "It can drive."}, {"post_id": 56686, "ts": "2026-08-28T15:26:09Z", "hours": 1.0306, "text": "Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)"}, {"post_id": 56619, "ts": "2026-08-28T13:33:08Z", "hours": 1.0058, "text": "UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)"}, {"post_id": 53656, "ts": "2026-08-24T09:53:14Z", "hours": 0.3256, "text": "YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes"}, {"post_id": 42019, "ts": "2026-08-06T15:48:41Z", "hours": 0.2678, "text": "just keeping the streak today, still waiting for the boards"}, {"post_id": 41373, "ts": "2026-08-05T15:24:22Z", "hours": 0.4139, "text": "I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this."}, {"post_id": 40701, "ts": "2026-08-04T12:08:28Z", "hours": 0.2756, "text": "My back hurts"}, {"post_id": 40623, "ts": "2026-08-04T09:07:29Z", "hours": 0.2739, "text": "Still debating if it would be worth it to put an arduino into the picture, probably not"}, {"post_id": 40615, "ts": "2026-08-04T08:41:14Z", "hours": 0.3669, "text": "Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive"}, {"post_id": 40263, "ts": "2026-08-03T17:51:53Z", "hours": 0.4942, "text": "this is gonna be so hard help"}, {"post_id": 40207, "ts": "2026-08-03T16:48:20Z", "hours": 0.3653, "text": "Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them."}]...
|
Title: Argo by @Pollo | Stardance
Devlogs:
Finall Title: Argo by @Pollo | Stardance
Devlogs:
Finally getting started on the robotic part of the project. Since I don’t yet have the boards this will be pretty difficult, but I trust imma be able to ready the code up enough to make it work when I buy them.
this is gonna be so hard help
Probably will need to polish this a lot and come back to change it, but for now I’m just putting down the basic logic for the array formation waiting for the boards to arrive
Still debating if it would be worth it to put an arduino into the picture, probably not
My back hurts
I have to change basically everything i did until now. just did some talking to myself and realized i was going into the wrong direction about this.
just keeping the streak today, still waiting for the boards
YOOOO we’re so back created the code to configure the uwbs(that finally arrived) from an esp. gonna try it and we’ll see how it goes
UWB WORKING!!! im so happy. Now i need to setup the reading for the p4 and implement it for the map creating algorithm. (⊙_◎)
Joined a collab repo with @gismondi_simone (hope your pillow is warm both sides)
It can drive.
It can drive. (better) added a configuration mode before starting to drive. Since we have only two anchors avaliable, with no way to check if the remote is in front of the robot or in the back, i added a “configuration” that turns 45 degrees to check if the left measuration increases or decreases (clever i know (anything to avoid spending 30€ more)) oh and added an error for the turning code, so it doesn’t zigzag all the time
Adding buttons and display control for now it’s only theory, we don’t have the display yet, but i want to see how it can send and receive the button information without a added microcontroller. This would solve the internet connection lack problem.
Beginning adapting the old code to the new hardware finally i would also add xd for now only did the ESP code, that will manage the conveyor movement and the calculation of the fullness to send to the remote. Next I’ll probably work on the communication remote-raspberry and raspberry-esp.
ESP can now manage two different receivers I made the send function better, adding logic to change the receivers and the message in order of what is needed, now i need to work on the raspberry side logic
Added and adapted also p5 and p0 code I readded the code for the scanner boards, adding the bin’s stepper to be controlled by the p0.
I hate this save me pls
lowk don’t even wanna talk about it
Had to reflash the rpi cause of some fuckups i did
hello! it’s been a while a lot has changed since the last log, i made some new programs to integrate the dijkstra in the map creation and a motor tryout code to see how the motors work and to calibrate the data on the other codes. For now everything seems good, we’ll see once i actually try it with the robot. For now i hope i didn’t look over any VERY IMPORTANT detail that could set something on fire :D
how the code folder is looking. I’m entering flow state, now is the lock in period when i have to re-read every code and combine everything to work together. Tbf it’s all going good for now, if not the fact that we cooked the two drivers for the wheels and we have to buy new ones. My part is going good, in a little we’ll be able to remake the dataset for the AI recognition model in the 2.0 version, can’t wait!
Code works. Hardware not so much. All @gismondi_simone ‘s fault . We have to figure out why the cam motor and it’s driver are overheating and not moving the arm, but at least everything in the code seems to work alright. If we are able to we’ll record the new dataset tomorrow. I forgot to take a picture of the terminal so enjoy this pic of a kitty
Back on the torturing part At least this time I don’t have to install anything for two days! :D JUST KIDDING wasted 2 days on trying to make my pc work for this bs, turns out it’s still faster on @gismondi_simone ‘s pc… but hey trial and error right Hopefully working on dataset tomorrow P.S., we solved the motor problem, turns out the driver wasn’t wired right…
Dataset compiler works! I’ve spent the last few days trying to figure out the problem of the compiler (that worked the last time i used it so i was kinda confused) and after 4 hours of debugging with a little help from gemini i’ve finally made it work. Now we just need to take the ne photos for the dataset.
Screen turns on!! @gismondi_simone yesterday broke our spare… i guess we have to work with that. There are still some problems about the data sending between base and tag, but i’ve come a long way from the start.
tutto si distrugge nulla si crea We are currently in Zagabria. I’ve not logged a LOT of hours. The remote shorts randomly with no apparent motive. we are missing the candy dataset, the uwb apparently had a fight cause they won’t talk anymore for some reason?? I am losing touch with reality
Tag is cooked Literally and figuratively. The board is shorted between 3.3v an GND, but it powers on(??), heating up in little time. SO now i have to redo half of the code due tomorrow cause we need to present the project :D kill me
Classified #9 in the competition! thanks to anyone who followed the project ❤️
doing the thanks post
Ships:
Archeo-helper for archeologists! made to help carry and analyze small pieces directly in site following the experts between the trenches. Project made originally for the WRO2026 Brescia-Zagabria...
|
1792857368.4443042
|
1792943768.4443042
|
|
28952
|
TRI-DevLab's Portfolio Website by @Tri | Stard TRI-DevLab's Portfolio Website by @Tri | Stardance...
|
Tri
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:55:50Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories", "repo": "https://github.com/TRI-DevLab/personal-portfolio", "demo": "https://tri-devlab.github.io/personal-portfolio/"}]...
|
[{"post_id": 80966, "ts": "202 [{"post_id": 80966, "ts": "2026-10-19T12:32:15Z", "hours": 10.4131, "text": "Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour"}, {"post_id": 78354, "ts": "2026-10-10T15:21:24Z", "hours": 11.2778, "text": "It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up"}, {"post_id": 41570, "ts": "2026-08-05T21:13:03Z", "hours": 3.69, "text": "This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section."}, {"post_id": 40557, "ts": "2026-08-04T06:00:57Z", "hours": 3.2228, "text": "Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit"}, {"post_id": 40450, "ts": "2026-08-03T23:35:19Z", "hours": 5.9464, "text": "Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon"}]...
|
Title: TRI-DevLab's Portfolio Website by @Tri Title: TRI-DevLab's Portfolio Website by @Tri | Stardance
Devlogs:
Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon
Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit
This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section.
It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up
Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour
Ships:
What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories...
|
1792857367.3085766
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1792943767.3085766
|
|
9961
|
Koganeee by @quintessence24 | Stardance
|
quintessence24
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T23:30:59Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "As a Jujutsu Kaisen fan and an admirer of flying pets, I wanted to make Kogane for my room. The objective of Kogane is to be a person-following flying pet assistant that can communicate with voice and through a retractable screen, sort of like a flying Alexa but friendlier! I also wanted to make drones for a while and it seemed like a cool approach to make Kogane. A use case that I had in mind is when I’m working in my room and my hands are busy and if I need to quickly pull up a tutorial, I would normally have to put things down to find my laptop. Instead with Kogane, I can call for Kogane wherever I am in my room and quickly check for information or pull up a Youtube tutorial from its screen without any physical contact. I got everything to work on a very close call, but my harnesses weren’t very strong and accidentally tangled with the propeller for a second, causing a motor to burn up and failing the first test flight (and of course, the shell for Koganeee was pretty but reduced performance aerodynamically). Nonetheless, all of the tests passed and I just need to swap out the motor, but still a successful project regardless and I’m proud of everything I was able to learn, whether it be firmware and networking with the ESP32, the endless soldering sessions for different kinds of components, taking care of batteries, etc. Check out my project and of course, contact me on Slack (sujaygolla24) for questions or just to nerd out about JJK or other anime!!! :D", "repo": "https://github.com/Sujay-Golla/koganeee", "demo": ""}]...
|
[{"post_id": 81355, "ts": "202 [{"post_id": 81355, "ts": "2026-10-20T23:13:21Z", "hours": 6.1683, "text": "Devlog #4 - Preparing and starting build Summary Had to unpack and arrange all of the electronics I received, checked connectors and what I needed to make connectors for again. Realized I had designed for JST-XH rather than JST-SH connectors so spent a while trying to learn all of the different types of connectors so that I can avoid making the same mistake again For the time being, I stripped wires, crimped them and used my JST-XH connectors for the FC to ESC connection I had no idea how to solder XT60 connectors so I had to learn, and then after a while, I realized I needed to connect a male female pair at the end to avoid deformation so I had wasted the soldering session Next Steps Noticed that JOURNAL.md is more preferred for hardware projects, so I will be switching to that for future documentation Will continue soldering, wiring and coding step by step, but more specifically, I will work on checking if the ESC to FC connection works and if I can power the 5V rail on the board"}, {"post_id": 22542, "ts": "2026-07-05T02:00:31Z", "hours": 16.4061, "text": "Devlog #3 - Finishing the CAD and Ready to Ship Summary Finished the CAD for Kogane, the drone and the ground station Vibe coded firmware temporarily and tested functionality with my laptop webcam manually Finished documentation and shipping it to Outpost Next Steps Once approved, I have to order and build Will work on firmware while waiting for the parts to arrive to save time"}, {"post_id": 21100, "ts": "2026-07-02T21:54:54Z", "hours": 16.3197, "text": "Devlog #2 - Finishing the FC PCB Summary Followed the tutorial for tips to layout the board Used more tutorials and datasheets to understand different concepts of board layout like via stitching and filled zones Made a 4-layer PCB for the first time and learned how to connect power and grounds to appropriate components with vias Learned different routing practices, and despite the suboptimal routing, I am pretty confident now that it will at least be functional Next Steps Finishing the CAD model and final BOM Finishing the firmware template, maybe even using some cameras to test the positioning system"}, {"post_id": 15499, "ts": "2026-06-25T06:02:25Z", "hours": 25.7803, "text": "Devlog #1 [Real] - Schematic design and shopping Summary Used various different sources to learn about different components used in FCs Learned how to use datasheets, Webench, LCSC part selections, etc. Spent time reviewing different requirements for batteries and W/T ratios for drones in general and picking the right batteries and circuit designs Spent a lot of time scoping and rescoping the PCB, including having to remove battery charger and using an external ESC as it was too complex and tight for the compact PCB, especially while having a separate MCU and a lot of other peripherals Learned how to use the STM32CubeMX firmware and how different protocols worked Started exploring PCB editor and systematically arranging components Next Steps Finish arranging PCB Route the PCB and get it verified Finish the CAD model and final BOM Come up with a basic template for firmware"}, {"post_id": 8169, "ts": "2026-06-13T16:44:15Z", "hours": 1.3878, "text": "Spent some time figuring out how to deal with the placement of different components and the scope of this project. Firstly, I decided that it made sense to use lightweight models for voice and video, keeping it limited so that it can run independently on A7S rather than relying on my laptop. Then I decided to have 2 mmWave sensors to cover blindspots and detect position of humans in the room, and decided it would be cool to integrate CV with mmWave, so added a fixed camera to help inform the drone position. A small FPV camera on the drone can allow it to avoid obstacles, and it would be cool to integrate VISTA (a research paper about drones navigating unknown maps) at least for initial calibration. Still figuring out the feasibility of a custom FC or if it would be easier to have a basic FC and a separate ESP32 for communication, camera and for extending the project to control servos for the rolling screen and a gripper in the future. Drafted the BOM but will find more stuff on AliExpress tomorrow. I also explored how to use Hackatime with Onshape and started making the head of Kogane"}]...
|
Title: Koganeee by @quintessence24 | Stardance
De Title: Koganeee by @quintessence24 | Stardance
Devlogs:
Spent some time figuring out how to deal with the placement of different components and the scope of this project. Firstly, I decided that it made sense to use lightweight models for voice and video, keeping it limited so that it can run independently on A7S rather than relying on my laptop. Then I decided to have 2 mmWave sensors to cover blindspots and detect position of humans in the room, and decided it would be cool to integrate CV with mmWave, so added a fixed camera to help inform the drone position. A small FPV camera on the drone can allow it to avoid obstacles, and it would be cool to integrate VISTA (a research paper about drones navigating unknown maps) at least for initial calibration. Still figuring out the feasibility of a custom FC or if it would be easier to have a basic FC and a separate ESP32 for communication, camera and for extending the project to control servos for the rolling screen and a gripper in the future. Drafted the BOM but will find more stuff on AliExpress tomorrow. I also explored how to use Hackatime with Onshape and started making the head of Kogane
Devlog #1 [Real] - Schematic design and shopping Summary Used various different sources to learn about different components used in FCs Learned how to use datasheets, Webench, LCSC part selections, etc. Spent time reviewing different requirements for batteries and W/T ratios for drones in general and picking the right batteries and circuit designs Spent a lot of time scoping and rescoping the PCB, including having to remove battery charger and using an external ESC as it was too complex and tight for the compact PCB, especially while having a separate MCU and a lot of other peripherals Learned how to use the STM32CubeMX firmware and how different protocols worked Started exploring PCB editor and systematically arranging components Next Steps Finish arranging PCB Route the PCB and get it verified Finish the CAD model and final BOM Come up with a basic template for firmware
Devlog #2 - Finishing the FC PCB Summary Followed the tutorial for tips to layout the board Used more tutorials and datasheets to understand different concepts of board layout like via stitching and filled zones Made a 4-layer PCB for the first time and learned how to connect power and grounds to appropriate components with vias Learned different routing practices, and despite the suboptimal routing, I am pretty confident now that it will at least be functional Next Steps Finishing the CAD model and final BOM Finishing the firmware template, maybe even using some cameras to test the positioning system
Devlog #3 - Finishing the CAD and Ready to Ship Summary Finished the CAD for Kogane, the drone and the ground station Vibe coded firmware temporarily and tested functionality with my laptop webcam manually Finished documentation and shipping it to Outpost Next Steps Once approved, I have to order and build Will work on firmware while waiting for the parts to arrive to save time
Devlog #4 - Preparing and starting build Summary Had to unpack and arrange all of the electronics I received, checked connectors and what I needed to make connectors for again. Realized I had designed for JST-XH rather than JST-SH connectors so spent a while trying to learn all of the different types of connectors so that I can avoid making the same mistake again For the time being, I stripped wires, crimped them and used my JST-XH connectors for the FC to ESC connection I had no idea how to solder XT60 connectors so I had to learn, and then after a while, I realized I needed to connect a male female pair at the end to avoid deformation so I had wasted the soldering session Next Steps Noticed that JOURNAL.md is more preferred for hardware projects, so I will be switching to that for future documentation Will continue soldering, wiring and coding step by step, but more specifically, I will work on checking if the ESC to FC connection works and if I can power the 5V rail on the board
Ships:
As a Jujutsu Kaisen fan and an admirer of flying pets, I wanted to make Kogane for my room. The objective of Kogane is to be a person-following flying pet assistant that can communicate with voice and through a retractable screen, sort of like a flying Alexa but friendlier! I also wanted to make drones for a while and it seemed like a cool approach to make Kogane. A use case that I had in mind is when I’m working in my room and my hands are busy and if I need to quickly pull up a tutorial, I would normally have to put things down to find my laptop. Instead with Kogane, I can call for Kogane wherever I am in my room and quickly check for information or pull up a Youtube tutorial from its screen without any physical contact. I got everything to work on a very close call, but my harnesses weren’t very strong and accidentally tangled with the propeller for a second, causing a motor to burn up and failing the first test flight (and of course, the shell for Koganeee was pretty but reduced performance aerodynamically). Nonetheless, all of the tests passed and I just need to swap out the motor, but still a successful project regardless and I’m proud of everything I was able to learn, whether it be firmware and networking with the ESP32, the endless soldering sessions for different kinds of components, taking care of batteries, etc. Check out my project and of course, contact me on Slack (sujaygolla24) for questions or just to nerd out about JJK or other anime!!! :D...
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1792943763.3293931
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THE GAMES by @roshank | Stardance
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roshank
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1
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19.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T14:01:38Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made a static website of the OG games that was most played since 2000 yr.", "repo": "https://github.com/roshan-12design/The-most11", "demo": "https://roshan-12design.github.io/The-most11/"}]...
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[{"post_id": 79796, "ts": "202 [{"post_id": 79796, "ts": "2026-10-15T13:47:53Z", "hours": 19.4564, "text": "To change the hover animation in games card of flip."}]...
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Title: THE GAMES by @roshank | Stardance
Devlogs: Title: THE GAMES by @roshank | Stardance
Devlogs:
To change the hover animation in games card of flip.
Ships:
I’ve made a static website of the OG games that was most played since 2000 yr....
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1792857362.468953
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1792943762.468953
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48068
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My own site! by @bihanghimire | Stardance
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bihanghimire
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1
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10.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T03:03:49Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on.", "repo": "https://github.com/bihanghimire/CUBING-WEBSITE-", "demo": "https://bihanghimire.github.io/CUBING-WEBSITE-/"}]...
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[{"post_id": 79207, "ts": "202 [{"post_id": 79207, "ts": "2026-10-13T01:20:57Z", "hours": 10.3661, "text": "This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it"}]...
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Title: My own site! by @bihanghimire | Stardance
Title: My own site! by @bihanghimire | Stardance
Devlogs:
This is my cubing website that I have created for speedcubers that use cfop method.Only not that but it does give an introduction about cubing in general. It provides you with 41 case for f2l 51 for pll and 21 for oll . Each and every algorithm uses a visual representation for people who don’t wanna follow the readable algorithm or dont understand it
Ships:
I made a SPEEDCUBING website . I have been into cubing since a bit myself but can’t find website which contain algorithms in text aswell as animation form with a cubing timer. I tried to reach to the speedcubers with this project . Since I am pretty new to JavaScript I used library known as cubing js which eased my work by a lot . This project was done quickly as I wrote the plan and what to do before starting the project so it won’t be a hassle later on....
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1792857361.6155765
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1792943761.6155765
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36597
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Perihelion by @superheroyrr | Stardance
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superheroyrr
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1
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76.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T23:18:16Z", "hours": 76.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!", "repo": "https://github.com/agokule/perihelion", "demo": "https://agokule.github.io/perihelion/"}]...
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[{"post_id": 76898, "ts": "202 [{"post_id": 76898, "ts": "2026-10-05T00:04:58Z", "hours": 4.1833, "text": "First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders."}, {"post_id": 61580, "ts": "2026-09-04T15:41:00Z", "hours": 2.1069, "text": "What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up."}, {"post_id": 59165, "ts": "2026-08-31T19:54:12Z", "hours": 3.4219, "text": "I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!"}, {"post_id": 48408, "ts": "2026-08-16T18:57:36Z", "hours": 6.3819, "text": "Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it."}, {"post_id": 47584, "ts": "2026-08-15T15:47:40Z", "hours": 3.3922, "text": "So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well."}, {"post_id": 47084, "ts": "2026-08-14T18:35:57Z", "hours": 2.6942, "text": "Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally."}, {"post_id": 46416, "ts": "2026-08-13T16:39:12Z", "hours": 2.6864, "text": "So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there."}, {"post_id": 45809, "ts": "2026-08-12T15:07:04Z", "hours": 3.995, "text": "In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve."}, {"post_id": 44655, "ts": "2026-08-10T15:53:11Z", "hours": 3.9903, "text": "Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object"}, {"post_id": 44048, "ts": "2026-08-09T15:47:51Z", "hours": 8.1869, "text": "You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!"}, {"post_id": 42195, "ts": "2026-08-06T20:10:57Z", "hours": 2.0506, "text": "Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do."}, {"post_id": 41540, "ts": "2026-08-05T20:16:31Z", "hours": 4.0603, "text": "So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here ."}, {"post_id": 40192, "ts": "2026-08-03T16:23:30Z", "hours": 4.4261, "text": "So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out."}, {"post_id": 39627, "ts": "2026-08-02T18:59:38Z", "hours": 1.8067, "text": "HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime."}, {"post_id": 38576, "ts": "2026-08-01T01:50:58Z", "hours": 4.5342, "text": "So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable."}, {"post_id": 37344, "ts": "2026-07-30T00:14:37Z", "hours": 3.7403, "text": "I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot."}, {"post_id": 36699, "ts": "2026-07-28T22:30:28Z", "hours": 1.6914, "text": "tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent."}, {"post_id": 34312, "ts": "2026-07-24T22:05:19Z", "hours": 1.655, "text": "For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet."}, {"post_id": 33545, "ts": "2026-07-23T16:10:55Z", "hours": 2.4864, "text": "These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways."}, {"post_id": 31887, "ts": "2026-07-20T17:16:08Z", "hours": 3.6044, "text": "So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol."}, {"post_id": 31203, "ts": "2026-07-19T12:36:42Z", "hours": 3.0122, "text": "I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…"}, {"post_id": 30702, "ts": "2026-07-18T14:29:09Z", "hours": 0.5217, "text": "So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now."}, {"post_id": 30452, "ts": "2026-07-18T00:26:26Z", "hours": 1.4753, "text": "So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while."}]...
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Title: Perihelion by @superheroyrr | Stardance
De Title: Perihelion by @superheroyrr | Stardance
Devlogs:
So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while.
So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now.
I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…
So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol.
These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways.
For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet.
tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent.
I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot.
So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable.
HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime.
So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out.
So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here .
Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do.
You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!
Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object
In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve.
So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there.
Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally.
So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well.
Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it.
I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!
What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up.
First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders.
Ships:
What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!...
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1792857346.9778786
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1792943746.9778786
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69743
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about me by @lollo22 | Stardance
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lollo22
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T15:08:06Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site with a lot of passion and cool things!. I’m proud to have reached this result and i hope ypu enjoy visiting my work. btw I love pingu.", "repo": "https://github.com/lorenzo22mercurio/personal_site", "demo": "https://lorenzo22mercurio.github.io/personal_site/"}]...
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[{"post_id": 79813, "ts": "202 [{"post_id": 79813, "ts": "2026-10-15T14:58:32Z", "hours": 1.8803, "text": "about me site! pingu. noot noot."}]...
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Title: about me by @lollo22 | Stardance
Devlogs:
Title: about me by @lollo22 | Stardance
Devlogs:
about me site! pingu. noot noot.
Ships:
I made a personal site with a lot of passion and cool things!. I’m proud to have reached this result and i hope ypu enjoy visiting my work. btw I love pingu....
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1792857344.154998
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1792943744.154998
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69741
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Orbital! by @Yousuff | Stardance
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Yousuff
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1
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16.96
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T13:13:09Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭", "repo": "https://github.com/YousufProjs-exe/Orbital", "demo": "https://github.com/YousufProjs-exe/Orbital/releases/tag/v1"}]...
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[{"post_id": 81817, "ts": "202 [{"post_id": 81817, "ts": "2026-10-22T16:53:08Z", "hours": 0.9578, "text": "Fixed the code arrangement problem in VBM editor"}, {"post_id": 80723, "ts": "2026-10-18T16:48:05Z", "hours": 8.1406, "text": "Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful"}, {"post_id": 80001, "ts": "2026-10-15T21:08:35Z", "hours": 4.7022, "text": "Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!"}, {"post_id": 79779, "ts": "2026-10-15T11:48:25Z", "hours": 1.3194, "text": "Orbital now have - our spaceships enemy !! - dodge the derby."}, {"post_id": 79738, "ts": "2026-10-15T08:15:25Z", "hours": 2.1306, "text": "Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !"}]...
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Title: Orbital! by @Yousuff | Stardance
Devlogs:
Title: Orbital! by @Yousuff | Stardance
Devlogs:
Orbital - the main board, 3 lanes, the satellite and movements are initialized - to use them - adding buttons r next !
Orbital now have - our spaceships enemy !! - dodge the derby.
Finally - after soooo amny trys, Main Menu is here with a working Start button : also to make the Start Button Work it was the hardest part!
Orbital is now finally done - with multiple levels but the game changes from level 6 - the change can break ur streaks too, be careful
Fixed the code arrangement problem in VBM editor
Ships:
ORBITAL - SPACESHIP IIN SPREADSHEET !! A satellite survival game made in Excel VBA. Project inspired for Wrong by Hack Club ! TO PLAY ORBITAL - Download the spreadsheet and click on Launch Game on sheet 1 or just go to sheet 2 and press Start. About ORBITAL is a small game built entirely in Microsoft Excel using VBA. Dodge space debris, switch lanes and survive as long as you can. Rocket 1 - Level 1 - 5 Rocket 2 - Level 6 to the end ! same for the Asteroids ! they are danger !!!! Controls A / ← — Move left D / → — Move right STOP / RESUME — Pause and continue RESTART MISSION — Restart MENU — Return to the menu Running the game Download ORBITAL.xlsm . Open it in desktop Microsoft Excel. Enable macros if prompted. Open the About Orbital sheet and click LAUNCH ORBITAL . Built with Microsoft Excel - Engine ig VBA Doodle (my personal art space) - to design Rockets and Debris please try Doodle too! Custom game sprites AI Usage ? yes I used but -> as ofc VBM was veryyy new for me! This project does use AI, but only for coding help when I got stuck, mainly with bugs and figuring out why certain things weren’t working as expected. I used it to help debug and get past issues I couldn’t solve on my own. No AI was used to create the assets or decide the creative direction of ORBITAL. The visuals, game design, and overall idea were my own. AI was basically just there when the code decided to ruin my days 😭...
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1792857342.2411206
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1792943742.2411206
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69737
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Night Desk by @_Thomas_ | Stardance
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_Thomas_
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T19:32:01Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built NightDesk , a customizable productivity dashboard using HTML, CSS, and JavaScript. It includes a Google search bar, live clock and date, dark and light themes, English and Czech language settings, and four widgets: Quick Links, To-Do, Notes, and a Focus Timer. The widgets can be moved and resized, and users can customize which ones are visible. Settings and user data are saved, so the workspace stays personalized between visits. One of the biggest challenges was getting the widget positioning system to work properly. I spent time debugging the layout and fixing issues that prevented widgets from being moved freely. This project helped me learn more about frontend development, CSS, JavaScript interactions, saving data in the browser, and how seemingly small changes can affect other parts of an application. I’m most proud that I managed to turn the idea into a working website that people can actually use. I used VS Code as my editor, with ChatGPT and Claude for technical help, debugging, and a few code improvements. I tested and refined the project along the way. How to test it: Open the live demo and try moving and resizing the widgets, switching themes and languages, adding tasks or notes, and using the focus timer. You can also change the settings to customize the dashboard to your liking. (Sorry if the project timeline looks a little confusing! I had some trouble linking Hackatime correctly, so the tracked time doesn’t seem to match the time spent working on the project. I finally got it sorted out and wanted to publish the finished project instead of getting stuck on the setup any longer. :D)", "repo": "https://github.com/Thomio2/Night-Desk", "demo": "https://thomio2.github.io/Night-Desk/"}]...
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[{"post_id": 79629, "ts": "202 [{"post_id": 79629, "ts": "2026-10-14T19:09:40Z", "hours": 0.2919, "text": "Night Desk"}]...
|
Title: Night Desk by @_Thomas_ | Stardance
Devlog Title: Night Desk by @_Thomas_ | Stardance
Devlogs:
Night Desk
Ships:
I built NightDesk , a customizable productivity dashboard using HTML, CSS, and JavaScript. It includes a Google search bar, live clock and date, dark and light themes, English and Czech language settings, and four widgets: Quick Links, To-Do, Notes, and a Focus Timer. The widgets can be moved and resized, and users can customize which ones are visible. Settings and user data are saved, so the workspace stays personalized between visits. One of the biggest challenges was getting the widget positioning system to work properly. I spent time debugging the layout and fixing issues that prevented widgets from being moved freely. This project helped me learn more about frontend development, CSS, JavaScript interactions, saving data in the browser, and how seemingly small changes can affect other parts of an application. I’m most proud that I managed to turn the idea into a working website that people can actually use. I used VS Code as my editor, with ChatGPT and Claude for technical help, debugging, and a few code improvements. I tested and refined the project along the way. How to test it: Open the live demo and try moving and resizing the widgets, switching themes and languages, adding tasks or notes, and using the focus timer. You can also change the settings to customize the dashboard to your liking. (Sorry if the project timeline looks a little confusing! I had some trouble linking Hackatime correctly, so the tracked time doesn’t seem to match the time spent working on the project. I finally got it sorted out and wanted to publish the finished project instead of getting stuck on the setup any longer. :D)...
|
1792857339.167532
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1792943739.167532
|
|
42787
|
Calculator in Assembly by @kingvon | Stardance
|
kingvon
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T19:40:05Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source", "repo": "https://github.com/pratiksingh94/calc-in-assembly", "demo": "https://github.com/pratiksingh94/calc-in-assembly/releases/tag/v0.1"}]...
|
[{"post_id": 80473, "ts": "202 [{"post_id": 80473, "ts": "2026-10-17T19:30:40Z", "hours": 1.9289, "text": "Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check"}, {"post_id": 39707, "ts": "2026-08-02T20:47:01Z", "hours": 0.5239, "text": "Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too."}, {"post_id": 39653, "ts": "2026-08-02T19:37:08Z", "hours": 1.4456, "text": "Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)"}, {"post_id": 39061, "ts": "2026-08-01T18:57:13Z", "hours": 0.9236, "text": "made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers"}, {"post_id": 38973, "ts": "2026-08-01T16:23:54Z", "hours": 0.5319, "text": "made those CLI messages and input reading basic write and read syscalls"}]...
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Title: Calculator in Assembly by @kingvon | Starda Title: Calculator in Assembly by @kingvon | Stardance
Devlogs:
made those CLI messages and input reading basic write and read syscalls
made atoi ASCII to integer conversion i am an idiot so i accidenttely said “itoa” in git commit T_T (integer to ASCII) yeah not much to show right now, just took almost an hour debugging and trying to fix the the loop screenshot shows i entered those values which is taken as ASCII and the output from reading the num1 and num2 bytes it prints those as numbers
Addition yeah it can do addition now, but 1h 24m to make that? hell NO. most of the time went on a stupid Integer to ASCII conversion function it was so hard to implement but i did it at the end the calculator lacks hella checks tho, you can do “hi + hello” and get 620280 (yes literally idk how)
Added Subtraction, Multiplication, Division they were all easy, everything after itoa was easy so far. also made github repo and the readme has my todo stuff too.
Multiple shi did a lot of lil things, just wanted to complete this and ship to get 3 stardust so i can get the buds _ things i did: added negative number guard added invalid number check added operation check added u64 overflow check
Ships:
Basic Calc in x86_64 Assembly wanted to learn assembly so wrote this, its not a full fledged calc but it does support somethings supports + - * / only linux _ checks for invalid op, invalid digits, empty input, negative output, divide by zero, u64 overflow check readme and build from source...
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1792857335.4379601
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1792943735.4379601
|
|
47485
|
clicker kingdom by @Sepkatt | Stardance
|
Sepkatt
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T20:41:59Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out.", "repo": "https://github.com/katarinawattum-lgtm/New-folder", "demo": "https://katarinawattum-lgtm.github.io/New-folder/"}]...
|
[{"post_id": 79150, "ts": "202 [{"post_id": 79150, "ts": "2026-10-12T20:28:07Z", "hours": 1.2403, "text": "Just finished a game made with HTML, CSS, and JS."}, {"post_id": 79088, "ts": "2026-10-12T16:58:35Z", "hours": 3.0461, "text": "Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive."}]...
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Title: clicker kingdom by @Sepkatt | Stardance
De Title: clicker kingdom by @Sepkatt | Stardance
Devlogs:
Clicker Kingdom - Stardance Challenge Progress Update I started building my own browser game called Clicker Kingdom using HTML, CSS, and JavaScript in Visual Studio Code. So far, I have: Created the basic game structure using HTML. Designed the game with CSS, using a dark background, gold colours, and a kingdom theme. Added a gold counter and a button that lets players earn gold by clicking. -Created a shop where players can buy gold workers for 10 gold. Added an automatic gold system where each worker produces 1 gold per second.Implemented a save system using the browser’s local storage, so game progress can be saved and loaded again. My next step is to test that all the features work correctly and continue adding new features to make the game more fun and interactive.
Just finished a game made with HTML, CSS, and JS.
Ships:
1. What did I make? I made StarDance. I wanted to make something fun and I worked on getting everything to look and work the way I wanted. 2. What was hard? Some things didn’t work the first time, so I had to try again and fix them. It took some time to get everything right. 3. What am I proud of? I’m proud that I finished it and that I got it to work. I also learned some new things while making it. 4. What should people know about my project? I put time into making StarDance and tried to make it good. It wasn’t always easy, but I’m happy with how it turned out....
|
1792857330.3628716
|
1792943730.3628716
|
|
36933
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Apolinum - arise! by @Fiskerz | Stardance
|
Fiskerz
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:50:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.", "repo": "https://github.com/Catmaster543/Apolinum-Arise-1.21.1", "demo": "https://www.curseforge.com/minecraft/mc-mods/apolinum-arise/"}]...
|
[{"post_id": 79118, "ts": "202 [{"post_id": 79118, "ts": "2026-10-12T18:49:47Z", "hours": 6.6783, "text": "Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this."}, {"post_id": 60859, "ts": "2026-09-03T14:17:54Z", "hours": 5.2222, "text": "Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)"}, {"post_id": 39656, "ts": "2026-08-02T19:39:32Z", "hours": 3.1769, "text": "Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 38888, "ts": "2026-08-01T13:40:09Z", "hours": 2.0658, "text": "Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 34737, "ts": "2026-07-25T18:17:51Z", "hours": 5.8508, "text": "Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 31832, "ts": "2026-07-20T15:03:54Z", "hours": 7.8119, "text": "Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!"}, {"post_id": 30762, "ts": "2026-07-18T16:40:32Z", "hours": 4.4644, "text": "New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat."}]...
|
Title: Apolinum - arise! by @Fiskerz | Stardance
Title: Apolinum - arise! by @Fiskerz | Stardance
Devlogs:
New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat.
Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!
Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)
Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
Ships:
What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file....
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1792857321.0551403
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1792943721.0551403
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|
70655
|
handybits by @aryanscode | Stardance
|
aryanscode
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T16:41:39Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "yay shipped", "repo": "https://github.com/aryanscodingden/handybits", "demo": "https://handybits.vercel.app"}]...
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[{"post_id": 81281, "ts": "202 [{"post_id": 81281, "ts": "2026-10-20T16:40:07Z", "hours": 4.2658, "text": "I was very sketchy about uploading random shit to websites, so I coded a toolkit where, locally, you can upload stuff, and it can be done all locally. For example: remove background, sign a PDF. everything that every other tool on the website on the internet needs. It uploads the files to a server and then to the dark web, so I didn’t want that. I just coded this over the weekend."}]...
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Title: handybits by @aryanscode | Stardance
Devlo Title: handybits by @aryanscode | Stardance
Devlogs:
I was very sketchy about uploading random shit to websites, so I coded a toolkit where, locally, you can upload stuff, and it can be done all locally. For example: remove background, sign a PDF. everything that every other tool on the website on the internet needs. It uploads the files to a server and then to the dark web, so I didn’t want that. I just coded this over the weekend.
Ships:
yay shipped...
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1792857320.208667
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1792943720.208667
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|
70649
|
Stardance Setup by @prathameshpvp | Stardance
|
prathameshpvp
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T16:15:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PRATHAMESH.EXE — building my own little corner of the internet ✦ There’s something special about creating a place on the internet that feels entirely your own. PRATHAMESH.EXE started with a simple idea: what if my portfolio felt less like a résumé and more like stepping into a tiny digital world? Inspired by the early internet, Y2K aesthetics, and old-school terminal interfaces, I’ve been shaping it with dark backgrounds, neon pink and purple, pixel typography, and a boot sequence that makes opening a website feel a little like starting up a computer from another era. But I don’t want it to be nostalgia for the sake of nostalgia. I want it to grow with me — a home for my projects, experiments, ideas, and everything I’m still figuring out how to build. Along the way, I’m learning that good design is about more than making something look interesting. Every animation, font, and interaction should have a purpose. There’s still plenty to build, break, rethink, and improve. And honestly, that’s my favourite part. For now, the system is booting.", "repo": "https://github.com/prathameshparkhi/personal-website", "demo": "https://coeus-exoplanet-classifier.streamlit.app/"}]...
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[{"post_id": 81277, "ts": "202 [{"post_id": 81277, "ts": "2026-10-20T16:11:28Z", "hours": 2.0761, "text": "I wanted to make my personal website feel less like a standard portfolio and more like a little digital world of its own. I went with a Y2K-inspired aesthetic, using a black background, neon pink and purple accents, Press Start 2P, and Space Mono to create that retro terminal feel. I also worked on the startup sequence, with messages like “INITIALISING SYSTEM…” and “LOADING STARFIELD…”, alongside a terminal-inspired layout for blog posts and development logs. One of the main things I’m trying to get right is balancing the visual effects with usability. I want the website to have personality without becoming cluttered or difficult to navigate. Next up: refining the responsive layout, polishing the interactions, and making the project sections feel more complete."}]...
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Title: Stardance Setup by @prathameshpvp | Stardan Title: Stardance Setup by @prathameshpvp | Stardance
Devlogs:
I wanted to make my personal website feel less like a standard portfolio and more like a little digital world of its own. I went with a Y2K-inspired aesthetic, using a black background, neon pink and purple accents, Press Start 2P, and Space Mono to create that retro terminal feel. I also worked on the startup sequence, with messages like “INITIALISING SYSTEM…” and “LOADING STARFIELD…”, alongside a terminal-inspired layout for blog posts and development logs. One of the main things I’m trying to get right is balancing the visual effects with usability. I want the website to have personality without becoming cluttered or difficult to navigate. Next up: refining the responsive layout, polishing the interactions, and making the project sections feel more complete.
Ships:
PRATHAMESH.EXE — building my own little corner of the internet ✦ There’s something special about creating a place on the internet that feels entirely your own. PRATHAMESH.EXE started with a simple idea: what if my portfolio felt less like a résumé and more like stepping into a tiny digital world? Inspired by the early internet, Y2K aesthetics, and old-school terminal interfaces, I’ve been shaping it with dark backgrounds, neon pink and purple, pixel typography, and a boot sequence that makes opening a website feel a little like starting up a computer from another era. But I don’t want it to be nostalgia for the sake of nostalgia. I want it to grow with me — a home for my projects, experiments, ideas, and everything I’m still figuring out how to build. Along the way, I’m learning that good design is about more than making something look interesting. Every animation, font, and interaction should have a purpose. There’s still plenty to build, break, rethink, and improve. And honestly, that’s my favourite part. For now, the system is booting....
|
1792857319.125368
|
1792943719.125368
|
|
69677
|
Dark Web OS by @Jazil | Stardance
|
Jazil
|
1
|
6.29
|
18
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T06:33:23Z", "hours": 6.0, "multiplier": 2.84, "payout": 18, "blessing": "neutral", "text": "I made my WEb OS with on dark theme What i build I build a DARK WEB OS with using javascript,html and css and it have 3 apps like claculator,terminal and a fun web broswer Features I gived it hacker based thmes also like hacalc,hacbrowse and hackterm It do not have password and it is opensoure i gived styling as much i can ab it is cool for me it is wer you can drag and drop and it can maximaze and minmaze I Gived that MIT license so its have copyright what i am proud of I made a web os is the thing that i am proud of and it is made on my mind theme challenges I got challenging while writing responsive to design on min maze and maximaze and draging and also writing html Thank you If you like it please give me a star because i want to get that badge of 15 stars and still i do not get it please give me start", "repo": "https://github.com/JazilJafar/Dark-Web-OS", "demo": "https://darkwebos.vercel.app/"}]...
|
[{"post_id": 80890, "ts": "202 [{"post_id": 80890, "ts": "2026-10-19T05:43:26Z", "hours": 0.2883, "text": "I fixed all bugs in my code and add more stylings"}, {"post_id": 80440, "ts": "2026-10-17T16:59:32Z", "hours": 1.0381, "text": "My web os project is complete take a look at https://darkwebos.vercel.app/ and https://github.com/JazilJafar/Dark-Web-OS"}, {"post_id": 80404, "ts": "2026-10-17T15:23:00Z", "hours": 0.6636, "text": "i completed terminal like other styling still wanted"}, {"post_id": 80361, "ts": "2026-10-17T12:33:08Z", "hours": 0.5253, "text": "completed calculator but not styling i will do it but calculator finished"}, {"post_id": 80327, "ts": "2026-10-17T09:40:48Z", "hours": 0.7217, "text": "comleted calculator html and other etc writing its html is quite difficult"}, {"post_id": 79859, "ts": "2026-10-15T17:13:01Z", "hours": 0.7272, "text": "I am doing calculator of that os"}, {"post_id": 79809, "ts": "2026-10-15T14:36:10Z", "hours": 0.8033, "text": "still doing windows in adjusting its size with apps"}, {"post_id": 79698, "ts": "2026-10-15T03:13:01Z", "hours": 0.2839, "text": "doing windows based operations"}, {"post_id": 79692, "ts": "2026-10-15T02:35:35Z", "hours": 0.2942, "text": "I am doing js after completing some css like click on button os boot"}, {"post_id": 79687, "ts": "2026-10-15T02:05:45Z", "hours": 0.2839, "text": "doing styling for inside icons and etc but not complete"}, {"post_id": 79562, "ts": "2026-10-14T16:38:11Z", "hours": 0.3656, "text": "completed html and doing some css"}, {"post_id": 79557, "ts": "2026-10-14T16:11:43Z", "hours": 0.5519, "text": "I am doing html and adding icons and names and name is Dark Web OS"}]...
|
Title: Dark Web OS by @Jazil | Stardance
Devlogs: Title: Dark Web OS by @Jazil | Stardance
Devlogs:
I am doing html and adding icons and names and name is Dark Web OS
completed html and doing some css
doing styling for inside icons and etc but not complete
I am doing js after completing some css like click on button os boot
doing windows based operations
still doing windows in adjusting its size with apps
I am doing calculator of that os
comleted calculator html and other etc writing its html is quite difficult
completed calculator but not styling i will do it but calculator finished
i completed terminal like other styling still wanted
My web os project is complete take a look at https://darkwebos.vercel.app/ and https://github.com/JazilJafar/Dark-Web-OS
I fixed all bugs in my code and add more stylings
Ships:
I made my WEb OS with on dark theme What i build I build a DARK WEB OS with using javascript,html and css and it have 3 apps like claculator,terminal and a fun web broswer Features I gived it hacker based thmes also like hacalc,hacbrowse and hackterm It do not have password and it is opensoure i gived styling as much i can ab it is cool for me it is wer you can drag and drop and it can maximaze and minmaze I Gived that MIT license so its have copyright what i am proud of I made a web os is the thing that i am proud of and it is made on my mind theme challenges I got challenging while writing responsive to design on min maze and maximaze and draging and also writing html Thank you If you like it please give me a star because i want to get that badge of 15 stars and still i do not get it please give me start...
|
1792857311.120805
|
1792943711.120805
|
|
42445
|
My first unity game :D by @nova_ | Stardance
|
nova_
|
1
|
25.0
|
406
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T22:59:02Z", "hours": 25.0, "multiplier": 16.42, "payout": 406, "blessing": "neutral", "text": "Welcome to Smooshed! This is a platformer (and my first game) using Unity! BEST PLAYED IN FULLSCREEN How to Play: Movement: Arrow Keys or WASD (with either w, up arrow, or the space bar to jump) T to revert to the last checkpoint R to revert smoosh state C to dash P to pause What is it: You play as a ball (but a cool ball trust me) and are navigating through a dark, winter landscape to reach the end (the goal). However, you are graced with one power, and one power only: The Power to Be Smooshed 😭. Essentially, by getting hit into a wall by moving platforms, you can become either shorter or taller, letting you fit into gaps or inaccessible areas. Credits for assets: Lanterns - https://www.vecteezy.com/png/72636919-pixel-art-lantern-with-soft-glow and https://karsiori.itch.io/free-pixel-art-lantern-pack Music - https://pixabay.com/music/small-drama-background-piano-loop-589657/ Images that I did not draw - uhhh Toby Fox for the tree and my pfp 🥹 https://ca.pinterest.com/pin/915638168004709266/ CHALLENGES: THIS WAS MY FIRST EVER GAME (aside for scratch) so it was a hard but I did learn a lot. I’ve learned Java, so coding in C# wasn’t too bad, it just took me a bit to figure out how Unity works. After that, I was smooth sailing besides for issues with the jump mechanic (very important for a platformer ik but the plinko level interfered with it and caused some jumps to not register), the plinko mechanic itself, the snow falling and dissipating when it hits an object, and figuring out how to use the canvas/camera/lighting mechanics. But once I figured out the basics, I was pretty much set ❤️🔥 FEEDBACK IS ALWAYS APPRECIATED also heres a video of me “speedrunning the whole game” (theres ur playthrough i wanted to attach it here but it wouldnt let me): https://vimeo.com/1236899085?share=copy&fl=sv&fe=ci (srry for the bad quality its a screen recording go play it yourself 🥹)", "repo": "https://github.com/Avi823/first2dgame", "demo": "https://nova-23.itch.io/smooshed"}]...
|
[{"post_id": 80511, "ts": "202 [{"post_id": 80511, "ts": "2026-10-17T22:26:28Z", "hours": 1.1, "text": "SOOOO ITS TIME TO SHIP YAYYYYY: Finishing Touches: Changed the background music out, fixed the final level up, added a win area, put it on itch.io ( https://nova-23.itch.io/smooshed ) (loading screen kinda sucks 😔) Also, fixed the lighting problem and the lanterns, making the lanterns sort of act as guides and added some more dialogue. (IGNORE THE GIANT SLIDER WHEN U HIT PLAY IT LOOKS SMALL I PROMISE )"}, {"post_id": 79426, "ts": "2026-10-13T22:48:10Z", "hours": 3.5567, "text": "well well well. its time to ship (soon)… but uh heres what i did… i changed it to night and added snow (looks yellow/golden right now might have to change). very cool ik to make sure you can still see i added lanterns (which i did not draw all these sprites i got em from https://karsiori.itch.io/free-pixel-art-lantern-pack [pretty cool btw they work nicely and everything is already formatted into individual pngs + no background 🥹]) i also fixed that plinko level so that the ball you drop actually bounces off the plinko pieces and once it hits the portal you teleport to the final level, i fixed the final level up as well, and added three levels in between the dropper and plinko that teach you how to dash!!! (c to dash it will help A LOT especially for the final level ) also, rn one part of the final level requires you to run into the wall and sort of hook onto the side, then dash onto the platform? (i didnt add sliding down walls yet so i feel like i can kinda keep this wall jump feature lowkey ) well, gonna add those lanterns later and then ill ship probably ❤️🔥 what if i just add deltarune references everywhere 😭 (i have one already )"}, {"post_id": 73320, "ts": "2026-09-24T21:13:01Z", "hours": 4.4722, "text": "im a buku buku RAHHH 🥹 well its been a while…so uh lemme show u what ive been working on added a more simple level 5 (after that scary dropper which might be the hardest level rn ) might add more filler levels between the bigger levels so theres more build up now the main thing,uhhh i lowkey turned one of the levels into plinko i was bored ok. its still a wip (might add a custom sprite for the plinko pegs feels wrong to just use the wall texture) but it works !!! Your camera swaps over to the other sprite (which is just a plinko ball) and the aim is to simply drop it into the portal to get to the next level its very cool trust me . and then probably a final (if not the final level) its a giant tower ! (bit scary but should be alr!) now…whats next? so prob gonna add more of em filler levels, add a ending screen, r key for resetting to last checkpoint + last timestate (for plinko ) and more dialogue. also gonna find a new background music task still havent gotten around to it. See yall later ❤️🔥"}, {"post_id": 61778, "ts": "2026-09-04T21:04:16Z", "hours": 2.9458, "text": "I was bored so uhhh heres what i did Levels 3 and 4 (Level 3 is a normal level but does have a secret area ) and level 4 is a dropper For now, level 4s kinda rudimentary (im planning on changing some of the shapes around and add custom sprites for those spikes as well cuz its boring rn) But the secret area is pretty cool (it has hidden dialogue as well by the way). To reach it, you have to stay smooshed while doing all of level 3 and then instead of entering the blue portal go under to the white portal. (The portal isn’t white btw i created an animation for it where it glitches in place [changing colors + vibrating around sporatically]). And it leads to… . I was bored OK so i added the EGG ROOM (where normally you can get an egg in deltarune). Also made it the animated tree and everything and added music triggers for new areas and stuff (so for now its just the actual egg room music). And i really want to keep this reference (i really do ) but uh this is also copyrighted so im prob gonna replace it with some non copyrighted tree thats similar to this and change the music as well (i dont want to compose the music cuz thatll take me WAY too long ) so ill keep it in for now but its not gonna make the final cut unfortunately ill just be a reference to the room and not like the actual room sprites and what not (cuz i also dont want to use his art in my game so itll just be a placeholder ig ). Also added a volume slider just in case you wanted to mute the music or smthn ."}, {"post_id": 57053, "ts": "2026-08-29T04:08:25Z", "hours": 2.6008, "text": "I hate walls. They laugh at me as i fall into the void, phasing through them . Alr well I’ve been drawing sprites and implementing them!!! At least the ground is nice it lets me walk on it first try . The walls however decided to add a bunch of funny little tiny holes in them so that the player can just barely walk through and slip into the void. I fixed this (finally 😭) and (now having the basic sprites) will add more levels in the future 🥹 (still gotta get rid of the copyrighted music. oh well something for later ) also fixed some scaling issues with the tutorial dude!!!"}, {"post_id": 54913, "ts": "2026-08-26T04:06:53Z", "hours": 1.4886, "text": "Copyright issues Unfortunately the song I chose is copyrighted (figured that out a while ago just didn’t want to address the issue until now) so i might have to make my own music for the game. I also finalized the tutorial, added a rudimentary level 1 and CHECKPOINTS . To Do: More (and i mean MORE levels). Secrets (prob just gonna throw a bunch of references in the game and call it a day And finally: Saving the game (and maybe level select if im feeling nice) im not sure if i should add more sprites (im eh at drawing, unless i really put some time into it) so maybe for the first ship i keep default walls and stuff aside for the secrets (which i will def lock in for) and i dunno maybe the next devlog will be music (will be fun to try only really experimented in garage band for school)"}, {"post_id": 47138, "ts": "2026-08-14T20:13:05Z", "hours": 1.9828, "text": "Added a tutorial and a dialogue box (the person is just my pfp for now, but will change later) also created dialogue triggers + animated text. Now gonna do the first lvl and add the dialogue for portals (and maybe a new mechanic or fix dashing cuz rn its kinda unnecessary) also that thing at the top is just my cursor"}, {"post_id": 43024, "ts": "2026-08-08T02:17:38Z", "hours": 1.3972, "text": "Alr SO i added my sprites for the player (still need to fix the issue with it still being a ball in the beginning). I have also added a loading screen, and added torque for fun spinning :D (next thing to do is probably make custom sprites for ground background that stuff, make all the sprites look better 😭 + fix starting scale)"}, {"post_id": 41421, "ts": "2026-08-05T16:49:38Z", "hours": 1.1881, "text": "Created sprite, added music (rn its just https://www.youtube.com/watch?v=tIkkW55bu_k ) and will add sprite to game later (im bad at drawing if you were wondering why it took so long )"}, {"post_id": 41036, "ts": "2026-08-04T23:21:58Z", "hours": 0.465, "text": "Smoosh physics"}, {"post_id": 40359, "ts": "2026-08-03T20:14:35Z", "hours": 1.6203, "text": "added portal colors, moving platforms, and smooshing (as a game feature kinda looks like a bug rn but im going to fix it) So for smooshing you need to be pushed into the ground or a wall by a moving platform in order to become taller or shorter. This will allow you to fit into certain areas and access new areas that you previously could not access. Still fixing it though."}, {"post_id": 39829, "ts": "2026-08-03T02:41:33Z", "hours": 1.0319, "text": "Added dashing (using c) + portals for teleporting"}, {"post_id": 39064, "ts": "2026-08-01T19:07:43Z", "hours": 0.8611, "text": "Created basic movement, simple platform and sprite, + ground check to prevent infinite jumping"}]...
|
Title: My first unity game :D by @nova_ | Stardanc Title: My first unity game :D by @nova_ | Stardance
Devlogs:
Created basic movement, simple platform and sprite, + ground check to prevent infinite jumping
Added dashing (using c) + portals for teleporting
added portal colors, moving platforms, and smooshing (as a game feature kinda looks like a bug rn but im going to fix it) So for smooshing you need to be pushed into the ground or a wall by a moving platform in order to become taller or shorter. This will allow you to fit into certain areas and access new areas that you previously could not access. Still fixing it though.
Smoosh physics
Created sprite, added music (rn its just https://www.youtube.com/watch?v=tIkkW55bu_k ) and will add sprite to game later (im bad at drawing if you were wondering why it took so long )
Alr SO i added my sprites for the player (still need to fix the issue with it still being a ball in the beginning). I have also added a loading screen, and added torque for fun spinning :D (next thing to do is probably make custom sprites for ground background that stuff, make all the sprites look better 😭 + fix starting scale)
Added a tutorial and a dialogue box (the person is just my pfp for now, but will change later) also created dialogue triggers + animated text. Now gonna do the first lvl and add the dialogue for portals (and maybe a new mechanic or fix dashing cuz rn its kinda unnecessary) also that thing at the top is just my cursor
Copyright issues Unfortunately the song I chose is copyrighted (figured that out a while ago just didn’t want to address the issue until now) so i might have to make my own music for the game. I also finalized the tutorial, added a rudimentary level 1 and CHECKPOINTS . To Do: More (and i mean MORE levels). Secrets (prob just gonna throw a bunch of references in the game and call it a day And finally: Saving the game (and maybe level select if im feeling nice) im not sure if i should add more sprites (im eh at drawing, unless i really put some time into it) so maybe for the first ship i keep default walls and stuff aside for the secrets (which i will def lock in for) and i dunno maybe the next devlog will be music (will be fun to try only really experimented in garage band for school)
I hate walls. They laugh at me as i fall into the void, phasing through them . Alr well I’ve been drawing sprites and implementing them!!! At least the ground is nice it lets me walk on it first try . The walls however decided to add a bunch of funny little tiny holes in them so that the player can just barely walk through and slip into the void. I fixed this (finally 😭) and (now having the basic sprites) will add more levels in the future 🥹 (still gotta get rid of the copyrighted music. oh well something for later ) also fixed some scaling issues with the tutorial dude!!!
I was bored so uhhh heres what i did Levels 3 and 4 (Level 3 is a normal level but does have a secret area ) and level 4 is a dropper For now, level 4s kinda rudimentary (im planning on changing some of the shapes around and add custom sprites for those spikes as well cuz its boring rn) But the secret area is pretty cool (it has hidden dialogue as well by the way). To reach it, you have to stay smooshed while doing all of level 3 and then instead of entering the blue portal go under to the white portal. (The portal isn’t white btw i created an animation for it where it glitches in place [changing colors + vibrating around sporatically]). And it leads to… . I was bored OK so i added the EGG ROOM (where normally you can get an egg in deltarune). Also made it the animated tree and everything and added music triggers for new areas and stuff (so for now its just the actual egg room music). And i really want to keep this reference (i really do ) but uh this is also copyrighted so im prob gonna replace it with some non copyrighted tree thats similar to this and change the music as well (i dont want to compose the music cuz thatll take me WAY too long ) so ill keep it in for now but its not gonna make the final cut unfortunately ill just be a reference to the room and not like the actual room sprites and what not (cuz i also dont want to use his art in my game so itll just be a placeholder ig ). Also added a volume slider just in case you wanted to mute the music or smthn .
im a buku buku RAHHH 🥹 well its been a while…so uh lemme show u what ive been working on added a more simple level 5 (after that scary dropper which might be the hardest level rn ) might add more filler levels between the bigger levels so theres more build up now the main thing,uhhh i lowkey turned one of the levels into plinko i was bored ok. its still a wip (might add a custom sprite for the plinko pegs feels wrong to just use the wall texture) but it works !!! Your camera swaps over to the other sprite (which is just a plinko ball) and the aim is to simply drop it into the portal to get to the next level its very cool trust me . and then probably a final (if not the final level) its a giant tower ! (bit scary but should be alr!) now…whats next? so prob gonna add more of em filler levels, add a ending screen, r key for resetting to last checkpoint + last timestate (for plinko ) and more dialogue. also gonna find a new background music task still havent gotten around to it. See yall later ❤️🔥
well well well. its time to ship (soon)… but uh heres what i did… i changed it to night and added snow (looks yellow/golden right now might have to change). very cool ik to make sure you can still see i added lanterns (which i did not draw all these sprites i got em from https://karsiori.itch.io/free-pixel-art-lantern-pack [pretty cool btw they work nicely and everything is already formatted into individual pngs + no background 🥹]) i also fixed that plinko level so that the ball you drop actually bounces off the plinko pieces and once it hits the portal you teleport to the final level, i fixed the final level up as well, and added three levels in between the dropper and plinko that teach you how to dash!!! (c to dash it will help A LOT especially for the final level ) also, rn one part of the final level requires you to run into the wall and sort of hook onto the side, then dash onto the platform? (i didnt add sliding down walls yet so i feel like i can kinda keep this wall jump feature lowkey ) well, gonna add those lanterns later and then ill ship probably ❤️🔥 what if i just add deltarune references everywhere 😭 (i have one already )
SOOOO ITS TIME TO SHIP YAYYYYY: Finishing Touches: Changed the background music out, fixed the final level up, added a win area, put it on itch.io ( https://nova-23.itch.io/smooshed ) (loading screen kinda sucks 😔) Also, fixed the lighting problem and the lanterns, making the lanterns sort of act as guides and added some more dialogue. (IGNORE THE GIANT SLIDER WHEN U HIT PLAY IT LOOKS SMALL I PROMISE )
Ships:
Welcome to Smooshed! This is a platformer (and my first game) using Unity! BEST PLAYED IN FULLSCREEN How to Play: Movement: Arrow Keys or WASD (with either w, up arrow, or the space bar to jump) T to revert to the last checkpoint R to revert smoosh state C to dash P to pause What is it: You play as a ball (but a cool ball trust me) and are navigating through a dark, winter landscape to reach the end (the goal). However, you are graced with one power, and one power only: The Power to Be Smooshed 😭. Essentially, by getting hit into a wall by moving platforms, you can become either shorter or taller, letting you fit into gaps or inaccessible areas. Credits for assets: Lanterns - https://www.vecteezy.com/png/72636919-pixel-art-lantern-with-soft-glow and https://karsiori.itch.io/free-pixel-art-lantern-pack Music - https://pixabay.com/music/small-drama-background-piano-loop-589657/ Images that I did not draw - uhhh Toby Fox for the tree and my pfp 🥹 https://ca.pinterest.com/pin/915638168004709266/ CHALLENGES: THIS WAS MY FIRST EVER GAME (aside for scratch) so it was a hard but I did learn a lot. I’ve learned Java, so coding in C# wasn’t too bad, it just took me a bit to figure out how Unity works. After that, I was smooth sailing besides for issues with the jump mechanic (very important for a platformer ik but the plinko level interfered with it and caused some jumps to not register), the plinko mechanic itself, the snow falling and dissipating when it hits an object, and figuring out how to use the canvas/camera/lighting mechanics. But once I figured out the basics, I was pretty much set ❤️🔥 FEEDBACK IS ALWAYS APPRECIATED also heres a video of me “speedrunning the whole game” (theres ur playthrough i wanted to attach it here but it wouldnt let me): https://vimeo.com/1236899085?share=copy&fl=sv&fe=ci (srry for the bad quality its a screen recording go play it yourself 🥹)...
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1792857298.6523128
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1792943698.6523128
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37469
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Trolley Chaos by @benMakesStuff | Stardance
|
benMakesStuff
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T10:42:43Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)", "repo": "https://github.com/benvelzul/Trolley-Chaos", "demo": "https://benvelzul.itch.io/trolley-chaos"}]...
|
[{"post_id": 80023, "ts": "202 [{"post_id": 80023, "ts": "2026-10-16T00:24:39Z", "hours": 2.1394, "text": "Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye."}, {"post_id": 67865, "ts": "2026-09-14T04:34:27Z", "hours": 3.4139, "text": "I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side."}, {"post_id": 32069, "ts": "2026-07-20T23:37:06Z", "hours": 4.9311, "text": "Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it"}, {"post_id": 31562, "ts": "2026-07-20T02:17:04Z", "hours": 3.7867, "text": "Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)"}]...
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Title: Trolley Chaos by @benMakesStuff | Stardance Title: Trolley Chaos by @benMakesStuff | Stardance
Devlogs:
Made the basic movement, obstacles, dog chasing and finished pixel art (looks amazing)
Made the game over screen, collisions with the dog, added score and high score and i also made my own font for it
I added the main page animation and everything to look better, and i also added a little sprite that moves from side to side.
Im finnaly locking in for this project cus i wanna finish it and ive got like 100000000000000000000000 million ideas so ye. I started with the map and i it will have a park, buildings, roads, and alleys and there is going to be like 3 more enemies u can see, u will need to pickup some stuff and then go to ur house (at the other side of the map) and once u get there u are rated depending how long u took to get there how many thing u got (groceries) and ye.
Ships:
I made a game innitially for one key but i didnt have the time to finish it properly so i have worked on it in stardance. You are a kid in a trolly running away from dogs and thats basically the whole game but if u read the readme u can see what im working on to make it better and im only shipping rn cus its in a good testing state but i dont want my hours wasted (like in terms of hackclub)...
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1792857297.5555835
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1792943697.5555835
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69655
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Wooper desktop pet by @mohithkumar | Stardance
|
mohithkumar
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T07:41:13Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is Wooper desktop pet, If u don’t know what’s a Wooper is, its a really cute Pokémon. I designed the sprites in https://www.pixilart.com/ as its easy to draw stuffs there. AI is used to create Gravity when clicked and used to create the follow the mouse feature. The challenging thing was to come up with a proper idea on what to create then i finally settled with wooper, features: Can sleep in ur desktop Can eat Can be thrown.. Can be jealous… Can be blasted…? These are shower thoughts that came randomly. I really like the way it came out at last.", "repo": "https://github.com/mohithkumar-kry/Desktop-pet-", "demo": "https://mohithkumar-kry.itch.io/wooper-pet"}]...
|
[{"post_id": 79845, "ts": "202 [{"post_id": 79845, "ts": "2026-10-15T16:31:10Z", "hours": 1.2658, "text": "I worked on Wooper pet , which is a Pokémon. I created the sprites using the pixilart.com which took fairly enough time. Not a huge project but defiantly cute."}]...
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Title: Wooper desktop pet by @mohithkumar | Starda Title: Wooper desktop pet by @mohithkumar | Stardance
Devlogs:
I worked on Wooper pet , which is a Pokémon. I created the sprites using the pixilart.com which took fairly enough time. Not a huge project but defiantly cute.
Ships:
This is Wooper desktop pet, If u don’t know what’s a Wooper is, its a really cute Pokémon. I designed the sprites in https://www.pixilart.com/ as its easy to draw stuffs there. AI is used to create Gravity when clicked and used to create the follow the mouse feature. The challenging thing was to come up with a proper idea on what to create then i finally settled with wooper, features: Can sleep in ur desktop Can eat Can be thrown.. Can be jealous… Can be blasted…? These are shower thoughts that came randomly. I really like the way it came out at last....
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1792857288.2324615
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1792943688.2324615
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69649
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ArsyWatch by @arsyad | Stardance
|
arsyad
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T14:30:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Day one on ArsyWatch. The idea: an ESP8266 sits in my house and scans the WiFi around it, plus counts how many devices are in the air. Every 30 seconds it sends that to my VPS. Then I get a dashboard that shows which channels are crowded and how many networks sit on each one. Mainly I want it to tell me when to switch my router’s channel. Barely wrote any code today. Most of it went into getting the server ready. Installed cloudflared so I can tunnel in without opening ports, then apt started complaining about a pending kernel upgrade. Running kernel is 7.0.0-1006-aws, the installed one is 7.0.0-1014-aws, so nothing new loads until I reboot. I wanted the ingest endpoint running tonight and now I have to reboot first. Not a big deal, just annoying. One decision I did make: VPS instead of serverless. The ESP sends data every 30 seconds and the dashboard keeps an SSE connection open the whole time. Both want a process that stays alive, and serverless would fight me on it. Tomorrow: database schema, then the ingest endpoint.", "repo": "https://github.com/AmirSys-dev/ArsyWatch", "demo": "https://arsywatch.arsyads.dev/"}]...
|
[{"post_id": 79531, "ts": "202 [{"post_id": 79531, "ts": "2026-10-14T14:04:50Z", "hours": 2.0028, "text": "Day one on ArsyWatch. The idea: an ESP8266 sits in my house and scans the WiFi around it, plus counts how many devices are in the air. Every 30 seconds it sends that to my VPS. Then I get a dashboard that shows which channels are crowded and how many networks sit on each one. Mainly I want it to tell me when to switch my router’s channel. Barely wrote any code today. Most of it went into getting the server ready. Installed cloudflared so I can tunnel in without opening ports, then apt started complaining about a pending kernel upgrade. Running kernel is 7.0.0-1006-aws, the installed one is 7.0.0-1014-aws, so nothing new loads until I reboot. I wanted the ingest endpoint running tonight and now I have to reboot first. Not a big deal, just annoying. One decision I did make: VPS instead of serverless. The ESP sends data every 30 seconds and the dashboard keeps an SSE connection open the whole time. Both want a process that stays alive, and serverless would fight me on it. Tomorrow: database schema, then the ingest endpoint."}]...
|
Title: ArsyWatch by @arsyad | Stardance
Devlogs:
Title: ArsyWatch by @arsyad | Stardance
Devlogs:
Day one on ArsyWatch. The idea: an ESP8266 sits in my house and scans the WiFi around it, plus counts how many devices are in the air. Every 30 seconds it sends that to my VPS. Then I get a dashboard that shows which channels are crowded and how many networks sit on each one. Mainly I want it to tell me when to switch my router’s channel. Barely wrote any code today. Most of it went into getting the server ready. Installed cloudflared so I can tunnel in without opening ports, then apt started complaining about a pending kernel upgrade. Running kernel is 7.0.0-1006-aws, the installed one is 7.0.0-1014-aws, so nothing new loads until I reboot. I wanted the ingest endpoint running tonight and now I have to reboot first. Not a big deal, just annoying. One decision I did make: VPS instead of serverless. The ESP sends data every 30 seconds and the dashboard keeps an SSE connection open the whole time. Both want a process that stays alive, and serverless would fight me on it. Tomorrow: database schema, then the ingest endpoint.
Ships:
Day one on ArsyWatch. The idea: an ESP8266 sits in my house and scans the WiFi around it, plus counts how many devices are in the air. Every 30 seconds it sends that to my VPS. Then I get a dashboard that shows which channels are crowded and how many networks sit on each one. Mainly I want it to tell me when to switch my router’s channel. Barely wrote any code today. Most of it went into getting the server ready. Installed cloudflared so I can tunnel in without opening ports, then apt started complaining about a pending kernel upgrade. Running kernel is 7.0.0-1006-aws, the installed one is 7.0.0-1014-aws, so nothing new loads until I reboot. I wanted the ingest endpoint running tonight and now I have to reboot first. Not a big deal, just annoying. One decision I did make: VPS instead of serverless. The ESP sends data every 30 seconds and the dashboard keeps an SSE connection open the whole time. Both want a process that stays alive, and serverless would fight me on it. Tomorrow: database schema, then the ingest endpoint....
|
1792857283.9412632
|
1792943683.9412632
|
|
46890
|
Relay by @aydinmrnv | Stardance
|
aydinmrnv
|
1
|
25.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T06:07:21Z", "hours": 25.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built relay: a tool that lets you create workflows that run on your github actions. You can have a automated workflow that takes a issue ticket to a pull request ready for you to review. It uses your existing ai subscriptions to run the ai agents, and executes the actions in your github repo.", "repo": "https://github.com/aydinmrnv/relay", "demo": "https://relay-olive-omega.vercel.app/"}]...
|
[{"post_id": 80897, "ts": "202 [{"post_id": 80897, "ts": "2026-10-19T06:03:50Z", "hours": 2.1869, "text": "Prepared for shipping the project, cleaned up some bugs, finished the demo wf, and minor changes"}, {"post_id": 76968, "ts": "2026-10-05T07:17:35Z", "hours": 1.8036, "text": "fixed bug where integrations would randomly deauthenticate, added mcp support for linear in codex, and cleaned up some ui elements"}, {"post_id": 76011, "ts": "2026-10-02T01:14:35Z", "hours": 3.8756, "text": "Implemented login with codex, made a demo environment at /play, and added to npm, also fixed bugs on landing page and dashboard"}, {"post_id": 75476, "ts": "2026-09-30T06:25:08Z", "hours": 1.4658, "text": "Integrated auth for integrations allowing users to connect other services to relay"}, {"post_id": 73870, "ts": "2026-09-26T07:08:14Z", "hours": 1.3831, "text": "Fixed worktree manager, updated dashboard ui, cleaned up landing page, and added support for bring your own subscription on codex and claude"}, {"post_id": 73314, "ts": "2026-09-24T20:46:51Z", "hours": 1.6728, "text": "Updated landing page, set up azure vm for cloud workflow runners, and fixed the node workflow builder, and set up clerk authentication"}, {"post_id": 72989, "ts": "2026-09-24T05:37:08Z", "hours": 1.6531, "text": "Developed the web interface for building agentic workflows, fixed linear integration, and added support for bring your own subscription for AI providers"}, {"post_id": 72542, "ts": "2026-09-23T05:23:05Z", "hours": 1.4292, "text": "working on the cross-agent communication, and support for linear tickets"}, {"post_id": 46545, "ts": "2026-08-13T20:57:55Z", "hours": 3.2497, "text": "Added the ability to create a workspace without a ticket, added error logs, fixed pipeline bugs"}, {"post_id": 46154, "ts": "2026-08-13T05:24:30Z", "hours": 1.1706, "text": "Added support for codex harness, and made some changes to the workflows and system level prompt that go to the agents (i also now use relay to work on relay itself sometimes)"}, {"post_id": 46069, "ts": "2026-08-13T00:46:39Z", "hours": 3.6433, "text": "Re designed the CLI UX and updated the review model consistency, i also fixed a bug where it would stay at plan mode and not move on"}, {"post_id": 45586, "ts": "2026-08-12T05:28:34Z", "hours": 1.6531, "text": "I am working on implementing the ai agent harness which will allow users to use their existing claude or codex subscriptions inside of my tool using oAuth link"}]...
|
Title: Relay by @aydinmrnv | Stardance
Devlogs:
I Title: Relay by @aydinmrnv | Stardance
Devlogs:
I am working on implementing the ai agent harness which will allow users to use their existing claude or codex subscriptions inside of my tool using oAuth link
Re designed the CLI UX and updated the review model consistency, i also fixed a bug where it would stay at plan mode and not move on
Added support for codex harness, and made some changes to the workflows and system level prompt that go to the agents (i also now use relay to work on relay itself sometimes)
Added the ability to create a workspace without a ticket, added error logs, fixed pipeline bugs
working on the cross-agent communication, and support for linear tickets
Developed the web interface for building agentic workflows, fixed linear integration, and added support for bring your own subscription for AI providers
Updated landing page, set up azure vm for cloud workflow runners, and fixed the node workflow builder, and set up clerk authentication
Fixed worktree manager, updated dashboard ui, cleaned up landing page, and added support for bring your own subscription on codex and claude
Integrated auth for integrations allowing users to connect other services to relay
Implemented login with codex, made a demo environment at /play, and added to npm, also fixed bugs on landing page and dashboard
fixed bug where integrations would randomly deauthenticate, added mcp support for linear in codex, and cleaned up some ui elements
Prepared for shipping the project, cleaned up some bugs, finished the demo wf, and minor changes
Ships:
I built relay: a tool that lets you create workflows that run on your github actions. You can have a automated workflow that takes a issue ticket to a pull request ready for you to review. It uses your existing ai subscriptions to run the ai agents, and executes the actions in your github repo....
|
1792857279.4077628
|
1792943679.4077628
|
|
69638
|
BetterLectio infra/website by @jonbng | Stardance
|
jonbng
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T10:39:14Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created the BetterLectio website, it is the landing page for when people search up BetterLectio. BetterLectio is an improvement upon the danish school system “Lectio”, therefore the site is also in Danish. While developing the app i learned a lot about how to make a website that convert, and i spent a lot of time making the stats page, that shows like the impact of the project. Putting the project in good light of the public", "repo": "https://github.com/jonbng/betterlectio-website", "demo": "https://betterlectio.dk/"}]...
|
[{"post_id": 79503, "ts": "202 [{"post_id": 79503, "ts": "2026-10-14T10:37:43Z", "hours": 9.7608, "text": "Created the initial version of the website and published it! While developing the website I have had a lot of focus on making sure that the site converts well to getting people onboarded onto BetterLectio. I especially spent a lot of time on the stats page at https://betterlectio.dk/stats it highlights the impact and selected stats about the app (for example that over 3k people downloaded BetterLectio). Beaware, the site is in Danish"}]...
|
Title: BetterLectio infra/website by @jonbng | Sta Title: BetterLectio infra/website by @jonbng | Stardance
Devlogs:
Created the initial version of the website and published it! While developing the website I have had a lot of focus on making sure that the site converts well to getting people onboarded onto BetterLectio. I especially spent a lot of time on the stats page at https://betterlectio.dk/stats it highlights the impact and selected stats about the app (for example that over 3k people downloaded BetterLectio). Beaware, the site is in Danish
Ships:
I created the BetterLectio website, it is the landing page for when people search up BetterLectio. BetterLectio is an improvement upon the danish school system “Lectio”, therefore the site is also in Danish. While developing the app i learned a lot about how to make a website that convert, and i spent a lot of time making the stats page, that shows like the impact of the project. Putting the project in good light of the public...
|
1792857268.989405
|
1792943668.989405
|
|
69636
|
BetterLectio Extension by @jonbng | Stardance
|
jonbng
|
1
|
11.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T13:05:59Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey everybody! Just shipped a new version of BetterLectio Its a browser extension that improves the ui and ux of Lectio, the school platform many schools in Denmark use. It completely redesigns most features such as messages, schedule, homework and assignments PLEASE PLEASE read the stuff on the link when you click try project :) Unfortunatly you cant actually try the real browser extension unless youre a danish student as it requires a Lectio account from an official school but ive added some comparison images to the website so you can see the difference it makes. Its quite a big upgrade. This project has probably taken me HUNDREDS of hours, i just havent really counted them correctly with hackatime but oh well Right now the project has around 2,000 monthly active users which is a really great milestone i’m quite proud of", "repo": "https://github.com/jonbng/betterlectio", "demo": "https://betterlectio.dk/stardance"}]...
|
[{"post_id": 81764, "ts": "202 [{"post_id": 81764, "ts": "2026-10-22T12:55:37Z", "hours": 0.8367, "text": "Fixed a critical issue causing hundreds of people to not be able to read their message on Lectio The fix rolled out well tho and luckily most Danish people have autum holiday at the moment so it wasnt that bad"}, {"post_id": 79506, "ts": "2026-10-14T10:53:54Z", "hours": 9.87, "text": "I have further developed the BetterLectio extension, adding several new features such as homework status sync, different user themes, referral logic, a lot of customizability of the extension, a feedback system where users can message us and just ongoing maintainance as Lectio changes the format of the page content."}]...
|
Title: BetterLectio Extension by @jonbng | Stardan Title: BetterLectio Extension by @jonbng | Stardance
Devlogs:
I have further developed the BetterLectio extension, adding several new features such as homework status sync, different user themes, referral logic, a lot of customizability of the extension, a feedback system where users can message us and just ongoing maintainance as Lectio changes the format of the page content.
Fixed a critical issue causing hundreds of people to not be able to read their message on Lectio The fix rolled out well tho and luckily most Danish people have autum holiday at the moment so it wasnt that bad
Ships:
Hey everybody! Just shipped a new version of BetterLectio Its a browser extension that improves the ui and ux of Lectio, the school platform many schools in Denmark use. It completely redesigns most features such as messages, schedule, homework and assignments PLEASE PLEASE read the stuff on the link when you click try project :) Unfortunatly you cant actually try the real browser extension unless youre a danish student as it requires a Lectio account from an official school but ive added some comparison images to the website so you can see the difference it makes. Its quite a big upgrade. This project has probably taken me HUNDREDS of hours, i just havent really counted them correctly with hackatime but oh well Right now the project has around 2,000 monthly active users which is a really great milestone i’m quite proud of...
|
1792857267.2702036
|
1792943667.2702036
|
|
69631
|
Apple site replica by @ejr | Stardance
|
ejr
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:20:43Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "-I made an apple website replica. It started as a troll site but then I saw this as a potential project during my midterm break so I took it up. -I definitely had a challenge with CSS (I knew close to nothing) But with help from our favourite AI (Claude) I was able to start figuring out what I could do to make it look as close to the real deal as I could. -I’m overall really happy with the outcome. -I would definitely do this again.", "repo": "https://github.com/realejr/applesite", "demo": "https://realejr.github.io/applesite/"}]...
|
[{"post_id": 80961, "ts": "202 [{"post_id": 80961, "ts": "2026-10-19T12:17:23Z", "hours": 1.75, "text": "Did a massive revamp.😱It looks so different from what it used to look like, but I’m very happy with how it turned out. It took me a little over 4 days to get it to what it looks like right now. I think I should have dev logged a bit more."}, {"post_id": 80216, "ts": "2026-10-16T19:29:19Z", "hours": 0.2781, "text": "Sticky streak site!!"}, {"post_id": 79797, "ts": "2026-10-15T13:49:51Z", "hours": 0.8022, "text": "Just a troll site for the sticky streak"}]...
|
Title: Apple site replica by @ejr | Stardance
Dev Title: Apple site replica by @ejr | Stardance
Devlogs:
Just a troll site for the sticky streak
Sticky streak site!!
Did a massive revamp.😱It looks so different from what it used to look like, but I’m very happy with how it turned out. It took me a little over 4 days to get it to what it looks like right now. I think I should have dev logged a bit more.
Ships:
-I made an apple website replica. It started as a troll site but then I saw this as a potential project during my midterm break so I took it up. -I definitely had a challenge with CSS (I knew close to nothing) But with help from our favourite AI (Claude) I was able to start figuring out what I could do to make it look as close to the real deal as I could. -I’m overall really happy with the outcome. -I would definitely do this again....
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1792857263.9296563
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1792943663.9296563
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34134
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SlopUI by @racek256 | Stardance
|
racek256
|
1
|
95.0
|
1637
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T15:49:06Z", "hours": 95.0, "multiplier": 17.25, "payout": 1637, "blessing": "neutral", "text": "I made SlopUI, a local and private AI assistant interface featuring Slopper as your assistant. Just a few features to flag: memory, MCPs, a mobile page, and much more. The best part of this project is probably the local web search and memory engine, since they required me to benchmark multiple solutions and system prompts and iterate on result quality. The most challenging part was building the frontend. I am not a designer, so I had some trouble with the design, but I managed to get a design I am happy with. Mostly in dark mode, the light mode is not so great.", "repo": "https://github.com/racek256/SlopUI", "demo": "https://slop.racek.xyz"}]...
|
[{"post_id": 79066, "ts": "202 [{"post_id": 79066, "ts": "2026-10-12T15:39:34Z", "hours": 2.4158, "text": "devlog 12 Memory engine finished and deployed Few of AI assisted bug fixes README.md + docs/ + License Pre ship fixes and stuff"}, {"post_id": 78753, "ts": "2026-10-11T14:39:37Z", "hours": 9.5125, "text": "Devlog 11 Today I’ve been cooking hard. Currently I’m working on the memory engine for SlopUI. The architecture is quite simple: A cheap extractor analyzes all conversations, extracts context, and suggests memories. All context gets passed to a smarter filter that has tools to directly manage the entire memory system: add, edit, remove, and list memories. All saved memories get embedded and saved into the DB. Search uses an embedder + reranker for quick lookup. Search takes around 0.5s per message, but I’ll optimize it before the next devlog. I’ve also improved the mobile version of SlopUI and added PWA support so you can install it similarly to a normal app. The memory engine is still in development, and I have a few experimental ideas in mind that might make the memory crazy good. But first I need to finish it."}, {"post_id": 77122, "ts": "2026-10-05T18:18:31Z", "hours": 10.3761, "text": "Ups, looks like I overshot the 10 hours again and Stardance is forcing me to make another devlog. I guess it’s time for DEVLOG 10 You don’t have to stare into a white screen anymore thanks to my genius invention dark mode (I know it still looks terrible, I’m not a designer) configuration was migrated to a config.yaml file with more configuration options websearch got improved (I know I’m saying this every devlog and I’m probably gonna keep saying it even in the following ones) sidebar has an option to pin/unpin chat Discord OAuth is implemented and it’s used even on the demo deployment https://slop.racek.xyz more stable generation"}, {"post_id": 69094, "ts": "2026-09-16T11:14:35Z", "hours": 8.8664, "text": "Devlog 9 Yupiiii another version focused on stability and it is looking stable Generation is now separated from Request so even when connection dies frontend can reconnect without user noticing Full File Uploading support for basic text and image formats websearch, webfetch functions are stable enough to be considered usable websearch has gained massive speed improvements although it will improve even further in the future Frontend Polish, fixes and stuff ( the boring stuff that actually makes this app usable ) here is picture of slopper saying hello although it didn’t really understood what devlog means:"}, {"post_id": 63767, "ts": "2026-09-07T18:44:22Z", "hours": 9.16, "text": "Devlog 8 This version is mostly Quality of Life improvements and stability, but it really improves a lot. This update brings: Backend Working config.json file for basic model configuration Not crashing every second prompt webfetch/websearch somewhat faster and not crashing anymore Better security Improved SearXNG default configuration Frontend Mobile interface — the webpage finally works on phones Regeneration — now, even when the backend throws an error, the frontend gives you the option to retry the request Reasoning popup — you can now see what the model is actually thinking about WIP File attachments — frontend part finished, not wired into the backend I’m probably going to stop working on new features and rather start finishing this project up, so probably another QoL update will be next, alongside one last large feature I need to do: proper demo account creation, ’cause right now demo mode is just one large shared account. I know, pretty bad."}, {"post_id": 54052, "ts": "2026-08-24T20:18:35Z", "hours": 8.8131, "text": "devlog 7 In this version I finally added full MCP support. Websearch also got a few improvements, plus the full Lightpanda browser through MCP integration. Backend has improved stability. I have started on the mobile interface, although it’s not yet ready. I’ve also started working on the config system, for now most of it is in .env, but soon I’m gonna replace it with a proper .yaml file."}, {"post_id": 45845, "ts": "2026-08-12T15:56:54Z", "hours": 9.0239, "text": "Devlog 6 The demo is finally out on slop.racek.xyz. The demo won’t have all the features of the full dev build, because my server isn’t able to run proper embedding and reranking models. That’s why the demo relies on the Tavily API for web searches, it’s nearly identical. The harness is finally starting to come together. I implemented just two tools: websearch and webfetch . This took me so long because I wasn’t only adding those tools, but also benchmarking different embedding and reranking models, so I can be sure I’m not losing performance for no reason. The websearch tool is definitely going to go through more improvements, but for now this is the version I’m okay with and the AI also seems to like it (yes I asked it)"}, {"post_id": 44544, "ts": "2026-08-10T11:38:58Z", "hours": 8.0272, "text": "Devlog 5 After some time, I’m back with new features and improvements. I finally added a Reasoning/Websearch indicator so users can see what the AI is currently doing. This gives users a sense that something is happening, which makes the entire process feel faster. I’ve also removed the search button from the sidebar since I’m not going to work on it anytime soon. I’ll probably implement it for the second release, but not right now. If everything goes correctly, today I hope to release a demo with DeepSeek V4 Flash as a free model. All I need to do before releasing the demo is: Finish demo sign-in Fix a few frontend bugs Add rate limiting to the backend Deploy on my server After releasing the demo, I’ll have a really basic AI chat interface: you send a message, the AI responds. It has one tool, websearch . That’s why after releasing the demo, I want to focus on the harness and make it actually good. I’m definitely going to do a SearXNG implementation for the websearch tool (currently it uses the Tavily API) and implement a custom page loader/parser and some basic RAG. I haven’t used RAG for a long time, so I’m going to have to do some research on it. I definitely want to add more tools later on, but I’ll keep that for future devlogs."}, {"post_id": 40010, "ts": "2026-08-03T11:13:25Z", "hours": 9.7369, "text": "Devlog 4 Holy moly, it’s again another 9 hours. Thankfully, I finally have something to talk about in this devlog. I’m getting really close to publishing the demo page. I have a mostly working frontend, and the backend has just a few bugs I need to handle. I’m still missing rate limiting and model verification on the backend. For now, the harness has just one websearch tool. in the future, I want to add much more and make it a full harness, but for the first release I hope this is enough. One last feature I want to implement on the frontend is displaying the harness state, so instead of showing the user a simple loader, they will see what’s currently happening in the harness — what the agent is reasoning about, and so on. So the plan for now is: Complete frontend integration Fix backend bugs Display harness state on frontend Release public demo page with rate limiting Improve harness Ship first release"}, {"post_id": 36988, "ts": "2026-07-29T12:53:51Z", "hours": 9.6169, "text": "Devlog 3 After a week I’m finally back home and continuing my work on this project. I noticed I’ve already gone 9 hours without a devlog, but I don’t have much to talk about yet. Well, I started working on the backend — it’s taking quite slow because I’m giving it the proper time to ensure its security and ease of implementation for the frontend. I guess I’ll just list the stuff I have implemented or am working on implementing: JWT Authentication (finished) Conversation Branching (finished) AI Harness (mostly finished) DB implementation (mostly implemented) Rate limiting (not yet) API User focused / Authentication (finished) Inference / AI (not started yet) Still got some work to do, but the backend is getting close to finished. The last step will be frontend API implementation, and the project will be ready for demo deployment. I’ll probably launch the public demo without the need to create an account, with free inference on DeepSeek v4 Flash. I’ll use the OpenCode Zen API for that because they offer free DeepSeek v4 Flash inference. I hate the person who tought is good idea to block publishing copied messages i didn’t use AI to write it but i wrote it in my code editor and now i have to rewrite this entire message cause stardance thinks i AI generated this."}, {"post_id": 29121, "ts": "2026-07-15T19:46:05Z", "hours": 5.9314, "text": "Devlog 2 The frontend is finally in a usable state, which means I can finally start working on the backend. I intentionally kept the frontend simple no special features yet. I have plenty of ideas for special features and improvements, but my first priority is getting the application into a polished, presentable state. Once that’s done, I’ll start experimenting with those ideas. Now, let’s talk about the backend. What do I actually want? I’ll probably use basic Python with SQLite. There’s no need for a separate database for this project. The backend will include simple JWT authentication, response streaming, model selection, and some basic rate limiting. Once everything is working reliably, I’ll start thinking about building a custom harness or maybe even experimenting with some multi-agent workflows. But first, I don’t want to get sidetracked, I want to finish the base application."}, {"post_id": 27824, "ts": "2026-07-13T18:26:21Z", "hours": 3.8267, "text": "Devlog #1 I’m starting with a simple agentic web interface. For the first release, I want to focus mainly on the user interface and finishing the frontend. The backend will just be a simple API or an Ollama proxy with rate limiting. I also want to create a custom harness in Python, but not for the first release. I prepared some design files beforehand, but they look bad, so I’m not really following them much. If I don’t mess up the UI, it should come out looking okay, but I’m a bit more worried about the UX. I like putting animations everywhere, which always absolutely ruins UX, so I’ll try to be more conservative with them this time. I’m working on the frontend mostly without AI, using it only as interactive documentation. I’m hoping to get the frontend into a usable form asap so I can start working on other features and the custom harness."}]...
|
Title: SlopUI by @racek256 | Stardance
Devlogs:
D Title: SlopUI by @racek256 | Stardance
Devlogs:
Devlog #1 I’m starting with a simple agentic web interface. For the first release, I want to focus mainly on the user interface and finishing the frontend. The backend will just be a simple API or an Ollama proxy with rate limiting. I also want to create a custom harness in Python, but not for the first release. I prepared some design files beforehand, but they look bad, so I’m not really following them much. If I don’t mess up the UI, it should come out looking okay, but I’m a bit more worried about the UX. I like putting animations everywhere, which always absolutely ruins UX, so I’ll try to be more conservative with them this time. I’m working on the frontend mostly without AI, using it only as interactive documentation. I’m hoping to get the frontend into a usable form asap so I can start working on other features and the custom harness.
Devlog 2 The frontend is finally in a usable state, which means I can finally start working on the backend. I intentionally kept the frontend simple no special features yet. I have plenty of ideas for special features and improvements, but my first priority is getting the application into a polished, presentable state. Once that’s done, I’ll start experimenting with those ideas. Now, let’s talk about the backend. What do I actually want? I’ll probably use basic Python with SQLite. There’s no need for a separate database for this project. The backend will include simple JWT authentication, response streaming, model selection, and some basic rate limiting. Once everything is working reliably, I’ll start thinking about building a custom harness or maybe even experimenting with some multi-agent workflows. But first, I don’t want to get sidetracked, I want to finish the base application.
Devlog 3 After a week I’m finally back home and continuing my work on this project. I noticed I’ve already gone 9 hours without a devlog, but I don’t have much to talk about yet. Well, I started working on the backend — it’s taking quite slow because I’m giving it the proper time to ensure its security and ease of implementation for the frontend. I guess I’ll just list the stuff I have implemented or am working on implementing: JWT Authentication (finished) Conversation Branching (finished) AI Harness (mostly finished) DB implementation (mostly implemented) Rate limiting (not yet) API User focused / Authentication (finished) Inference / AI (not started yet) Still got some work to do, but the backend is getting close to finished. The last step will be frontend API implementation, and the project will be ready for demo deployment. I’ll probably launch the public demo without the need to create an account, with free inference on DeepSeek v4 Flash. I’ll use the OpenCode Zen API for that because they offer free DeepSeek v4 Flash inference. I hate the person who tought is good idea to block publishing copied messages i didn’t use AI to write it but i wrote it in my code editor and now i have to rewrite this entire message cause stardance thinks i AI generated this.
Devlog 4 Holy moly, it’s again another 9 hours. Thankfully, I finally have something to talk about in this devlog. I’m getting really close to publishing the demo page. I have a mostly working frontend, and the backend has just a few bugs I need to handle. I’m still missing rate limiting and model verification on the backend. For now, the harness has just one websearch tool. in the future, I want to add much more and make it a full harness, but for the first release I hope this is enough. One last feature I want to implement on the frontend is displaying the harness state, so instead of showing the user a simple loader, they will see what’s currently happening in the harness — what the agent is reasoning about, and so on. So the plan for now is: Complete frontend integration Fix backend bugs Display harness state on frontend Release public demo page with rate limiting Improve harness Ship first release
Devlog 5 After some time, I’m back with new features and improvements. I finally added a Reasoning/Websearch indicator so users can see what the AI is currently doing. This gives users a sense that something is happening, which makes the entire process feel faster. I’ve also removed the search button from the sidebar since I’m not going to work on it anytime soon. I’ll probably implement it for the second release, but not right now. If everything goes correctly, today I hope to release a demo with DeepSeek V4 Flash as a free model. All I need to do before releasing the demo is: Finish demo sign-in Fix a few frontend bugs Add rate limiting to the backend Deploy on my server After releasing the demo, I’ll have a really basic AI chat interface: you send a message, the AI responds. It has one tool, websearch . That’s why after releasing the demo, I want to focus on the harness and make it actually good. I’m definitely going to do a SearXNG implementation for the websearch tool (currently it uses the Tavily API) and implement a custom page loader/parser and some basic RAG. I haven’t used RAG for a long time, so I’m going to have to do some research on it. I definitely want to add more tools later on, but I’ll keep that for future devlogs.
Devlog 6 The demo is finally out on slop.racek.xyz. The demo won’t have all the features of the full dev build, because my server isn’t able to run proper embedding and reranking models. That’s why the demo relies on the Tavily API for web searches, it’s nearly identical. The harness is finally starting to come together. I implemented just two tools: websearch and webfetch . This took me so long because I wasn’t only adding those tools, but also benchmarking different embedding and reranking models, so I can be sure I’m not losing performance for no reason. The websearch tool is definitely going to go through more improvements, but for now this is the version I’m okay with and the AI also seems to like it (yes I asked it)
devlog 7 In this version I finally added full MCP support. Websearch also got a few improvements, plus the full Lightpanda browser through MCP integration. Backend has improved stability. I have started on the mobile interface, although it’s not yet ready. I’ve also started working on the config system, for now most of it is in .env, but soon I’m gonna replace it with a proper .yaml file.
Devlog 8 This version is mostly Quality of Life improvements and stability, but it really improves a lot. This update brings: Backend Working config.json file for basic model configuration Not crashing every second prompt webfetch/websearch somewhat faster and not crashing anymore Better security Improved SearXNG default configuration Frontend Mobile interface — the webpage finally works on phones Regeneration — now, even when the backend throws an error, the frontend gives you the option to retry the request Reasoning popup — you can now see what the model is actually thinking about WIP File attachments — frontend part finished, not wired into the backend I’m probably going to stop working on new features and rather start finishing this project up, so probably another QoL update will be next, alongside one last large feature I need to do: proper demo account creation, ’cause right now demo mode is just one large shared account. I know, pretty bad.
Devlog 9 Yupiiii another version focused on stability and it is looking stable Generation is now separated from Request so even when connection dies frontend can reconnect without user noticing Full File Uploading support for basic text and image formats websearch, webfetch functions are stable enough to be considered usable websearch has gained massive speed improvements although it will improve even further in the future Frontend Polish, fixes and stuff ( the boring stuff that actually makes this app usable ) here is picture of slopper saying hello although it didn’t really understood what devlog means:
Ups, looks like I overshot the 10 hours again and Stardance is forcing me to make another devlog. I guess it’s time for DEVLOG 10 You don’t have to stare into a white screen anymore thanks to my genius invention dark mode (I know it still looks terrible, I’m not a designer) configuration was migrated to a config.yaml file with more configuration options websearch got improved (I know I’m saying this every devlog and I’m probably gonna keep saying it even in the following ones) sidebar has an option to pin/unpin chat Discord OAuth is implemented and it’s used even on the demo deployment https://slop.racek.xyz more stable generation
Devlog 11 Today I’ve been cooking hard. Currently I’m working on the memory engine for SlopUI. The architecture is quite simple: A cheap extractor analyzes all conversations, extracts context, and suggests memories. All context gets passed to a smarter filter that has tools to directly manage the entire memory system: add, edit, remove, and list memories. All saved memories get embedded and saved into the DB. Search uses an embedder + reranker for quick lookup. Search takes around 0.5s per message, but I’ll optimize it before the next devlog. I’ve also improved the mobile version of SlopUI and added PWA support so you can install it similarly to a normal app. The memory engine is still in development, and I have a few experimental ideas in mind that might make the memory crazy good. But first I need to finish it.
devlog 12 Memory engine finished and deployed Few of AI assisted bug fixes README.md + docs/ + License Pre ship fixes and stuff
Ships:
I made SlopUI, a local and private AI assistant interface featuring Slopper as your assistant. Just a few features to flag: memory, MCPs, a mobile page, and much more. The best part of this project is probably the local web search and memory engine, since they required me to benchmark multiple solutions and system prompts and iterate on result quality. The most challenging part was building the frontend. I am not a designer, so I had some trouble with the design, but I managed to get a design I am happy with. Mostly in dark mode, the light mode is not so great....
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1792857262.7901886
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1792943662.7901886
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23084
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StarBrowser by @jphwb | Stardance
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jphwb
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1
|
23.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T12:01:14Z", "hours": 23.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web browser from scratch in Rust. I made my own networking code, it can fetch HTTP and HTTPS websites, and it can parse the HTML itself. The challenging part was getting the websites to actually show up since everytime I tried to get it to work it kept showing No Response. I was able to fix this by rewriting my client.rs file and changing the way the app connects to websites. I am proud of this whole thing as I was still a sort of ‘intermediate beginner’ to rust but I got the hang of it by watching a bunch of youtube videos at 3am in the morning and learning from w3schools as well as getting documentation from the Mozilla docs. To run the project you just need to run the windows exe. For macOS and Linux I cannot test those executables so I am not 100% sure but the windows exe works. Just make sure that on some websites like google.com you need the www subdomain first. All websites require http:// or https:// at the start. Other websites like github.com dont need the www. I was initially going to add working CSS styling however due to Stardance ending soon and I was on holiday for majority of the time I just didn’t have time.", "repo": "https://github.com/jphwba/StarBrowser", "demo": "https://github.com/jphwba/StarBrowser/releases/tag/v1.0.0"}]...
|
[{"post_id": 80645, "ts": "202 [{"post_id": 80645, "ts": "2026-10-18T11:52:41Z", "hours": 1.6633, "text": "This is a short change, initially I was working on making working CSS styling however I don’t have the time for it so all I did was create a release workflow (which took longer than expected) and I made a README going through all the features and limitations as well as a rundown of the app. I have made 3 executables. One for Windows, Linux and MacOS. All are x86_64 not ARM. I am unable to test the Linux and MacOS executables however the windows one works."}, {"post_id": 79769, "ts": "2026-10-15T10:04:18Z", "hours": 4.1039, "text": "First in the UI and Rendering architecture I added a 2010 style chrome colour palette. I also implemented new vertex, rect and ui structs with layout_ui() to calculate and position the tab strip, address bat, navi buttons and the content viewport. I also made a new WGSL shader pipeline and vertex buffer for rendering flat colour rectangles. I then added normalise_url(), fetch_page(), navigate(), go_history() and reload(). Then I updated the core State struct, removed the raw display_text stering and replaced it with rectangle pipelines, address input state, focus flags, document title tracking, history stacks, scroll offsets and mouse tracking. I rewrote window_event() and app resume logic to handle the mouse movements, vlivks, wheel scrolling and keyboard typing including Enter backspace and shortcuts with ctrl and alt. I also removed the esc to quit application and it now just refocuses onto the addrtess bar. And render() draws the UI rectabgles first, then the address text, tabs buttons and page text with clipping and scroll offsets on a white background. I also made a new HTML Parser module. With tokenisation and scanning, it includfes void/raw text element lists, entitity decoding with &, &nbdp, etc, character scanning and attribute parsing. parse() constructs the existing HTMLDocument and HTMLNode types from client.rs which handles comments, doctypes, closing tags and script/style. With DOM Utils it includfes is_block_level(), extract_visible_text() which skips , , and tags while infecting liner breaks around block elements and nodewalking and title extraction (find_title()). I also deleted cssrom.rs whcih I originally had plans for but I just merged them into parser.rs and cascade.rs. My current limitations are rendering since the pages only display as plain text so no images, hyperlinks, styling or CSS in general. There is also network bliocking where page fetching is synchronus and blocks the UI window while loading."}, {"post_id": 77540, "ts": "2026-10-07T12:06:19Z", "hours": 8.0286, "text": "I can guarantee you I am not dead even though its been like 3 months. I build about the entire css engine. I can now display the web page’s html onto the app. In the app you can’t scroll down as I still need to implement that but this is progress. A lot of the functionality is there in my code but it is unused since I need to do a whole lot more work on it but this devlog is already 8 hours and I don’t want to go over 10 so I’m making a devlog here. tokenise.rs is a css level 3 tokeniser and is pretty much the architecture. units.rs is just simple unit and angle conversion. colour.rs is just colour parsing. colours.rs is mostly just the colour-name hex table. selectors.rs is the full selector parser. parser.rs is the component valuesa dn declarations into a Stylesheet model. cascade.rs matches an element against a stylesheet and sorts it by specificity/order. box_model.rs and layout.rs just set the layout of the app’s edges/borders/padding/margin and a block-layout pass decoupled from font types that dont exist in the app natively. I would write a lot more and style the devlog better but this new stardance thing with the animations everywhere make it almost impossible to type properly and I’m on a gaming laptop"}, {"post_id": 16945, "ts": "2026-06-27T14:50:30Z", "hours": 2.6572, "text": "Added Protocol::connect_tls() method using rustls::StreamOwned<rustls::ClientConnection, TcpStream>. Created AllowAnyVerifier implementing rustls::client::danger::ServerCertVerifier to accept any certificate AddedClient::connect_tls() that loads ca-certificates.crt if present otherwise falls back to system certs TLS now works for HTTP1_1 and HTTP2_0 protocols New DNSCache struct with Arc<Mutex<HashMap<String, DNSCacheEntry»> thread-safe, TTL-based DNSCacheEntry stores resolved SocketAddr list + expiry timestamp resolve_dns() now uses trust_dns_resolver::Resolver::from_system_conf() for proper DNS lookups, with fallback to ToSocketAddrs parse_url() extracts the host, port, and TLS flag from http:// or https:// URLs Handles explicit ports (example.com:8080) and defaults (80/443) connect_to() now calls resolve_and_connect() which uses DNS cache + TLS decision logic Client now tracks redirect_count send_request() detects 3xx status codes, reads location header, and follows redirects HTMLTag -enum of all standard HTML5 tags HTMLAttribute -name/value pairs HTMLNode - tag + attributes + children + optional text content HTMLDocument -doctype + root node HTMLTag::from_string() - case-insensitive parser for all tags"}, {"post_id": 14312, "ts": "2026-06-23T12:16:35Z", "hours": 1.6106, "text": "I added text rendering to the wgpu window so it displays the HTTP status code instead of just printing it to the console. The window now shows “Status: 200” (or whatever the server returns)"}, {"post_id": 13879, "ts": "2026-06-22T19:03:58Z", "hours": 2.2364, "text": "I added response decoding and support for http0.9 1.0 and 1.1. These guides: browser.engineering , firefox guides and servo were amazing resources for learning how HTTP works and with encoding/decoding requests and responses. I mostly just followed along with how firefox worked and built my way away from it but the code formatting went a bit off in the middle (it was 4:30am I have an exam in 4 hours I was tired) Next I want to print everything in the UI instead of terminal"}, {"post_id": 13080, "ts": "2026-06-21T12:20:07Z", "hours": 0.5225, "text": "Added the initial browser engine foundataion. I added basic support for http protocol and implemented http request encoding."}, {"post_id": 13036, "ts": "2026-06-21T10:04:14Z", "hours": 2.2739, "text": "I created the basic app here but it just shows a colour right now. I was following a tutorial on basic rust because I’m still learning it."}]...
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Title: StarBrowser by @jphwb | Stardance
Devlogs: Title: StarBrowser by @jphwb | Stardance
Devlogs:
I created the basic app here but it just shows a colour right now. I was following a tutorial on basic rust because I’m still learning it.
Added the initial browser engine foundataion. I added basic support for http protocol and implemented http request encoding.
I added response decoding and support for http0.9 1.0 and 1.1. These guides: browser.engineering , firefox guides and servo were amazing resources for learning how HTTP works and with encoding/decoding requests and responses. I mostly just followed along with how firefox worked and built my way away from it but the code formatting went a bit off in the middle (it was 4:30am I have an exam in 4 hours I was tired) Next I want to print everything in the UI instead of terminal
I added text rendering to the wgpu window so it displays the HTTP status code instead of just printing it to the console. The window now shows “Status: 200” (or whatever the server returns)
Added Protocol::connect_tls() method using rustls::StreamOwned<rustls::ClientConnection, TcpStream>. Created AllowAnyVerifier implementing rustls::client::danger::ServerCertVerifier to accept any certificate AddedClient::connect_tls() that loads ca-certificates.crt if present otherwise falls back to system certs TLS now works for HTTP1_1 and HTTP2_0 protocols New DNSCache struct with Arc<Mutex<HashMap<String, DNSCacheEntry»> thread-safe, TTL-based DNSCacheEntry stores resolved SocketAddr list + expiry timestamp resolve_dns() now uses trust_dns_resolver::Resolver::from_system_conf() for proper DNS lookups, with fallback to ToSocketAddrs parse_url() extracts the host, port, and TLS flag from http:// or https:// URLs Handles explicit ports (example.com:8080) and defaults (80/443) connect_to() now calls resolve_and_connect() which uses DNS cache + TLS decision logic Client now tracks redirect_count send_request() detects 3xx status codes, reads location header, and follows redirects HTMLTag -enum of all standard HTML5 tags HTMLAttribute -name/value pairs HTMLNode - tag + attributes + children + optional text content HTMLDocument -doctype + root node HTMLTag::from_string() - case-insensitive parser for all tags
I can guarantee you I am not dead even though its been like 3 months. I build about the entire css engine. I can now display the web page’s html onto the app. In the app you can’t scroll down as I still need to implement that but this is progress. A lot of the functionality is there in my code but it is unused since I need to do a whole lot more work on it but this devlog is already 8 hours and I don’t want to go over 10 so I’m making a devlog here. tokenise.rs is a css level 3 tokeniser and is pretty much the architecture. units.rs is just simple unit and angle conversion. colour.rs is just colour parsing. colours.rs is mostly just the colour-name hex table. selectors.rs is the full selector parser. parser.rs is the component valuesa dn declarations into a Stylesheet model. cascade.rs matches an element against a stylesheet and sorts it by specificity/order. box_model.rs and layout.rs just set the layout of the app’s edges/borders/padding/margin and a block-layout pass decoupled from font types that dont exist in the app natively. I would write a lot more and style the devlog better but this new stardance thing with the animations everywhere make it almost impossible to type properly and I’m on a gaming laptop
First in the UI and Rendering architecture I added a 2010 style chrome colour palette. I also implemented new vertex, rect and ui structs with layout_ui() to calculate and position the tab strip, address bat, navi buttons and the content viewport. I also made a new WGSL shader pipeline and vertex buffer for rendering flat colour rectangles. I then added normalise_url(), fetch_page(), navigate(), go_history() and reload(). Then I updated the core State struct, removed the raw display_text stering and replaced it with rectangle pipelines, address input state, focus flags, document title tracking, history stacks, scroll offsets and mouse tracking. I rewrote window_event() and app resume logic to handle the mouse movements, vlivks, wheel scrolling and keyboard typing including Enter backspace and shortcuts with ctrl and alt. I also removed the esc to quit application and it now just refocuses onto the addrtess bar. And render() draws the UI rectabgles first, then the address text, tabs buttons and page text with clipping and scroll offsets on a white background. I also made a new HTML Parser module. With tokenisation and scanning, it includfes void/raw text element lists, entitity decoding with &, &nbdp, etc, character scanning and attribute parsing. parse() constructs the existing HTMLDocument and HTMLNode types from client.rs which handles comments, doctypes, closing tags and script/style. With DOM Utils it includfes is_block_level(), extract_visible_text() which skips , , and tags while infecting liner breaks around block elements and nodewalking and title extraction (find_title()). I also deleted cssrom.rs whcih I originally had plans for but I just merged them into parser.rs and cascade.rs. My current limitations are rendering since the pages only display as plain text so no images, hyperlinks, styling or CSS in general. There is also network bliocking where page fetching is synchronus and blocks the UI window while loading.
This is a short change, initially I was working on making working CSS styling however I don’t have the time for it so all I did was create a release workflow (which took longer than expected) and I made a README going through all the features and limitations as well as a rundown of the app. I have made 3 executables. One for Windows, Linux and MacOS. All are x86_64 not ARM. I am unable to test the Linux and MacOS executables however the windows one works.
Ships:
I made a web browser from scratch in Rust. I made my own networking code, it can fetch HTTP and HTTPS websites, and it can parse the HTML itself. The challenging part was getting the websites to actually show up since everytime I tried to get it to work it kept showing No Response. I was able to fix this by rewriting my client.rs file and changing the way the app connects to websites. I am proud of this whole thing as I was still a sort of ‘intermediate beginner’ to rust but I got the hang of it by watching a bunch of youtube videos at 3am in the morning and learning from w3schools as well as getting documentation from the Mozilla docs. To run the project you just need to run the windows exe. For macOS and Linux I cannot test those executables so I am not 100% sure but the windows exe works. Just make sure that on some websites like google.com you need the www subdomain first. All websites require http:// or https:// at the start. Other websites like github.com dont need the www. I was initially going to add working CSS styling however due to Stardance ending soon and I was on holiday for majority of the time I just didn’t have time....
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1792857261.6255362
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1792943661.6255362
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69629
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BetterW4 by @jonbng | Stardance
|
jonbng
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1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T10:38:47Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey everybody! This is my first launch of my project BetterW4! It is a mobile app for my own high school that allows students to interact with the school platform we use (W4). Its a mobile app made in kotlin for Android and Swift (UI) for ios. We released it on both on the play and app store and already more than 80% of my school is using it. It has several features, the mainof them being easily being able to see your schedule and if classes are canceled and seeing your abences.", "repo": "https://github.com/jonbng/betterw4", "demo": "https://play.google.com/store/apps/details?id=dk.jonathanb.w4"}]...
|
[{"post_id": 79493, "ts": "202 [{"post_id": 79493, "ts": "2026-10-14T09:25:01Z", "hours": 5.6669, "text": "Released the first public version of the BetterW4 app to both android and IOS! To make the app I based it off of another app i made (BetterLectio) and modified it to work with the W4 platform. The app is already being used by more than 80% of my school of around 200 students already which is really cool :)"}]...
|
Title: BetterW4 by @jonbng | Stardance
Devlogs:
R Title: BetterW4 by @jonbng | Stardance
Devlogs:
Released the first public version of the BetterW4 app to both android and IOS! To make the app I based it off of another app i made (BetterLectio) and modified it to work with the W4 platform. The app is already being used by more than 80% of my school of around 200 students already which is really cool :)
Ships:
Hey everybody! This is my first launch of my project BetterW4! It is a mobile app for my own high school that allows students to interact with the school platform we use (W4). Its a mobile app made in kotlin for Android and Swift (UI) for ios. We released it on both on the play and app store and already more than 80% of my school is using it. It has several features, the mainof them being easily being able to see your schedule and if classes are canceled and seeing your abences....
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1792857259.8914065
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1792943659.8914065
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41892
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My own site! by @jiya | Stardance
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jiya
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1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T13:36:27Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "well my project is so simple its not so creative nor big and advance but i made it for checking up my 1 of dreams to make a person website its about dr stone character of sai nanami and senku who inspires me for programming and science or space love 😊 well the stickers and photo glows when touched", "repo": "https://github.com/yasmeenpapppy0-prog/deep-space", "demo": "https://yasmeenpapppy0-prog.github.io/deep-space"}]...
|
[{"post_id": 80669, "ts": "202 [{"post_id": 80669, "ts": "2026-10-18T13:27:06Z", "hours": 3.59, "text": "its an website about dr stone characters who inspired me and abut space to that hoow much i love space > < ^"}]...
|
Title: My own site! by @jiya | Stardance
Devlogs: Title: My own site! by @jiya | Stardance
Devlogs:
its an website about dr stone characters who inspired me and abut space to that hoow much i love space > < ^
Ships:
well my project is so simple its not so creative nor big and advance but i made it for checking up my 1 of dreams to make a person website its about dr stone character of sai nanami and senku who inspires me for programming and science or space love 😊 well the stickers and photo glows when touched...
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1792857251.443763
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1792943651.443763
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55195
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Learning Rust by @barseghian_daniel | Stardance
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barseghian_daniel
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1
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24.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T10:16:51Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I learned rust with the rustlings exercices then made a final project! The challenging part was actually school since coming from school then working on the project is actually hard! Im really happy that i finished the project! To test the project you will have to read the readme. The files should be in the root folder when running cargo run!", "repo": "https://github.com/danielbarseghian/organize-file", "demo": "https://github.com/danielbarseghian/organize-file#how-to-set-up-and-run"}]...
|
[{"post_id": 80326, "ts": "202 [{"post_id": 80326, "ts": "2026-10-17T09:37:31Z", "hours": 1.0711, "text": "finsihed the Readme you can read it here"}, {"post_id": 78165, "ts": "2026-10-09T20:39:25Z", "hours": 1.1269, "text": "Last things before finishing The program is working perfectly, now some final touches (README, compilling, fixing bugs, …)"}, {"post_id": 76568, "ts": "2026-10-03T23:57:33Z", "hours": 0.5933, "text": "Removed AI on browser so when i search something i will often get a result by AI, it might be useful but not while learning!"}, {"post_id": 76081, "ts": "2026-10-02T08:54:39Z", "hours": 0.2992, "text": "I commented my code so much The reason is that it helps me understand what im doing when learning a new language!"}, {"post_id": 75213, "ts": "2026-09-29T14:33:01Z", "hours": 1.9981, "text": "I FINISHED FINALLYYY its been a long time but i finally finished! it was really fun. You can see the github here"}, {"post_id": 74203, "ts": "2026-09-26T22:18:31Z", "hours": 1.2019, "text": "only one chapter left! I recently switched to kate and its really much lighter than VScode"}, {"post_id": 73583, "ts": "2026-09-25T13:06:02Z", "hours": 8.8947, "text": "Sorry for not posting much School restarted and i was just coming home and working on exercices i didn’t really think about posting."}, {"post_id": 61802, "ts": "2026-09-04T21:42:13Z", "hours": 8.4286, "text": "Halfway done! i don’t have much to say but its been really fun to learn a new language!"}]...
|
Title: Learning Rust by @barseghian_daniel | Stard Title: Learning Rust by @barseghian_daniel | Stardance
Devlogs:
Halfway done! i don’t have much to say but its been really fun to learn a new language!
Sorry for not posting much School restarted and i was just coming home and working on exercices i didn’t really think about posting.
only one chapter left! I recently switched to kate and its really much lighter than VScode
I FINISHED FINALLYYY its been a long time but i finally finished! it was really fun. You can see the github here
I commented my code so much The reason is that it helps me understand what im doing when learning a new language!
Removed AI on browser so when i search something i will often get a result by AI, it might be useful but not while learning!
Last things before finishing The program is working perfectly, now some final touches (README, compilling, fixing bugs, …)
finsihed the Readme you can read it here
Ships:
I learned rust with the rustlings exercices then made a final project! The challenging part was actually school since coming from school then working on the project is actually hard! Im really happy that i finished the project! To test the project you will have to read the readme. The files should be in the root folder when running cargo run!...
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1792857250.26722
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1792943650.26722
|
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69619
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Ferrari chrome by @sqnder_ | Stardance
|
sqnder_
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T09:48:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a daily ferari generator. Every day it shows a diffrent ferrari, you can go back to past dates.", "repo": "https://github.com/sqnder0/ferrari-of-the-day", "demo": "https://sqnder0.github.io/ferrari-of-the-day/"}]...
|
[{"post_id": 79496, "ts": "202 [{"post_id": 79496, "ts": "2026-10-14T09:47:34Z", "hours": 1.2575, "text": "This was a rather short project ‘cause I already have a lot of expierence developing frontend stuff. It was a rather interesting project ‘cause I didn’t now I could use vite for gh pages and haven’t really ever written a github workflow."}]...
|
Title: Ferrari chrome by @sqnder_ | Stardance
Dev Title: Ferrari chrome by @sqnder_ | Stardance
Devlogs:
This was a rather short project ‘cause I already have a lot of expierence developing frontend stuff. It was a rather interesting project ‘cause I didn’t now I could use vite for gh pages and haven’t really ever written a github workflow.
Ships:
I built a daily ferari generator. Every day it shows a diffrent ferrari, you can go back to past dates....
|
1792857249.3968694
|
1792943649.3968694
|
|
41782
|
BIOSnake by @Duck | Stardance
|
Duck
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T23:24:25Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is snake written in x86 assembly, running directly on the CPU with BIOS interrupt calls without an operating system, in under 3KB. It also includes comfort features like input buffering and thin snake drawing. It was challenging to get started programming in assembly, but once you get used to it it becomes a lot easier.", "repo": "https://github.com/duckdood/biosnake", "demo": "https://duckdood.github.io/asm_snake"}]...
|
[{"post_id": 80796, "ts": "202 [{"post_id": 80796, "ts": "2026-10-18T20:18:04Z", "hours": 0.6553, "text": "Palettes Devlog #8 Firstly I made the initial seed for for apple to be based on the current time (so it’s randomized every time you boot it up), and I added some color palettes that you can switch between with the E key."}, {"post_id": 69115, "ts": "2026-09-16T12:23:52Z", "hours": 2.6669, "text": "Miscellaneous stuff Devlog #7 I added input buffering, centered the screen, and added an end animation. I don’t really remember if I added anything else because I haven’t worked on this project in about a month and reading assembly is kinda hard."}, {"post_id": 43158, "ts": "2026-08-08T08:28:59Z", "hours": 9.6006, "text": "t h i n s n a k e Devlog #6 Thin Snake! Finally made the snake thin so it doesn’t turn into a blob. It should NOT have taken 9 hours, but it really does take a long time to program in assembly. In order to figure out how to bend the snake, it checks the segment in front of the snake, packs the info into 2 bits, and then does the same thing for the segment behind the snake. Then, it does a switch statement (At least, the closest thing to a switch statement in assembly) of the 16 possible values from those 4 bits packed together and then hardcodes drawing the segment. This implementation is definitely a bit strange and not the best way to do it, but it was the first one that worked and I didn’t want to keep trying different methods (doing anything in assembly isn’t very pleasant) (If the video looks super blurry, that’s because I recorded it at the original 320*240 resolution)"}, {"post_id": 39291, "ts": "2026-08-02T05:15:37Z", "hours": 2.0097, "text": "Nearly Finished! Devlog #5 Apples! The snake now has some food that appears on the screen. Not much to say here about the feature, it’s snake! But the implementation is a little bit more interesting. In computers, random numbers aren’t much of a thing, so you’ll usually have to settle for pseudo random numbers, but, CPUs today have an RDRAND instruction for generating random numbers from thermal noise and whatnot inside the CPU. but even though it’s on practically every chip today, I still opted not to use it, because Unseeded, so you can’t make a game seed or stuff like that, and They aren’t present on processors before 2012! And we want this snake to be able to run on the original i386, don’t we? So instead I decided to use a simple pseudo random number generator I just whipped up on the spot by multiply the seed by some big numbers and xor’ing it with itself a couple times. it’s definitely not cryptographically secure, but it’s snake, so whatever. What next? Now that the game is done, I’m gonna add a couple more features just so the game is a bit more more comfortable to play. I plan on adding: Centering the game screen (For obvious reasons) Restart button (so you don’t have to reboot the emulator) (Or if anyone runs this bare metal for some reason, the computer) Choosing colors (Because fun!) Button queuing (for convenience) Maybe some visual flair (like drawing the snake as thin, some sprites if I can figure those out, and stuff like that)"}, {"post_id": 38792, "ts": "2026-08-01T11:07:25Z", "hours": 5.5558, "text": "Hungry snake :( Devlog #4 Sadly there’s no apple yet so the snake is getting pretty hungry. The snake moves! I made the snake finally able to get longer than 1 segment through a circular style array for keeping track of the head. This means that there is an array for all the segments that store the X and Y, and the head slithers through the array overwriting the tail segment so that you don’t need to copy the whole array forward every time the snake moves. Copy problems With this way of implementing the snake, you need to shift forward all the segments in front of the snake’s head in memory so that it creates a free space in front of the head, and so the head can move into the free space instead of overwriting the tail. It’s a pretty simple concept, but I had a lot of trouble enacting this in assembly. Having to think about individual bytes isn’t something I’m used to from having data types handled automatically by higher level languages like C."}, {"post_id": 38097, "ts": "2026-07-31T09:47:36Z", "hours": 3.6206, "text": "This snake is devouring disk space Devlog #3 Reading more sectors As I was writing more assembly, I noticed a moment when whenever I added any more instructions, the screen would just go black. I knew I might be scooching up to the 512 byte limit, so I ndisasm’d the binary and found out that, sure enough, I only had 2 more bytes left! I was preparing to have use more than 512 bytes for my program, so I knew roughly what I needed to do. You just need one bios interrupt to read a couple sectors (512 byte chunks) into memory, and moved some code around, and now I have practically unlimited (a couple thousand bytes) to work with!"}, {"post_id": 37499, "ts": "2026-07-30T09:11:11Z", "hours": 1.4617, "text": "New Snake Habitats near You Devlog #2 Drawing the grid I drew a grid for the snake to move on. The code for the nested loop is not readable at all, but then again, it’s in assembly, no matter how you write it it’s unreadable. CAUTION: Please do not touch or feed snakes, or the DX register. I had an issue with the rectangle size being 0, because the size is passed to the drawing function through the DX register and I forgot that the MUL instruction doesn’t just store the result in AX, but also the DX register. This part sounds a bit weird but the stardance devlog guide says to “Include the friction” Dull Devlogs I know these devlogs may seem uneventful or dull, but writing anything in assembly is a hard task. It took me over an hour to draw a grid!"}, {"post_id": 37435, "ts": "2026-07-30T05:17:47Z", "hours": 5.9428, "text": "I have a rectangle and I’m not afraid to use it Devlog #1 Introduction This is my first devlog of making (or at least trying to make) snake without an operating system using BIOS interrupts and 16 bit x86 real mode assembly. I’ve made my functions for clearing the screen and drawing a rectangle, and it only took 5 hours to do! A lot of was also researching calling conventions, which registers can do what, and wondering why you can’t access memory with the stack pointer register (???? why cant you it LITERALLY has the word pointer in its name)"}]...
|
Title: BIOSnake by @Duck | Stardance
Devlogs:
I h Title: BIOSnake by @Duck | Stardance
Devlogs:
I have a rectangle and I’m not afraid to use it Devlog #1 Introduction This is my first devlog of making (or at least trying to make) snake without an operating system using BIOS interrupts and 16 bit x86 real mode assembly. I’ve made my functions for clearing the screen and drawing a rectangle, and it only took 5 hours to do! A lot of was also researching calling conventions, which registers can do what, and wondering why you can’t access memory with the stack pointer register (???? why cant you it LITERALLY has the word pointer in its name)
New Snake Habitats near You Devlog #2 Drawing the grid I drew a grid for the snake to move on. The code for the nested loop is not readable at all, but then again, it’s in assembly, no matter how you write it it’s unreadable. CAUTION: Please do not touch or feed snakes, or the DX register. I had an issue with the rectangle size being 0, because the size is passed to the drawing function through the DX register and I forgot that the MUL instruction doesn’t just store the result in AX, but also the DX register. This part sounds a bit weird but the stardance devlog guide says to “Include the friction” Dull Devlogs I know these devlogs may seem uneventful or dull, but writing anything in assembly is a hard task. It took me over an hour to draw a grid!
This snake is devouring disk space Devlog #3 Reading more sectors As I was writing more assembly, I noticed a moment when whenever I added any more instructions, the screen would just go black. I knew I might be scooching up to the 512 byte limit, so I ndisasm’d the binary and found out that, sure enough, I only had 2 more bytes left! I was preparing to have use more than 512 bytes for my program, so I knew roughly what I needed to do. You just need one bios interrupt to read a couple sectors (512 byte chunks) into memory, and moved some code around, and now I have practically unlimited (a couple thousand bytes) to work with!
Hungry snake :( Devlog #4 Sadly there’s no apple yet so the snake is getting pretty hungry. The snake moves! I made the snake finally able to get longer than 1 segment through a circular style array for keeping track of the head. This means that there is an array for all the segments that store the X and Y, and the head slithers through the array overwriting the tail segment so that you don’t need to copy the whole array forward every time the snake moves. Copy problems With this way of implementing the snake, you need to shift forward all the segments in front of the snake’s head in memory so that it creates a free space in front of the head, and so the head can move into the free space instead of overwriting the tail. It’s a pretty simple concept, but I had a lot of trouble enacting this in assembly. Having to think about individual bytes isn’t something I’m used to from having data types handled automatically by higher level languages like C.
Nearly Finished! Devlog #5 Apples! The snake now has some food that appears on the screen. Not much to say here about the feature, it’s snake! But the implementation is a little bit more interesting. In computers, random numbers aren’t much of a thing, so you’ll usually have to settle for pseudo random numbers, but, CPUs today have an RDRAND instruction for generating random numbers from thermal noise and whatnot inside the CPU. but even though it’s on practically every chip today, I still opted not to use it, because Unseeded, so you can’t make a game seed or stuff like that, and They aren’t present on processors before 2012! And we want this snake to be able to run on the original i386, don’t we? So instead I decided to use a simple pseudo random number generator I just whipped up on the spot by multiply the seed by some big numbers and xor’ing it with itself a couple times. it’s definitely not cryptographically secure, but it’s snake, so whatever. What next? Now that the game is done, I’m gonna add a couple more features just so the game is a bit more more comfortable to play. I plan on adding: Centering the game screen (For obvious reasons) Restart button (so you don’t have to reboot the emulator) (Or if anyone runs this bare metal for some reason, the computer) Choosing colors (Because fun!) Button queuing (for convenience) Maybe some visual flair (like drawing the snake as thin, some sprites if I can figure those out, and stuff like that)
t h i n s n a k e Devlog #6 Thin Snake! Finally made the snake thin so it doesn’t turn into a blob. It should NOT have taken 9 hours, but it really does take a long time to program in assembly. In order to figure out how to bend the snake, it checks the segment in front of the snake, packs the info into 2 bits, and then does the same thing for the segment behind the snake. Then, it does a switch statement (At least, the closest thing to a switch statement in assembly) of the 16 possible values from those 4 bits packed together and then hardcodes drawing the segment. This implementation is definitely a bit strange and not the best way to do it, but it was the first one that worked and I didn’t want to keep trying different methods (doing anything in assembly isn’t very pleasant) (If the video looks super blurry, that’s because I recorded it at the original 320*240 resolution)
Miscellaneous stuff Devlog #7 I added input buffering, centered the screen, and added an end animation. I don’t really remember if I added anything else because I haven’t worked on this project in about a month and reading assembly is kinda hard.
Palettes Devlog #8 Firstly I made the initial seed for for apple to be based on the current time (so it’s randomized every time you boot it up), and I added some color palettes that you can switch between with the E key.
Ships:
This is snake written in x86 assembly, running directly on the CPU with BIOS interrupt calls without an operating system, in under 3KB. It also includes comfort features like input buffering and thin snake drawing. It was challenging to get started programming in assembly, but once you get used to it it becomes a lot easier....
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1792857246.544089
|
1792943646.544089
|
|
69613
|
My web os by @rishith12 | Stardance
|
rishith12
|
2
|
6.0
|
2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T11:45:11Z", "hours": 1.0, "multiplier": 1.52, "payout": 2, "blessing": "neutral", "text": "I added and extended its features further by adding a fully functional Todo App, Notepad, and a fully functional countdown timer .", "repo": "https://github.com/Rishith88/My_web_OS/", "demo": "https://rishith88.github.io/My_web_OS/"}, {"ship_num": 2, "ts": "2026-10-15T12:34:19Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is the final product, finally done after a lot of hardwork this is a my own web os with a cool cyberpunk there and also teh date and time (IS- Indian Standard Time) with a calculater ,Calendar and a stop watch. The stop watch was teh most difficualt part so i had to refere many youtube tutorials to understand hwo it works but calendar and teh calculater were relatively easy and also the IST time one i had to do some ggogling liek visit otehr wbesite and see how it wokred good leanring for me .It also has a good pop up screen taht vanishes.", "repo": "https://github.com/Rishith88/My_web_OS/", "demo": "https://rishith88.github.io/My_web_OS/"}]...
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[{"post_id": 80142, "ts": "202 [{"post_id": 80142, "ts": "2026-10-16T11:43:46Z", "hours": 1.2842, "text": "Finally done with my todo app, note pad and the new timer app."}, {"post_id": 79788, "ts": "2026-10-15T12:31:31Z", "hours": 0.6722, "text": "This is the final product guys finally done after a lot of hardwork this is a my own web os with a cool cyberpunk there and also teh date and time (IS- Indian Standard Time) with a calculater ,Calendar and a stop watch"}, {"post_id": 79764, "ts": "2026-10-15T09:35:24Z", "hours": 1.7678, "text": "Stopwatch and a screen timer added broskis less gooooooooo"}, {"post_id": 79618, "ts": "2026-10-14T18:47:30Z", "hours": 1.2136, "text": "Done with my first app guys"}, {"post_id": 79485, "ts": "2026-10-14T08:01:59Z", "hours": 1.0, "text": "My first layout guys less gooooo"}]...
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Title: My web os by @rishith12 | Stardance
Devlog Title: My web os by @rishith12 | Stardance
Devlogs:
My first layout guys less gooooo
Done with my first app guys
Stopwatch and a screen timer added broskis less gooooooooo
This is the final product guys finally done after a lot of hardwork this is a my own web os with a cool cyberpunk there and also teh date and time (IS- Indian Standard Time) with a calculater ,Calendar and a stop watch
Finally done with my todo app, note pad and the new timer app.
Ships:
This is the final product, finally done after a lot of hardwork this is a my own web os with a cool cyberpunk there and also teh date and time (IS- Indian Standard Time) with a calculater ,Calendar and a stop watch. The stop watch was teh most difficualt part so i had to refere many youtube tutorials to understand hwo it works but calendar and teh calculater were relatively easy and also the IST time one i had to do some ggogling liek visit otehr wbesite and see how it wokred good leanring for me .It also has a good pop up screen taht vanishes.
I added and extended its features further by adding a fully functional Todo App, Notepad, and a fully functional countdown timer ....
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1792857242.7984047
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1792943642.7984047
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69330
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AstroWeb by @mandeepswami | Stardance
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mandeepswami
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1
|
3.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T09:54:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a new thing i did . and had some problems with the api keys and allat but it is finaly done it didnt take very long for it to be completd", "repo": "https://github.com/Momentum122/AstroWeb/", "demo": "https://momentum122.github.io/AstroWeb/"}]...
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[{"post_id": 80332, "ts": "202 [{"post_id": 80332, "ts": "2026-10-17T09:50:51Z", "hours": 0.4247, "text": "ADdded a timer and now it is complte with readme"}, {"post_id": 80319, "ts": "2026-10-17T08:52:05Z", "hours": 1.7358, "text": "looking good"}, {"post_id": 80297, "ts": "2026-10-17T05:34:26Z", "hours": 0.6764, "text": "just complete a few steps"}]...
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Title: AstroWeb by @mandeepswami | Stardance
Devl Title: AstroWeb by @mandeepswami | Stardance
Devlogs:
just complete a few steps
looking good
ADdded a timer and now it is complte with readme
Ships:
This was a new thing i did . and had some problems with the api keys and allat but it is finaly done it didnt take very long for it to be completd...
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1792857229.286747
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1792943629.286747
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69280
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Morning Message by @raycoding | Stardance
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raycoding
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1
|
0.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:09:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Daybreak is supposed to help someone start their day with a list of things that they can already do and not have to plan as much.", "repo": "https://github.com/rayha-m/daybreak", "demo": "https://daybreak-opal-delta.vercel.app"}]...
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[{"post_id": 79466, "ts": "202 [{"post_id": 79466, "ts": "2026-10-14T04:55:10Z", "hours": 0.4361, "text": "I have been working on getting the API keys to read my calendar."}]...
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Title: Morning Message by @raycoding | Stardance
Title: Morning Message by @raycoding | Stardance
Devlogs:
I have been working on getting the API keys to read my calendar.
Ships:
Daybreak is supposed to help someone start their day with a list of things that they can already do and not have to plan as much....
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1792857228.3958178
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1792943628.3958178
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69234
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ObeBot - A Slack Helper Bot by @obedot | Stardance
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obedot
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T20:39:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What is ObeBot? ObeBot is a simple Slack bot that can do simple things like respond to pings and send messages to the future. It was made with NodeJS and is being hosted on Nest. What was challenging? One of the harder parts was setting up the bot and hosting it on the Nest server. I was not really familiar with how to do this, because I haven’t used the Slack APIs before or hosted my code on a server. Making the command which sends a message to the future was a little tricky. I had to figure out how to use a timer in NodeJS, which I didn’t previously know how to do. What am I proud of? My favorite part was making the command which can send a message to the future, because it was the most interesting to make. It’s a useful feature that has the potential to help with setting reminders or looking back on memories if I expanded upon the idea more. How can you test the project? After clicking the Try Project button below, you will be taken to a slack workspace. If it doesn’t open immediately, you can click the “open this link in your browser”. You do need to be in the Slack server to use this bot. Please try to only test the bot in the channel bot-spam and not other channels.", "repo": "https://github.com/ObedH/ObeBot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 79085, "ts": "202 [{"post_id": 79085, "ts": "2026-10-12T16:24:43Z", "hours": 0.8031, "text": "Set up my first Slack bot and added three basic commands ObeBot can now run three commands: Respond to a ping Send a message to the future Display a list of available commands So far, this has been pretty easy. I’m not planning on doing any super complex commands, so I’ll probably finish this project soon."}]...
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Title: ObeBot - A Slack Helper Bot by @obedot | St Title: ObeBot - A Slack Helper Bot by @obedot | Stardance
Devlogs:
Set up my first Slack bot and added three basic commands ObeBot can now run three commands: Respond to a ping Send a message to the future Display a list of available commands So far, this has been pretty easy. I’m not planning on doing any super complex commands, so I’ll probably finish this project soon.
Ships:
What is ObeBot? ObeBot is a simple Slack bot that can do simple things like respond to pings and send messages to the future. It was made with NodeJS and is being hosted on Nest. What was challenging? One of the harder parts was setting up the bot and hosting it on the Nest server. I was not really familiar with how to do this, because I haven’t used the Slack APIs before or hosted my code on a server. Making the command which sends a message to the future was a little tricky. I had to figure out how to use a timer in NodeJS, which I didn’t previously know how to do. What am I proud of? My favorite part was making the command which can send a message to the future, because it was the most interesting to make. It’s a useful feature that has the potential to help with setting reminders or looking back on memories if I expanded upon the idea more. How can you test the project? After clicking the Try Project button below, you will be taken to a slack workspace. If it doesn’t open immediately, you can click the “open this link in your browser”. You do need to be in the Slack server to use this bot. Please try to only test the bot in the channel bot-spam and not other channels....
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1792857227.2791505
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1792943627.2791505
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69223
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chiikawa game by @pigeon_ | Stardance
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pigeon_
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1
|
9.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T02:35:50Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a color matching battle game. A color shows for a few seconds, you memorize it, then you recreate it with hue, saturation and brightness sliders. The closer you get, the more damage you do to the enemy, and the enemy hits back for a random amount. It started as a plain color guessing game and turned into a fight with health bars, a guess timer, attack animations and a draggable color panel. The hardest part was the layout and the CSS. At one point half of my styles just weren’t saved, so EVERYTHING looked broken and I couldn’t figure out why. I’m proud that it went from a basic color guesser to a real game with its own design, and that I came up with the battle idea myself and built it from my own sketch. The squiggle health bars and the animated background are my fav parts To test it: open the demo link and press Start. Memorize the color, then match it with the sliders and press Attack. Try losing on purpose, try running out the 10 second timer, and drag the colors window around. It works best on a computer. It’s a fan project inspired by Chiikawa, not official.", "repo": "https://github.com/jiujiu-dot/aaa", "demo": "https://jiujiu-dot.github.io/aaa/"}]...
|
[{"post_id": 79219, "ts": "202 [{"post_id": 79219, "ts": "2026-10-13T02:33:07Z", "hours": 0.8497, "text": "devlog 5th finished!!"}, {"post_id": 79210, "ts": "2026-10-13T01:33:53Z", "hours": 0.5142, "text": "devlog 4th…. finishing touches"}, {"post_id": 79201, "ts": "2026-10-13T00:45:43Z", "hours": 0.4275, "text": "devlog 3th! made a animation"}, {"post_id": 79199, "ts": "2026-10-13T00:16:41Z", "hours": 2.555, "text": "devlog 2 but im too lazy to type all that sooo heres what i did yeahahha YAY I ADDED USAGI"}, {"post_id": 79167, "ts": "2026-10-12T21:10:33Z", "hours": 5.0342, "text": "DEVLOG 1 soo i started with a plain color guessing game (the kind where you memorize a color then try to match it with hue, saturation and brightness sliders) and today it turned into a whole battle game with chiikawa ofc um yea heres what i did today: Turned the color game into a fight player and the enemy both have a bar with 10 slots. the better your color guess the more damage you do (90+ = 5 damage, 80+ = 4, and sooo on down to a miss). then the enemy hits back for a random 1-4, so it’s a LITTLE easier to win. hp bars in the top corners, player and enemy in the middle, and the color controls in a little panel at the bottom left. i drew a really UGLY sketch and then built it"}]...
|
Title: chiikawa game by @pigeon_ | Stardance
Devl Title: chiikawa game by @pigeon_ | Stardance
Devlogs:
DEVLOG 1 soo i started with a plain color guessing game (the kind where you memorize a color then try to match it with hue, saturation and brightness sliders) and today it turned into a whole battle game with chiikawa ofc um yea heres what i did today: Turned the color game into a fight player and the enemy both have a bar with 10 slots. the better your color guess the more damage you do (90+ = 5 damage, 80+ = 4, and sooo on down to a miss). then the enemy hits back for a random 1-4, so it’s a LITTLE easier to win. hp bars in the top corners, player and enemy in the middle, and the color controls in a little panel at the bottom left. i drew a really UGLY sketch and then built it
devlog 2 but im too lazy to type all that sooo heres what i did yeahahha YAY I ADDED USAGI
devlog 3th! made a animation
devlog 4th…. finishing touches
devlog 5th finished!!
Ships:
I made a color matching battle game. A color shows for a few seconds, you memorize it, then you recreate it with hue, saturation and brightness sliders. The closer you get, the more damage you do to the enemy, and the enemy hits back for a random amount. It started as a plain color guessing game and turned into a fight with health bars, a guess timer, attack animations and a draggable color panel. The hardest part was the layout and the CSS. At one point half of my styles just weren’t saved, so EVERYTHING looked broken and I couldn’t figure out why. I’m proud that it went from a basic color guesser to a real game with its own design, and that I came up with the battle idea myself and built it from my own sketch. The squiggle health bars and the animated background are my fav parts To test it: open the demo link and press Start. Memorize the color, then match it with the sliders and press Attack. Try losing on purpose, try running out the 10 second timer, and drag the colors window around. It works best on a computer. It’s a fan project inspired by Chiikawa, not official....
|
1792857226.1406825
|
1792943626.1406825
|
|
69204
|
distroller by @Erox | Stardance
|
Erox
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T16:42:10Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Distroller is a rust based hyprland exclusive cli tool , it manages displays in a normal hyprland setup , check out my repo for more info abt the commands , also there is a demo video , showing how distroller works on my pc(dual moniter one internal laptop one and 2nd is hdmi 100hz 1080p) , heres the link : “ https://youtu.be/UKzd1IbrFVo ” see the installation steps mentioned in readme to install it in your arch", "repo": "https://github.com/Erox-02/distroller", "demo": "https://youtu.be/UKzd1IbrFVo"}]...
|
[{"post_id": 80409, "ts": "202 [{"post_id": 80409, "ts": "2026-10-17T15:36:20Z", "hours": 0.8461, "text": "wrote the readme and the PKGBUILD , did a lot of tries , but still wasnt able to put the video in readme so gonna use the yt link"}, {"post_id": 79774, "ts": "2026-10-15T10:58:21Z", "hours": 0.4403, "text": "wow what a idiot i aam , forgot to add the use in helps lol , fixed tht anyways , now i will publish it to aur and gonna write a readme ahh i cant push to aur , its denying my public key anyways i think i will make the video first before pushing on aur ok done all things , now js readme and then done , see the demo vid and we are ready to ship :“ https://youtu.be/UKzd1IbrFVo ”"}, {"post_id": 79759, "ts": "2026-10-15T09:14:22Z", "hours": 2.3222, "text": "ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done . now the final thing , its cli , i mean i am done using cargo run …. lets implant usable distroller …. OHH DONE , i made the PKGBUild and it WORKS , now i can publish it to aur too , i js need a readme now hell yeah"}, {"post_id": 79711, "ts": "2026-10-15T05:51:37Z", "hours": 1.4242, "text": "ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done"}, {"post_id": 79541, "ts": "2026-10-14T14:53:59Z", "hours": 1.4531, "text": "ok so made a new formula for the workspace logic , its easy res(len)*scale^(-1) + c and here frm my tests i got c=10 for 1080p monitors. It works flawlessly in my setup but i still havent tested it on diff moniters so cant say its universal .okk added shr.rs and the logic is clean af . js do basic math easy , i made c configureable with a integer pass , pass the val of c and youre good , to go but i still havent decided vals for c for other setups , lets them try lol .bruh i added use fn branch after command and wondering , why i am getting unknown command “use” lol.wow got an error thread 'main' (15889) panicked at src/ls.rs:32:10:cant parse monitor data: Error(\"missing field `available`\", line: 45, column: 1)note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace[erox@archbtw distroller]$ ok pretty good , there was a prob with the avalible in the struct in ls but i js used serde def haha always false if no val , i have hyprctl monitors all -j so nothing to worry anyways it works now"}, {"post_id": 79475, "ts": "2026-10-14T06:05:04Z", "hours": 1.205, "text": "this time i am making a shared window for both monitors so user can move mouse between them , after a lot of trail and err , in main.rs then in terminal and then in arch wiki finally pulled it off , safe position is 1290x0 for m2 and m1 will be 0x0 but its for 1.5x scaling not 1x or diff , oh now i need to make it diff for scaling’s too ahh god it sucks"}, {"post_id": 79130, "ts": "2026-10-12T19:32:53Z", "hours": 0.265, "text": "ok added some restrictions and it works yay!"}, {"post_id": 78969, "ts": "2026-10-12T06:50:30Z", "hours": 0.7342, "text": "ok now i am working on it to use it as cli tool not js cargo run and pray so i think i will start with passing a value in cargo for now .ok did some work and got the refresh rate thing working too , now cargo run –list , cargo run – scale and refresh works , and works pretty fine i will need to add some restrictions because scalling max is 10 , higher gives hypr err , higher ref rate on external hdmi = no signal also disabling eDP kills the waybar too oh thts my fault lemme fix my own waybar , done took a lil time but fixed , also i changed hyprctl monitors -j to hyprctl monitors all -j because after disabling one moniter , hyprctl monitors was ignoring the disabled one"}, {"post_id": 78832, "ts": "2026-10-11T18:32:54Z", "hours": 0.3467, "text": "added another feature it does the scaling thing , hm so i used hyprctl eval 'hl.monitor({ output = \"eDP-1\", scale = 1.0 })' hyprctl commands obviously and scaled the monitors i think now imma gonna add separate display scaling , not a prob for me as i still havent implanted any cli commands , but also i added refresh rate impl too in the io.rs js didnt used tht in main.rs gonna do tht soon check the video here “ https://youtu.be/PTmcT2p5NYg ”"}, {"post_id": 78793, "ts": "2026-10-11T16:53:34Z", "hours": 3.155, "text": "Recently i got a monitor (thx stardance) and connected it to my laptop right away , but my hyprland didnt had anything to assign to the moniter , so it just went with the default one ,a diff workspace and i had to configure it a lot then finally got it to work but now i think i will make a rust based cli tool to automate those things . Easy right? for users not me lol . see the poc : distroller list distroller use 1 (here 1 means the 1st moniter like for laptop , it is eDP-1, while the other moniters will turn off maybe? define the state in distroller.conf ) distroller use 2 (HDMI-A-1) distroller use 1,2… (it gives each moniter diff workspace) distroller use 1,2 –share (it makes both share a workspace but more like a single monitor ) distroller use 1,2 –copy (show the same thing) i made it a codeblock but the comments () arent valid so dont copy these things , now imma gonna start building the base so built the initial struct , btw i used u8 for height and width at first but it doesnt store 1920 or 1080 so i used u16 as it is better than u32 atleast i think so , also i used f32 for the refreash rate as hyprland give things like 59.64 sometimes , wait wtf am i explain? its basics nah i dont needa explain, nah, i’wd build . ok added another struct to copy the vals to new struct wait wait , why am i such a fool? why did i made a struct to js push a value to next struct? wait i again figured a thing , i can js follow the hyprctl output’s structure lol , [erox@archbtw ~]$ hyprctl monitors -j [{ “id”: 0, “name”: “eDP-1”, “description”: “BOE 0x094A”, “make”: “BOE”, “model”: “0x094A”, “width”: 1920, “height”: 1080, “physicalWidth”: 340, “physicalHeight”: 190, “refreshRate”: 60.00400, “x”: 0, “y”: 0, “activeWorkspace”: { “id”: 1, “name”: “1” }, { “id”: 1, “name”: “HDMI-A-1”, “description”: “XXX HDMI”, “make”: “XXX”, “model”: “HDMI”, “serial”: “”, “width”: 1920, “height”: 1080, “physicalWidth”: 10, “physicalHeight”: 10, “refreshRate”: 60.00000, “x”: 1280, “y”: 0, “activeWorkspace”: { “id”: 4, “name”: “4” },] [erox@archbtw ~]$ made the best struct pub struct Disp { pub name: String, pub refreshRate: f32, pub w: u16, pub h: u16, pub focused: bool, pub disabled: bool, } now just gonna fetch frm the hyprctl output and print done ok added the code to run hyprlctl monitors -j and fetch the info , but then i got err js because i forgot to add the deserializer and then after i fixed lol cargo toml didnt have derde lol , and now i imported it as macro another lol , and now i forgot to import the feature deserialize with serde . bruh this time i js got a err of version mismatch tht was added by cargo , how life can be worser? ohhh it worked finally : but wait the 2nd moniter was supposed to be 100hz default , ik its downsampled because of the other moniter , anyways i ’ll fix tht later hmhm now imma gonna make the other features . okk broke main.rs and made ls.rs and main.rs , currently i kept the hypr func (the one to execute hyprctl with structed args as u want ) in ls as idh any hypr.rs , but i will soon move tht to somewhere else as ls.rs is for listing only , yeah thts why i named it ls , i didnt steal the name of ls bash command , wait i kinda did to be honest .ok after a lot of research , i found hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ works to turn of the display so i can make a function inside my new io.rs and use it to turn off on on the display hmhm. now imma gonna work on the turn off and on function done it works , i js used hyprctl command to do it , it wasnt much hard after finding some repos i found this hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ it ran well so i made a file named io.rs and implanted on main done and now it works though its not usable on terminal , cargo run does the work fine ."}]...
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Title: distroller by @Erox | Stardance
Devlogs:
R Title: distroller by @Erox | Stardance
Devlogs:
Recently i got a monitor (thx stardance) and connected it to my laptop right away , but my hyprland didnt had anything to assign to the moniter , so it just went with the default one ,a diff workspace and i had to configure it a lot then finally got it to work but now i think i will make a rust based cli tool to automate those things . Easy right? for users not me lol . see the poc : distroller list distroller use 1 (here 1 means the 1st moniter like for laptop , it is eDP-1, while the other moniters will turn off maybe? define the state in distroller.conf ) distroller use 2 (HDMI-A-1) distroller use 1,2… (it gives each moniter diff workspace) distroller use 1,2 –share (it makes both share a workspace but more like a single monitor ) distroller use 1,2 –copy (show the same thing) i made it a codeblock but the comments () arent valid so dont copy these things , now imma gonna start building the base so built the initial struct , btw i used u8 for height and width at first but it doesnt store 1920 or 1080 so i used u16 as it is better than u32 atleast i think so , also i used f32 for the refreash rate as hyprland give things like 59.64 sometimes , wait wtf am i explain? its basics nah i dont needa explain, nah, i’wd build . ok added another struct to copy the vals to new struct wait wait , why am i such a fool? why did i made a struct to js push a value to next struct? wait i again figured a thing , i can js follow the hyprctl output’s structure lol , [erox@archbtw ~]$ hyprctl monitors -j [{ “id”: 0, “name”: “eDP-1”, “description”: “BOE 0x094A”, “make”: “BOE”, “model”: “0x094A”, “width”: 1920, “height”: 1080, “physicalWidth”: 340, “physicalHeight”: 190, “refreshRate”: 60.00400, “x”: 0, “y”: 0, “activeWorkspace”: { “id”: 1, “name”: “1” }, { “id”: 1, “name”: “HDMI-A-1”, “description”: “XXX HDMI”, “make”: “XXX”, “model”: “HDMI”, “serial”: “”, “width”: 1920, “height”: 1080, “physicalWidth”: 10, “physicalHeight”: 10, “refreshRate”: 60.00000, “x”: 1280, “y”: 0, “activeWorkspace”: { “id”: 4, “name”: “4” },] [erox@archbtw ~]$ made the best struct pub struct Disp { pub name: String, pub refreshRate: f32, pub w: u16, pub h: u16, pub focused: bool, pub disabled: bool, } now just gonna fetch frm the hyprctl output and print done ok added the code to run hyprlctl monitors -j and fetch the info , but then i got err js because i forgot to add the deserializer and then after i fixed lol cargo toml didnt have derde lol , and now i imported it as macro another lol , and now i forgot to import the feature deserialize with serde . bruh this time i js got a err of version mismatch tht was added by cargo , how life can be worser? ohhh it worked finally : but wait the 2nd moniter was supposed to be 100hz default , ik its downsampled because of the other moniter , anyways i ’ll fix tht later hmhm now imma gonna make the other features . okk broke main.rs and made ls.rs and main.rs , currently i kept the hypr func (the one to execute hyprctl with structed args as u want ) in ls as idh any hypr.rs , but i will soon move tht to somewhere else as ls.rs is for listing only , yeah thts why i named it ls , i didnt steal the name of ls bash command , wait i kinda did to be honest .ok after a lot of research , i found hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ works to turn of the display so i can make a function inside my new io.rs and use it to turn off on on the display hmhm. now imma gonna work on the turn off and on function done it works , i js used hyprctl command to do it , it wasnt much hard after finding some repos i found this hyprctl eval ‘hl.monitor({ output = “eDP-1”, disabled = true })’ it ran well so i made a file named io.rs and implanted on main done and now it works though its not usable on terminal , cargo run does the work fine .
added another feature it does the scaling thing , hm so i used hyprctl eval 'hl.monitor({ output = "eDP-1", scale = 1.0 })' hyprctl commands obviously and scaled the monitors i think now imma gonna add separate display scaling , not a prob for me as i still havent implanted any cli commands , but also i added refresh rate impl too in the io.rs js didnt used tht in main.rs gonna do tht soon check the video here “ https://youtu.be/PTmcT2p5NYg ”
ok now i am working on it to use it as cli tool not js cargo run and pray so i think i will start with passing a value in cargo for now .ok did some work and got the refresh rate thing working too , now cargo run –list , cargo run – scale and refresh works , and works pretty fine i will need to add some restrictions because scalling max is 10 , higher gives hypr err , higher ref rate on external hdmi = no signal also disabling eDP kills the waybar too oh thts my fault lemme fix my own waybar , done took a lil time but fixed , also i changed hyprctl monitors -j to hyprctl monitors all -j because after disabling one moniter , hyprctl monitors was ignoring the disabled one
ok added some restrictions and it works yay!
this time i am making a shared window for both monitors so user can move mouse between them , after a lot of trail and err , in main.rs then in terminal and then in arch wiki finally pulled it off , safe position is 1290x0 for m2 and m1 will be 0x0 but its for 1.5x scaling not 1x or diff , oh now i need to make it diff for scaling’s too ahh god it sucks
ok so made a new formula for the workspace logic , its easy res(len)*scale^(-1) + c and here frm my tests i got c=10 for 1080p monitors. It works flawlessly in my setup but i still havent tested it on diff moniters so cant say its universal .okk added shr.rs and the logic is clean af . js do basic math easy , i made c configureable with a integer pass , pass the val of c and youre good , to go but i still havent decided vals for c for other setups , lets them try lol .bruh i added use fn branch after command and wondering , why i am getting unknown command “use” lol.wow got an error thread 'main' (15889) panicked at src/ls.rs:32:10:cant parse monitor data: Error("missing field `available`", line: 45, column: 1)note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace[erox@archbtw distroller]$ ok pretty good , there was a prob with the avalible in the struct in ls but i js used serde def haha always false if no val , i have hyprctl monitors all -j so nothing to worry anyways it works now
ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done
ok so i saw when i use the share , it scales the monitors differently so we need to pass both , dont change scale and then do it , and if scale changed then revert the scale , i use arch btw , i am pro .ok use works flawlessly now , anyways found a bug , i cant use 100hz on my hdmi monitor tht supports 100hz i have no fking idea why but i cant so needa fix tht . wow i am such a idiot , changed the vec in ls then thought shld push so reverted then changed in io and now suffering lol anyways gotta fix tht bruh wtf i am getting prob on refreshrate , tht right but i named a full struct wrong and hyprctl doesnt parse tht correctly so i am getting no sup on 100hz lol , do i even have more than 1 braincel? ok after rechaingin my vec to string to vec to string to vec i finally got it to work lol . kk removed the training wheels , i mean println for helping me done . now the final thing , its cli , i mean i am done using cargo run …. lets implant usable distroller …. OHH DONE , i made the PKGBUild and it WORKS , now i can publish it to aur too , i js need a readme now hell yeah
wow what a idiot i aam , forgot to add the use in helps lol , fixed tht anyways , now i will publish it to aur and gonna write a readme ahh i cant push to aur , its denying my public key anyways i think i will make the video first before pushing on aur ok done all things , now js readme and then done , see the demo vid and we are ready to ship :“ https://youtu.be/UKzd1IbrFVo ”
wrote the readme and the PKGBUILD , did a lot of tries , but still wasnt able to put the video in readme so gonna use the yt link
Ships:
Distroller is a rust based hyprland exclusive cli tool , it manages displays in a normal hyprland setup , check out my repo for more info abt the commands , also there is a demo video , showing how distroller works on my pc(dual moniter one internal laptop one and 2nd is hdmi 100hz 1080p) , heres the link : “ https://youtu.be/UKzd1IbrFVo ” see the installation steps mentioned in readme to install it in your arch...
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1792857224.9407423
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1792943624.9407423
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69186
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Sair Site by @Sair | Stardance
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Sair
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:50:47Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions.", "repo": "https://github.com/Sairsides/Sairsite", "demo": "https://sairsides.github.io/Sairsite/"}]...
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[{"post_id": 79131, "ts": "202 [{"post_id": 79131, "ts": "2026-10-12T19:34:19Z", "hours": 2.1383, "text": "Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section."}, {"post_id": 78815, "ts": "2026-10-11T17:53:51Z", "hours": 0.5042, "text": "Devlog 2 Added CSS"}, {"post_id": 78784, "ts": "2026-10-11T16:25:45Z", "hours": 0.7739, "text": "Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts."}]...
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Title: Sair Site by @Sair | Stardance
Devlogs:
De Title: Sair Site by @Sair | Stardance
Devlogs:
Devlog 1 Working on making my own personal site. Base of the site is ready. For know I am planning on 3 sections. About Me, Projects, Contacts.
Devlog 2 Added CSS
Devlog 3 Replaced project section with certificates section and added my certificates, added contact links, hover animation and some text to About me section.
Ships:
I made a website where I can introduce myself to others(portfolio). What I know,my certificates, where they can contact me. I have 3-4 sections. 1.Landing page 2.About Me 3.Certificates 4.Contact On the top right of the page there is a mini list of sections. By clicking it you can go to the section that you want. If something is not working in github pages, ctrl + shift + R will likely fix it. Ai usage: Help with some functions, and general help with questions....
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1792857223.8353148
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1792943623.8353148
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69171
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The Crzy Slack bot by @ArnavVerma | Stardance
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ArnavVerma
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1
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0.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T16:15:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So Hey guys i created a slack bot which responds to few commands for now. The most challenging part for me was that I was new to javascript so I needed to go through the guide to create this functional bot. I hope you guys will like it you can test it in any channel of hackclub or mainly the bot-spam using /crzyslack-ping , etc. Thank you", "repo": "https://github.com/ByteCyro/Crzyslack", "demo": "https://app.slack.com/client/E09V59WQY1E/C0P5NE354"}]...
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[{"post_id": 79072, "ts": "202 [{"post_id": 79072, "ts": "2026-10-12T15:55:30Z", "hours": 0.4347, "text": "Finally completed my basic slack bot which has following commands : /crzyslack-ping /crzyslack-help /crzyslack-catfact /crzyslack-joke"}]...
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Title: The Crzy Slack bot by @ArnavVerma | Stardan Title: The Crzy Slack bot by @ArnavVerma | Stardance
Devlogs:
Finally completed my basic slack bot which has following commands : /crzyslack-ping /crzyslack-help /crzyslack-catfact /crzyslack-joke
Ships:
So Hey guys i created a slack bot which responds to few commands for now. The most challenging part for me was that I was new to javascript so I needed to go through the guide to create this functional bot. I hope you guys will like it you can test it in any channel of hackclub or mainly the bot-spam using /crzyslack-ping , etc. Thank you...
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1792857222.9795482
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1792943622.9795482
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69166
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RADAR SYSTEM USING ARDUINO UNO by @damu_7341 | Sta RADAR SYSTEM USING ARDUINO UNO by @damu_7341 | Stardance...
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damu_7341
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T16:41:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I WAS CURIOUS ABOUT IT’S WORKING CONDITION.TO TEST IT I MADE IT.THE CHALLENGING PART WAS THE CODING,CONNECTIONS,TIMELAPSE. DURING THE TIME LAPSE DUE TO OVERHEAT OF THE SYSTEM I GOT BURNS TO MY FINGER TIPS,BE CAREFUL. SPENT 4 SLEEPLESS NIGHTS FOR THIS PROJECT. PEOPLE CAN KNOW HOW A RADAR SYSTEM IN AIR TRAFFIC CONTROL(ATC),MILITARY, AIRFORCE,NAVY ACTUALLY WORK. EASY TO BUILD,HARD TO MANAGE. GOOD LUCK 🤞 AND HAVE A TRY ..", "repo": "https://github.com/damu7341/damu.7341-gmail.com", "demo": ""}]...
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[{"post_id": 80632, "ts": "202 [{"post_id": 80632, "ts": "2026-10-18T10:54:22Z", "hours": 2.6186, "text": "I AM ACTUALLY WORKING ON A HARD WARE PROJECT USING ARDUINO UNO,ULTRA SONIC SENSOR,SERVI MOTOR;THESE ARE ALSO BUDGET FRIENDLY ITEMS…(BE CAREFUL, WHILE WORKING LONG TIME SYSTEM MIGHT OVER HEAR)"}]...
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Title: RADAR SYSTEM USING ARDUINO UNO by @damu_734 Title: RADAR SYSTEM USING ARDUINO UNO by @damu_7341 | Stardance
Devlogs:
I AM ACTUALLY WORKING ON A HARD WARE PROJECT USING ARDUINO UNO,ULTRA SONIC SENSOR,SERVI MOTOR;THESE ARE ALSO BUDGET FRIENDLY ITEMS…(BE CAREFUL, WHILE WORKING LONG TIME SYSTEM MIGHT OVER HEAR)
Ships:
I WAS CURIOUS ABOUT IT’S WORKING CONDITION.TO TEST IT I MADE IT.THE CHALLENGING PART WAS THE CODING,CONNECTIONS,TIMELAPSE. DURING THE TIME LAPSE DUE TO OVERHEAT OF THE SYSTEM I GOT BURNS TO MY FINGER TIPS,BE CAREFUL. SPENT 4 SLEEPLESS NIGHTS FOR THIS PROJECT. PEOPLE CAN KNOW HOW A RADAR SYSTEM IN AIR TRAFFIC CONTROL(ATC),MILITARY, AIRFORCE,NAVY ACTUALLY WORK. EASY TO BUILD,HARD TO MANAGE. GOOD LUCK 🤞 AND HAVE A TRY .....
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1792857222.1075559
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1792943622.1075559
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69138
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Doodle ! by @Yousuff | Stardance
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Yousuff
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1
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8.36
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T19:02:28Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Doodle! Doodle(doodle.) is a lightweight drawing website built with HTML, CSS, vanilla JavaScript, and the Canvas API. It provides a browser-based drawing experience, extended with a dedicated Pixel Art editor that preserves the original drawing experience while introducing specialized pixel-art tools. Features Drawing Editor: Create drawings directly in the browser. Pixel Art Editor: Dedicated pixel canvas with adjustable resolutions. Drawing Tools: Pencil, eraser, fill, and eyedropper. Color Palette: Choose and apply colors while creating artwork. Grid Controls: Toggle the pixel grid for precise editing. Transparency: Create artwork with transparent backgrounds. PNG Export:*Export pixel art as an image. Undo/Redo: Reverse and restore editing actions. Continuous Drawing: Interpolate strokes to prevent skipped pixels during fast movements. Development Process Doodle started as a lightweight browser-based drawing project. I expanded it with Pixel Art as a separate feature, then tested and refined its drawing behavior, fill rendering, transparent-pixel handling, and editing history. The latest improvements include smoother strokes and Undo/Redo support.", "repo": "https://github.com/YousufProjs-exe/Doodle", "demo": "https://yousufprojs-exe.github.io/Doodle/"}]...
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[{"post_id": 80955, "ts": "202 [{"post_id": 80955, "ts": "2026-10-19T11:31:42Z", "hours": 2.5967, "text": "Pixel canvas dimensions bug fixed, and rewrote whole js as suggested by the shipwright."}, {"post_id": 79149, "ts": "2026-10-12T20:25:30Z", "hours": 0.7628, "text": "Rebuilt Pixel Art as it was built using alot AI because it was hard to implement, but still I now rebuilt it."}, {"post_id": 79117, "ts": "2026-10-12T18:49:12Z", "hours": 1.0211, "text": "Started Pixel Art as a new feature for Doodle, built with HTML, CSS, and vanilla JavaScript. Added a pixel canvas, adjustable resolutions, color palette, pencil, eraser, fill, and eyedropper tools, grid toggle, transparent backgrounds, and PNG export. Improved fast-stroke drawing with pixel interpolation, fixed immediate Fill rendering, handled transparent pixels in the eyedropper, prevented unnecessary undo history entries, and added Redo alongside Undo."}, {"post_id": 78874, "ts": "2026-10-11T20:47:36Z", "hours": 1.0533, "text": "Spent alot of time fixing the Text button in Doodle. Turns out, it was just a small CSS selector mistake — text instead of #text 😭Everything else was already working, so I kept the fix simple instead of messing with code that didn’t need changing. One tiny bug out of the way. Back to building! - Next is You can rotate !"}, {"post_id": 78817, "ts": "2026-10-11T17:57:41Z", "hours": 1.0339, "text": "Doodle !! - Text Box the color you wan t the size you want it to be ! - TEXT in Doodel!!"}, {"post_id": 78733, "ts": "2026-10-11T12:55:54Z", "hours": 1.0128, "text": "Doodle — ShortcutsExpanded Doodle with six drawing tools: Brush, Eraser, Line, Rectangle, Circle, and Arrow. Implemented Undo and Redo with drawing history, Clear Canvas, and Export PNG functionality. Added customizable drawing colors and brush sizes, along with keyboard shortcuts for faster workflow: Ctrl + Z to undo, Ctrl + Y to redo, Ctrl + Shift + Z to redo, Ctrl + L to clear the canvas, and Ctrl + P to export artwork as a PNG. The interface features a clean, minimal design inspired by the original reference, with responsive canvas resizing. All implemented features have been tested and are working."}, {"post_id": 78710, "ts": "2026-10-11T11:45:29Z", "hours": 0.9756, "text": "doodle. - till now only free hand canvas with adjustable brush size, selectable Colors , Undo and Clear buttons."}]...
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Title: Doodle ! by @Yousuff | Stardance
Devlogs:
Title: Doodle ! by @Yousuff | Stardance
Devlogs:
doodle. - till now only free hand canvas with adjustable brush size, selectable Colors , Undo and Clear buttons.
Doodle — ShortcutsExpanded Doodle with six drawing tools: Brush, Eraser, Line, Rectangle, Circle, and Arrow. Implemented Undo and Redo with drawing history, Clear Canvas, and Export PNG functionality. Added customizable drawing colors and brush sizes, along with keyboard shortcuts for faster workflow: Ctrl + Z to undo, Ctrl + Y to redo, Ctrl + Shift + Z to redo, Ctrl + L to clear the canvas, and Ctrl + P to export artwork as a PNG. The interface features a clean, minimal design inspired by the original reference, with responsive canvas resizing. All implemented features have been tested and are working.
Doodle !! - Text Box the color you wan t the size you want it to be ! - TEXT in Doodel!!
Spent alot of time fixing the Text button in Doodle. Turns out, it was just a small CSS selector mistake — text instead of #text 😭Everything else was already working, so I kept the fix simple instead of messing with code that didn’t need changing. One tiny bug out of the way. Back to building! - Next is You can rotate !
Started Pixel Art as a new feature for Doodle, built with HTML, CSS, and vanilla JavaScript. Added a pixel canvas, adjustable resolutions, color palette, pencil, eraser, fill, and eyedropper tools, grid toggle, transparent backgrounds, and PNG export. Improved fast-stroke drawing with pixel interpolation, fixed immediate Fill rendering, handled transparent pixels in the eyedropper, prevented unnecessary undo history entries, and added Redo alongside Undo.
Rebuilt Pixel Art as it was built using alot AI because it was hard to implement, but still I now rebuilt it.
Pixel canvas dimensions bug fixed, and rewrote whole js as suggested by the shipwright.
Ships:
Doodle! Doodle(doodle.) is a lightweight drawing website built with HTML, CSS, vanilla JavaScript, and the Canvas API. It provides a browser-based drawing experience, extended with a dedicated Pixel Art editor that preserves the original drawing experience while introducing specialized pixel-art tools. Features Drawing Editor: Create drawings directly in the browser. Pixel Art Editor: Dedicated pixel canvas with adjustable resolutions. Drawing Tools: Pencil, eraser, fill, and eyedropper. Color Palette: Choose and apply colors while creating artwork. Grid Controls: Toggle the pixel grid for precise editing. Transparency: Create artwork with transparent backgrounds. PNG Export:*Export pixel art as an image. Undo/Redo: Reverse and restore editing actions. Continuous Drawing: Interpolate strokes to prevent skipped pixels during fast movements. Development Process Doodle started as a lightweight browser-based drawing project. I expanded it with Pixel Art as a separate feature, then tested and refined its drawing behavior, fill rendering, transparent-pixel handling, and editing history. The latest improvements include smoother strokes and Undo/Redo support....
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1792857220.9989977
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1792943620.9989977
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69135
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My Website by @KelvinY | Stardance
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KelvinY
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T04:54:22Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yooo it’s done! Got it under 3 days, 3 hrs. Now the final step is to get the free domain >:) A secret feature is coming after this..", "repo": "https://github.com/kelvinyhf/my-website", "demo": "https://kelviny.pages.dev"}]...
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[{"post_id": 80876, "ts": "202 [{"post_id": 80876, "ts": "2026-10-19T03:58:19Z", "hours": 2.0742, "text": "Added two very very very cool feature: random useless facts and leave a message!! I dropped down many random useless facts about me and you can click roll to view them it’s addictive And the coollllllest thing is that you can leave an anonymous message to me just by typing it and click, that’s it! It will being sent to my mailbox automatically! It’s made using formspree a free service for this, but there’s a free limit of 50 messages per month THAT’S SO LITTLE so don’t spam lol"}, {"post_id": 80284, "ts": "2026-10-17T03:28:02Z", "hours": 1.2044, "text": "I spent a half hr try to find the right style.. and I did! I really love this simple style, and the notebook like background :) i guess i can ship it under 3 days since its simple"}]...
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Title: My Website by @KelvinY | Stardance
Devlogs Title: My Website by @KelvinY | Stardance
Devlogs:
I spent a half hr try to find the right style.. and I did! I really love this simple style, and the notebook like background :) i guess i can ship it under 3 days since its simple
Added two very very very cool feature: random useless facts and leave a message!! I dropped down many random useless facts about me and you can click roll to view them it’s addictive And the coollllllest thing is that you can leave an anonymous message to me just by typing it and click, that’s it! It will being sent to my mailbox automatically! It’s made using formspree a free service for this, but there’s a free limit of 50 messages per month THAT’S SO LITTLE so don’t spam lol
Ships:
Yooo it’s done! Got it under 3 days, 3 hrs. Now the final step is to get the free domain >:) A secret feature is coming after this.....
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1792857219.8310804
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1792943619.8310804
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69065
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Having fun messing with Godot Networking by @Flame Having fun messing with Godot Networking by @FlameWing | Stardance...
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FlameWing
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T00:52:46Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Pretty simple Godot game that shows the concepts of Godot’s networking tools. Simple host/join, with player data syncing across clients. Simple chatting, and spawning physics bodies. Also, local server broadcasting to easily join servers hosted on your local network. One of the first times I used Godot, and had a fun time learning the technical side of it. Got to learn how to use both Godot’s High Level Multiplayer, and Godot’s lower level networking to handle local broadcasting.", "repo": "https://github.com/FlameWing-Code/Godot-Networking-Testing", "demo": "https://github.com/FlameWing-Code/Godot-Networking-Testing/releases/tag/v1"}]...
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[{"post_id": 81125, "ts": "202 [{"post_id": 81125, "ts": "2026-10-19T23:50:39Z", "hours": 3.1672, "text": "Added local server broadcasting When you host a game, it will constantly send a small packet to 255.255.255.255, which gets sent to every device in the local network. Its a small little packet that simply contains the server’s username and the port their hosting on. Clients can pick up this packet, and it gets displayed so you can join easily. Had to rely on godot’s lower level networking, compared to the rest of the project."}, {"post_id": 78633, "ts": "2026-10-11T04:19:44Z", "hours": 2.6972, "text": "Got chat and usernames working"}]...
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Title: Having fun messing with Godot Networking by Title: Having fun messing with Godot Networking by @FlameWing | Stardance
Devlogs:
Got chat and usernames working
Added local server broadcasting When you host a game, it will constantly send a small packet to 255.255.255.255, which gets sent to every device in the local network. Its a small little packet that simply contains the server’s username and the port their hosting on. Clients can pick up this packet, and it gets displayed so you can join easily. Had to rely on godot’s lower level networking, compared to the rest of the project.
Ships:
Pretty simple Godot game that shows the concepts of Godot’s networking tools. Simple host/join, with player data syncing across clients. Simple chatting, and spawning physics bodies. Also, local server broadcasting to easily join servers hosted on your local network. One of the first times I used Godot, and had a fun time learning the technical side of it. Got to learn how to use both Godot’s High Level Multiplayer, and Godot’s lower level networking to handle local broadcasting....
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1792857218.9583044
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1792943618.9583044
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69001
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cool python rock paper scissors game by @swee02856 cool python rock paper scissors game by @swee02856 | Stardance...
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swee02856
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1
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5.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T23:51:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a really simple python game that may look very simple and “not professional” but in my opinion this project helped me learn many stuff about python like fixing code, finding out about functions and modules, and so much more!", "repo": "https://github.com/swee02856-prog/Python-Rock-Paper-Scissors", "demo": "https://github.com/swee02856-prog/Python-Rock-Paper-Scissors/releases/tag/v1"}]...
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[{"post_id": 79435, "ts": "202 [{"post_id": 79435, "ts": "2026-10-13T23:49:06Z", "hours": 4.8722, "text": "Made it so that the characters do a greeting right after you pick who your opponent will be, some stay to the plot and act tough, others will ruin the plot and completely say random stuff."}]...
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Title: cool python rock paper scissors game by @sw Title: cool python rock paper scissors game by @swee02856 | Stardance
Devlogs:
Made it so that the characters do a greeting right after you pick who your opponent will be, some stay to the plot and act tough, others will ruin the plot and completely say random stuff.
Ships:
I created a really simple python game that may look very simple and “not professional” but in my opinion this project helped me learn many stuff about python like fixing code, finding out about functions and modules, and so much more!...
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1792857218.112885
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1792943618.112885
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68967
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astrawatch by @Ahad_Ghanchi | Stardance
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Ahad_Ghanchi
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T16:57:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Building AstraWatch involved engineering a feature-rich, high-performance space telemetry dashboard using Vite, HTML, and Vanilla JavaScript, complete with live-updating digital clocks, custom Google search capabilities, modular DOM binding, and glassmorphism UI widgets that deliver a modern command-center aesthetic. The technical hurdles encountered along the way included orchestrating complex asynchronous NASA APOD API fetch pipelines to gracefully handle varying media types—ranging from standard images to direct video files and embedded YouTube players—while also troubleshooting local Git version control workflows, fixing branch synchronization errors, and resolving merge conflicts between local files and remote GitHub repositories. What stands out as the ultimate point of pride is the meticulous execution of advanced CSS design patterns, combining Google Fonts with intricate pseudo-element polygon clip-paths to create custom, striking geometric side decorations that elevate the visual presentation. For anyone looking to test or run the project locally, they should know that they need to clone the repository, install the required packages using npm, supply their own API key inside a secure local environment variable file, and launch the Vite development server to fully experience the interactive date picker and explore historical astronomy records.", "repo": "https://github.com/codewith876/astra-watch", "demo": "https://astrawatch.vercel.app/"}]...
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[{"post_id": 79356, "ts": "202 [{"post_id": 79356, "ts": "2026-10-13T16:54:46Z", "hours": 2.3036, "text": "The development process involved setting up a modular Vite environment where local JavaScript files seamlessly bound to the DOM elements, managing asynchronous API calls to fetch JSON telemetry payloads from NASA while gracefully handling fallback states when media types varied between static images and dynamic videos. Special attention was dedicated to optimizing the user interface responsiveness, ensuring that the glassmorphism widgets, custom typography, and complex CSS layout properties rendered correctly across different viewports.Navigating the version control lifecycle further required initializing local Git repositories, configuring robust ignore rules to safeguard sensitive API keys and heavy dependency folders, and resolving remote merge conflicts during GitHub synchronization. Through careful branch management, commit organization, and final pushing, the complete frontend application was successfully archived and shared publicly, marking the culmination of an immersive coding and design journey."}]...
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Title: astrawatch by @Ahad_Ghanchi | Stardance
De Title: astrawatch by @Ahad_Ghanchi | Stardance
Devlogs:
The development process involved setting up a modular Vite environment where local JavaScript files seamlessly bound to the DOM elements, managing asynchronous API calls to fetch JSON telemetry payloads from NASA while gracefully handling fallback states when media types varied between static images and dynamic videos. Special attention was dedicated to optimizing the user interface responsiveness, ensuring that the glassmorphism widgets, custom typography, and complex CSS layout properties rendered correctly across different viewports.Navigating the version control lifecycle further required initializing local Git repositories, configuring robust ignore rules to safeguard sensitive API keys and heavy dependency folders, and resolving remote merge conflicts during GitHub synchronization. Through careful branch management, commit organization, and final pushing, the complete frontend application was successfully archived and shared publicly, marking the culmination of an immersive coding and design journey.
Ships:
Building AstraWatch involved engineering a feature-rich, high-performance space telemetry dashboard using Vite, HTML, and Vanilla JavaScript, complete with live-updating digital clocks, custom Google search capabilities, modular DOM binding, and glassmorphism UI widgets that deliver a modern command-center aesthetic. The technical hurdles encountered along the way included orchestrating complex asynchronous NASA APOD API fetch pipelines to gracefully handle varying media types—ranging from standard images to direct video files and embedded YouTube players—while also troubleshooting local Git version control workflows, fixing branch synchronization errors, and resolving merge conflicts between local files and remote GitHub repositories. What stands out as the ultimate point of pride is the meticulous execution of advanced CSS design patterns, combining Google Fonts with intricate pseudo-element polygon clip-paths to create custom, striking geometric side decorations that elevate the visual presentation. For anyone looking to test or run the project locally, they should know that they need to clone the repository, install the required packages using npm, supply their own API key inside a secure local environment variable file, and launch the Vite development server to fully experience the interactive date picker and explore historical astronomy records....
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1792857216.9918551
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1792943616.9918551
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68951
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Nexus - All in One by @yeagerist | Stardance
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yeagerist
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1
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8.96
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T15:57:55Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Built NEXUS, my own new tab dashboard! It has a live analog clock, daily tasks features, shortcuts section , and a 5-minute focus timer for god knows why. Getting everything to work together and setting up GitHub Pages deployment was a good learning experience. Still got ideas for improvements, but I’m happy with where it is right now. Give it a try: https://aarjal.github.io/Nexus/", "repo": "https://github.com/Aarjal/Nexus", "demo": "https://aarjal.github.io/Nexus/"}]...
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[{"post_id": 80939, "ts": "202 [{"post_id": 80939, "ts": "2026-10-19T09:42:30Z", "hours": 1.9617, "text": "My final log for NEXUS– I’ve added an actual background this time removing just the color gradient one. The whole UI theme is now based on the new bg. New layouts. Removed whole box- designs and unnecessary css. This time there’s mobile responsiveness as well. Here’s a before vs after for you."}, {"post_id": 79344, "ts": "2026-10-13T15:55:26Z", "hours": 0.6906, "text": "In this session I wrote the readme file for Nexus. I also made Nexus deployable and hosted through github pages. I took help from the guide for this process. Finally Nexus is live now"}, {"post_id": 79270, "ts": "2026-10-13T08:37:22Z", "hours": 1.4753, "text": "Two major updates at once this time.. –I’ve completed the daily task feature which was previously only a skeleton. Now you can add your tasks and mark it checked as in the pic after youve completed it. –I’ve also added the focus timer for you lots to get over-stimulated :) . For now, only I can choose the timer time which I’ve chosen 5 mins. You can pause and resume the timer. (adding this feature reminded me I’m good at maths ><)"}, {"post_id": 79010, "ts": "2026-10-12T10:25:54Z", "hours": 0.7928, "text": "I made the shortcuts section responsive and usuable. You can add a new shortcut with its link and it’ll update in the main page. It vanishes just after a reload tho >< Finally functions like an actual new tab page now"}, {"post_id": 78998, "ts": "2026-10-12T09:33:35Z", "hours": 0.8472, "text": "As promised, Nexus has its own analog clock now.. This design was what I initially envisioned. The previous version was just a placeholder for my html section. This one little update took a lot cus my math wasn’t mathing at all. After trials and error, I looked up some reference and finally managed a live-working one. Hope yall like the update"}, {"post_id": 78809, "ts": "2026-10-11T17:48:26Z", "hours": 0.9786, "text": "Nexus gets little life now.. I’ve added some JS functions for date and time functionality. The page even greets you as per your time of the day. Also added a feature for remaining time of the day to boost up your morale haha. I also embedded lucide for header icons and implemented the relevant CSS. Well, finally it’s now a html+css+js thing but still need to add more.. (dw i’ll replace that dirty thing with an analog clock later)"}, {"post_id": 78438, "ts": "2026-10-10T20:02:49Z", "hours": 1.0056, "text": "Nexus has its own look now. This session was supposed to be CSS along with JS but i figured i could just separate the logs for them. SO this is just the part for visual foundation. I’d envisioned a dark purpulish theme and pre-designed the layout in canva but implementing that in actual code was really troublesome. I’ve been trying to make the page fit-to-screen with all the sections unhindered but cant seem to manage it idk why. for now I’ve just decreased the box size of shortcuts and workspace to make it fit but later after actual content is added idk how I’m gonna manage that. If anyone can help, I’d be glad. Here’s the current look after CSS foundation."}, {"post_id": 78285, "ts": "2026-10-10T08:46:59Z", "hours": 0.8636, "text": "NEXUS- All in ONE –I’ve kicked off my new stardance mission - Give your website a pulse with “Nexus” which is a custom new-tab-style dashboard designed to make opening a new tab little more useful. I’ve spent the first hour of work setting up the project with Vite and Vanilla JS and planning the main sections and look of page in Canva and implementing it in html. So yes, The UI is still a skeleton right now, but the foundation is in place. Next up, I’ll be giving my page a little life with CSS and JS"}]...
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Title: Nexus - All in One by @yeagerist | Stardanc Title: Nexus - All in One by @yeagerist | Stardance
Devlogs:
NEXUS- All in ONE –I’ve kicked off my new stardance mission - Give your website a pulse with “Nexus” which is a custom new-tab-style dashboard designed to make opening a new tab little more useful. I’ve spent the first hour of work setting up the project with Vite and Vanilla JS and planning the main sections and look of page in Canva and implementing it in html. So yes, The UI is still a skeleton right now, but the foundation is in place. Next up, I’ll be giving my page a little life with CSS and JS
Nexus has its own look now. This session was supposed to be CSS along with JS but i figured i could just separate the logs for them. SO this is just the part for visual foundation. I’d envisioned a dark purpulish theme and pre-designed the layout in canva but implementing that in actual code was really troublesome. I’ve been trying to make the page fit-to-screen with all the sections unhindered but cant seem to manage it idk why. for now I’ve just decreased the box size of shortcuts and workspace to make it fit but later after actual content is added idk how I’m gonna manage that. If anyone can help, I’d be glad. Here’s the current look after CSS foundation.
Nexus gets little life now.. I’ve added some JS functions for date and time functionality. The page even greets you as per your time of the day. Also added a feature for remaining time of the day to boost up your morale haha. I also embedded lucide for header icons and implemented the relevant CSS. Well, finally it’s now a html+css+js thing but still need to add more.. (dw i’ll replace that dirty thing with an analog clock later)
As promised, Nexus has its own analog clock now.. This design was what I initially envisioned. The previous version was just a placeholder for my html section. This one little update took a lot cus my math wasn’t mathing at all. After trials and error, I looked up some reference and finally managed a live-working one. Hope yall like the update
I made the shortcuts section responsive and usuable. You can add a new shortcut with its link and it’ll update in the main page. It vanishes just after a reload tho >< Finally functions like an actual new tab page now
Two major updates at once this time.. –I’ve completed the daily task feature which was previously only a skeleton. Now you can add your tasks and mark it checked as in the pic after youve completed it. –I’ve also added the focus timer for you lots to get over-stimulated :) . For now, only I can choose the timer time which I’ve chosen 5 mins. You can pause and resume the timer. (adding this feature reminded me I’m good at maths ><)
In this session I wrote the readme file for Nexus. I also made Nexus deployable and hosted through github pages. I took help from the guide for this process. Finally Nexus is live now
My final log for NEXUS– I’ve added an actual background this time removing just the color gradient one. The whole UI theme is now based on the new bg. New layouts. Removed whole box- designs and unnecessary css. This time there’s mobile responsiveness as well. Here’s a before vs after for you.
Ships:
I Built NEXUS, my own new tab dashboard! It has a live analog clock, daily tasks features, shortcuts section , and a 5-minute focus timer for god knows why. Getting everything to work together and setting up GitHub Pages deployment was a good learning experience. Still got ideas for improvements, but I’m happy with where it is right now. Give it a try: https://aarjal.github.io/Nexus/...
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1792857215.8376584
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1792943615.8376584
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68947
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swarnabindu by @threatsentinels | Stardance
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threatsentinels
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1
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11.0
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142
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T15:34:50Z", "hours": 11.0, "multiplier": 13.34, "payout": 142, "blessing": "neutral", "text": "This is a patient and vaccination management system for a government health facility in Nepal. This project taught me a lot about building software beyond just making things work , understanding real-world workflows, handling patient records, and making technology practical for the people who use it. Built with Django and PostgreSQL, with plenty more to learn and improve.", "repo": "https://github.com/threatsentinels/swarnabindu", "demo": "https://ahckhotang.ggsrclub.com/"}]...
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[{"post_id": 80160, "ts": "202 [{"post_id": 80160, "ts": "2026-10-16T14:02:36Z", "hours": 1.6317, "text": "Devlog no 5 In the last 1 hr 37 mintures i worked on polishing the forms and its grids . I now have fully working self inrollment form . I am so close to finishing it ."}, {"post_id": 79702, "ts": "2026-10-15T03:46:48Z", "hours": 1.2564, "text": "DEVLOG NO 4 , in the last 1 hr i wrote the code for base.html and other templates to be used in the site . I have finally locked into a theme i.e. proper nepali government website theme . I have created a navbar and landing page that displays login form for hospital staff and self registration form for patients and it also displays current nepali date that is derived from AD using my custom code ."}, {"post_id": 79288, "ts": "2026-10-13T10:31:53Z", "hours": 2.3172, "text": "DEVLOG NO 3 : I wrote code for database backup . Since this system is going to be used in critical environment of hospital so it requires timely backups and ready to production data . For backups i have created a system for 2 kinds of backup one is on same drive backup and another is external backup . Project will backup the data in another seperate database and in plain json file too ."}, {"post_id": 78662, "ts": "2026-10-11T06:25:05Z", "hours": 1.2083, "text": "Nepal follows different calender from rest of the world that is BIKRAM SAMBAT (BS.) so currently NEPAL is in year 2083 which is 57 year older than AD . Our servers , databases and all other logical engines work in georgian calender so i wrote a code for conversion of BS TO AD AND AD TO BS for seamless no confusion system for users and admins . I used date time functions and other functions to do this work ."}, {"post_id": 78279, "ts": "2026-10-10T08:20:33Z", "hours": 4.2472, "text": "Swarnabindu is a gold infused ayurvedic medicine given to child below 5 years , it is widely practiced in Nepal . When i visited the hospital with my nephew i saw them writing details and medicine records in notebook so i have decided to make one management software them which will allow the workers to enter the details of the patients , add vaccination dates , manage dosage , create reports and other analytical and official work . In the First Phase i have build the project strucutre , tested it and wrote some basic code ."}]...
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Title: swarnabindu by @threatsentinels | Stardance Title: swarnabindu by @threatsentinels | Stardance
Devlogs:
Swarnabindu is a gold infused ayurvedic medicine given to child below 5 years , it is widely practiced in Nepal . When i visited the hospital with my nephew i saw them writing details and medicine records in notebook so i have decided to make one management software them which will allow the workers to enter the details of the patients , add vaccination dates , manage dosage , create reports and other analytical and official work . In the First Phase i have build the project strucutre , tested it and wrote some basic code .
Nepal follows different calender from rest of the world that is BIKRAM SAMBAT (BS.) so currently NEPAL is in year 2083 which is 57 year older than AD . Our servers , databases and all other logical engines work in georgian calender so i wrote a code for conversion of BS TO AD AND AD TO BS for seamless no confusion system for users and admins . I used date time functions and other functions to do this work .
DEVLOG NO 3 : I wrote code for database backup . Since this system is going to be used in critical environment of hospital so it requires timely backups and ready to production data . For backups i have created a system for 2 kinds of backup one is on same drive backup and another is external backup . Project will backup the data in another seperate database and in plain json file too .
DEVLOG NO 4 , in the last 1 hr i wrote the code for base.html and other templates to be used in the site . I have finally locked into a theme i.e. proper nepali government website theme . I have created a navbar and landing page that displays login form for hospital staff and self registration form for patients and it also displays current nepali date that is derived from AD using my custom code .
Devlog no 5 In the last 1 hr 37 mintures i worked on polishing the forms and its grids . I now have fully working self inrollment form . I am so close to finishing it .
Ships:
This is a patient and vaccination management system for a government health facility in Nepal. This project taught me a lot about building software beyond just making things work , understanding real-world workflows, handling patient records, and making technology practical for the people who use it. Built with Django and PostgreSQL, with plenty more to learn and improve....
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1792857214.6928701
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1792943614.6928701
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68908
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Bitmap Generator for I2C Oled by @Siyam | Stardanc Bitmap Generator for I2C Oled by @Siyam | Stardance...
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Siyam
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2
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5.0
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18
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-18T16:32:03Z", "hours": 1.0, "multiplier": 4.22, "payout": 3, "blessing": "neutral", "text": "Bitmap generator is a open source project. its made for turning your photos into black and white bitmap. The bitmaps can use in Arduino, Esp8266 or Esp32. It usually use the standard 0.96” Oled for showing the images. You can check how it will look in oled from preview. The project also uses some open source projects guide for making to more better with more knowledge", "repo": "https://github.com/Tanzil-Alam/Bitmap-Generator", "demo": "https://tanzil-alam.github.io/Bitmap-Generator/"}, {"ship_num": 2, "ts": "2026-10-13T15:11:51Z", "hours": 4.0, "multiplier": 7.31, "payout": 15, "blessing": "neutral", "text": "Bitmap Generator for I2C OLED is a lightweight, web-based tool designed to effortlessly convert images into optimized code for microcontrollers like Arduino, ESP8266, and ESP32. Featuring a real-time 128x64 monochrome live preview, it allows users to convert color or black-and-white photos into ready-to-use bitmap arrays (Code) and display logic tailored for 0.96” SSD1306 I2C OLED displays.", "repo": "https://github.com/Tanzil-Alam/Bitmap-Generator", "demo": "https://tanzil-alam.github.io/Bitmap-Generator/"}]...
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[{"post_id": 80330, "ts": "202 [{"post_id": 80330, "ts": "2026-10-17T09:48:44Z", "hours": 0.9339, "text": "Re-writed the html and css."}, {"post_id": 79472, "ts": "2026-10-14T05:35:37Z", "hours": 0.4617, "text": "Rewrited the Readme, and added new titles in Html."}, {"post_id": 79324, "ts": "2026-10-13T15:02:55Z", "hours": 1.1042, "text": "I made the code alive and added 3 options for 3 micro-controllers, and uploaded in github."}, {"post_id": 79109, "ts": "2026-10-12T18:17:15Z", "hours": 1.0272, "text": "Made the preview alive, I took a code from github and it helped me a lot. the python code was very well, i took some idea and built something like the code, and it worked. it make the image into black and white and resize it into 128x64."}, {"post_id": 79074, "ts": "2026-10-12T16:00:51Z", "hours": 2.0358, "text": "I have designed the the UI for it, now it can take images and show the image in corner. i will take some references from github and use python to convert these images in cpp."}]...
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Title: Bitmap Generator for I2C Oled by @Siyam | S Title: Bitmap Generator for I2C Oled by @Siyam | Stardance
Devlogs:
I have designed the the UI for it, now it can take images and show the image in corner. i will take some references from github and use python to convert these images in cpp.
Made the preview alive, I took a code from github and it helped me a lot. the python code was very well, i took some idea and built something like the code, and it worked. it make the image into black and white and resize it into 128x64.
I made the code alive and added 3 options for 3 micro-controllers, and uploaded in github.
Rewrited the Readme, and added new titles in Html.
Re-writed the html and css.
Ships:
Bitmap Generator for I2C OLED is a lightweight, web-based tool designed to effortlessly convert images into optimized code for microcontrollers like Arduino, ESP8266, and ESP32. Featuring a real-time 128x64 monochrome live preview, it allows users to convert color or black-and-white photos into ready-to-use bitmap arrays (Code) and display logic tailored for 0.96” SSD1306 I2C OLED displays.
Bitmap generator is a open source project. its made for turning your photos into black and white bitmap. The bitmaps can use in Arduino, Esp8266 or Esp32. It usually use the standard 0.96” Oled for showing the images. You can check how it will look in oled from preview. The project also uses some open source projects guide for making to more better with more knowledge...
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1792857213.5780177
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1792943613.5780177
|
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68898
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playground by @michelabrahamvarghese | Stardance
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michelabrahamvarghese
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T06:43:29Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It was vey easy", "repo": "https://github.com/Peonix1/My-desktop-pet", "demo": "https://peonix1.itch.io/cat-pet"}]...
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[{"post_id": 78514, "ts": "202 [{"post_id": 78514, "ts": "2026-10-11T01:44:25Z", "hours": 1.4742, "text": "Code"}]...
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Title: playground by @michelabrahamvarghese | Star Title: playground by @michelabrahamvarghese | Stardance
Devlogs:
Code
Ships:
It was vey easy...
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1792857212.7118948
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1792943612.7118948
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