|
11246
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943436.7057333
|
1793807436.7057333
|
|
28720
|
flyclock by @superabdelrahman2011 | Stardance
|
superabdelrahman2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flyclock by @superabdelrahman2011 | Stardan Title: flyclock by @superabdelrahman2011 | Stardance...
|
1792943435.8780856
|
1793807435.8780856
|
|
12742
|
PCB Forge by @shree_builds | Stardance
|
shree_builds
|
0
|
7.0
|
0
|
[]
|
[{"post_id": 5732, "ts": "2026 [{"post_id": 5732, "ts": "2026-06-09T17:04:44Z", "hours": 4.0, "text": "Devlog #1 PCB Forge started from a simple question: “Why is there no modern, beginner-friendly desktop application that lets you inspect, analyze, and understand PCB manufacturing files while also helping you design better boards?” Most existing EDA tools are either extremely complex, focused solely on design, or require significant experience to interpret manufacturing outputs. I wanted to build something that bridges that gap—a tool useful for makers, students, Hack Club participants, and professional hardware developers alike. The long-term vision is a desktop application capable of importing Gerber and Excellon drill files, visualizing PCBs in both 2D and 3D, performing manufacturer-specific DFM (Design for Manufacturability) analysis, estimating thermal behavior, and generating detailed manufacturability reports. Today’s work was focused on building a strong foundation rather than rushing into features. The project architecture has been organized as a Rust workspace with separate crates for the PCB core data model, Gerber parser, Excellon parser, DFM engine, thermal engine, geometry utilities, performance utilities, and database layer. The frontend is being developed using React and TypeScript, packaged as a native desktop application through Tauri. This modular architecture will make future development significantly easier and allow different subsystems to evolve independently. On the visualization side, a custom 2D rendering engine has already been prototyped. The viewer now supports a smooth infinite grid with adaptive scaling, automatic camera fitting, pan controls, zoom centered around the cursor, and rendering of board outlines, traces, pads, and vias. A desktop-style interface has also been introduced with a dedicated sidebar, toolbar, status panel, and a rendering architecture that cleanly separates the camera, renderer, and future visualization layers. Even though the current PCB being displayed is generated from demo data, the entire rendering pipeline has been designed so that it can later display real manufacturing files without requiring major architectural changes. Perhaps the biggest achievement so far is not a visible feature but the underlying engineering structure. Instead of building a collection of scripts, PCB Forge is being developed like a professional CAD application with dedicated rendering pipelines, camera abstraction, reusable geometry utilities, and an internal PCB intermediate representation that will eventually power DFM checks, thermal estimation, and 3D visualization. The immediate roadmap is exciting. The next development phase will add interactive object selection, hover highlighting, coordinate readouts, measurement tools, and a fully functional layer manager with independent visibility controls. After that, the temporary demo PCB will be replaced by a real RS-274X Gerber and Excellon parser capable of importing actual manufactured boards. Once the parser is complete, development will move toward GPU-accelerated 3D visualization, manufacturer-specific rule checking for services like JLCPCB and PCBWay, thermal estimation using engineering approximations, and comprehensive manufacturability scoring with automated suggestions. PCB Forge is still in its early stages, but today’s progress establishes the foundation for what I hope will become a powerful open-source tool for understanding, validating, and visualizing printed circuit boards. This is only the beginning."}, {"post_id": 6914, "ts": "2026-06-11T16:13:42Z", "hours": 2.0, "text": "Devlog #2 - Building the Interaction Engine This development cycle was all about transforming PCB Forge from a simple renderer into an interactive PCB viewer. The viewer now supports smooth panning, zooming, auto-fit camera controls, and rendering of board outlines, traces, pads, and vias. More importantly, I built a complete interaction engine that allows hovering over and selecting PCB objects, with visual highlighting and a properties panel displaying information about the selected component. I also implemented a measurement tool for calculating distances directly on the board and added quality-of-life features like ESC to deselect objects. Behind the scenes, the rendering, interaction, and PCB data model have been modularized, creating a strong foundation for future development. The next major milestone is replacing the current demo board with real PCB data. Instead of uploading individual Gerber files, PCB Forge will allow users to import an entire manufacturing ZIP package, automatically detect all layers, parse the files, and render the complete board. After that, development will focus on advanced features such as layer management, DFM analysis, thermal simulation, and manufacturability reports, moving PCB Forge closer to becoming a complete open-source PCB engineering platform. 🚀"}, {"post_id": 8587, "ts": "2026-06-14T08:49:55Z", "hours": 1.0, "text": "Devlog #2 – Building the PCB Import Pipeline This development cycle focused on transforming PCB Forge from a simple PCB viewer into the foundation of a real PCB import tool. On the frontend, the viewer gained several usability improvements, including object selection, hover highlighting, a properties panel, an ESC-to-deselect shortcut, and a measurement tool, making interaction with the board much more intuitive. The UI was also reorganized to support a cleaner workflow with floating controls and import status panels. The biggest milestone, however, was implementing the complete ZIP import pipeline. PCB Forge can now open a native file picker, load a PCB ZIP package, extract its contents through a Rust backend, and display the files inside the archive. An automatic layer detection engine was added to identify important layers such as top copper, bottom copper, solder mask, silkscreen, edge cuts, and drill files, producing a structured board manifest instead of just a list of filenames. An import engine abstraction was also introduced to separate the application logic from the UI, laying the groundwork for future drag-and-drop support and recent project management. Most importantly, PCB Forge now successfully reads the actual contents of Gerber files stored inside the ZIP archive. Seeing real Gerber source data generated by KiCad flow from the ZIP file through Rust and into the application confirmed that the entire import pipeline is functioning correctly. During this process, the project architecture was refactored to properly unify the Tauri backend and plugin system, eliminating several integration issues. The remaining major task is replacing the temporary demo parser with a true Gerber parser that converts the imported files into PCB geometry, allowing the application to render real user boards instead of the hardcoded demo design. With the import infrastructure now complete, development will shift toward implementing the parser and achieving the first end-to-end rendering of a real PCB."}]...
|
Title: PCB Forge by @shree_builds | Stardance
Dev Title: PCB Forge by @shree_builds | Stardance
Devlogs:
Devlog #2 – Building the PCB Import Pipeline This development cycle focused on transforming PCB Forge from a simple PCB viewer into the foundation of a real PCB import tool. On the frontend, the viewer gained several usability improvements, including object selection, hover highlighting, a properties panel, an ESC-to-deselect shortcut, and a measurement tool, making interaction with the board much more intuitive. The UI was also reorganized to support a cleaner workflow with floating controls and import status panels. The biggest milestone, however, was implementing the complete ZIP import pipeline. PCB Forge can now open a native file picker, load a PCB ZIP package, extract its contents through a Rust backend, and display the files inside the archive. An automatic layer detection engine was added to identify important layers such as top copper, bottom copper, solder mask, silkscreen, edge cuts, and drill files, producing a structured board manifest instead of just a list of filenames. An import engine abstraction was also introduced to separate the application logic from the UI, laying the groundwork for future drag-and-drop support and recent project management. Most importantly, PCB Forge now successfully reads the actual contents of Gerber files stored inside the ZIP archive. Seeing real Gerber source data generated by KiCad flow from the ZIP file through Rust and into the application confirmed that the entire import pipeline is functioning correctly. During this process, the project architecture was refactored to properly unify the Tauri backend and plugin system, eliminating several integration issues. The remaining major task is replacing the temporary demo parser with a true Gerber parser that converts the imported files into PCB geometry, allowing the application to render real user boards instead of the hardcoded demo design. With the import infrastructure now complete, development will shift toward implementing the parser and achieving the first end-to-end rendering of a real PCB.
Devlog #2 - Building the Interaction Engine This development cycle was all about transforming PCB Forge from a simple renderer into an interactive PCB viewer. The viewer now supports smooth panning, zooming, auto-fit camera controls, and rendering of board outlines, traces, pads, and vias. More importantly, I built a complete interaction engine that allows hovering over and selecting PCB objects, with visual highlighting and a properties panel displaying information about the selected component. I also implemented a measurement tool for calculating distances directly on the board and added quality-of-life features like ESC to deselect objects. Behind the scenes, the rendering, interaction, and PCB data model have been modularized, creating a strong foundation for future development. The next major milestone is replacing the current demo board with real PCB data. Instead of uploading individual Gerber files, PCB Forge will allow users to import an entire manufacturing ZIP package, automatically detect all layers, parse the files, and render the complete board. After that, development will focus on advanced features such as layer management, DFM analysis, thermal simulation, and manufacturability reports, moving PCB Forge closer to becoming a complete open-source PCB engineering platform. 🚀
Devlog #1 PCB Forge started from a simple question: “Why is there no modern, beginner-friendly desktop application that lets you inspect, analyze, and understand PCB manufacturing files while also helping you design better boards?” Most existing EDA tools are either extremely complex, focused solely on design, or require significant experience to interpret manufacturing outputs. I wanted to build something that bridges that gap—a tool useful for makers, students, Hack Club participants, and professional hardware developers alike. The long-term vision is a desktop application capable of importing Gerber and Excellon drill files, visualizing PCBs in both 2D and 3D, performing manufacturer-specific DFM (Design for Manufacturability) analysis, estimating thermal behavior, and generating detailed manufacturability reports. Today’s work was focused on building a strong foundation rather than rushing into features. The project architecture has been organized as a Rust workspace with separate crates for the PCB core data model, Gerber parser, Excellon parser, DFM engine, thermal engine, geometry utilities, performance utilities, and database layer. The frontend is being developed using React and TypeScript, packaged as a native desktop application through Tauri. This modular architecture will make future development significantly easier and allow different subsystems to evolve independently. On the visualization side, a custom 2D rendering engine has already been prototyped. The viewer now supports a smooth infinite grid with adaptive scaling, automatic camera fitting, pan controls, zoom centered around the cursor, and rendering of board outlines, traces, pads, and vias. A desktop-style interface has also been introduced with a dedicated sidebar, toolbar, status panel, and a rendering architecture that cleanly separates the camera, renderer, and future visualization layers. Even though the current PCB being displayed is generated from demo data, the entire rendering pipeline has been designed so that it can later display real manufacturing files without requiring major architectural changes. Perhaps the biggest achievement so far is not a visible feature but the underlying engineering structure. Instead of building a collection of scripts, PCB Forge is being developed like a professional CAD application with dedicated rendering pipelines, camera abstraction, reusable geometry utilities, and an internal PCB intermediate representation that will eventually power DFM checks, thermal estimation, and 3D visualization. The immediate roadmap is exciting. The next development phase will add interactive object selection, hover highlighting, coordinate readouts, measurement tools, and a fully functional layer manager with independent visibility controls. After that, the temporary demo PCB will be replaced by a real RS-274X Gerber and Excellon parser capable of importing actual manufactured boards. Once the parser is complete, development will move toward GPU-accelerated 3D visualization, manufacturer-specific rule checking for services like JLCPCB and PCBWay, thermal estimation using engineering approximations, and comprehensive manufacturability scoring with automated suggestions. PCB Forge is still in its early stages, but today’s progress establishes the foundation for what I hope will become a powerful open-source tool for understanding, validating, and visualizing printed circuit boards. This is only the beginning....
|
1792943433.3221083
|
1793807433.3221083
|
|
43882
|
56 by @harshithgamedeveloper | Stardance
|
harshithgamedeveloper
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 56 by @harshithgamedeveloper | Stardance
|
1792943432.495216
|
1793807432.495216
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|
45137
|
NULL
|
NULL
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0
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0.0
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[]
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[]
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1792943431.6689823
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1793807431.6689823
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45136
|
NULL
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NULL
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0
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0.0
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[]
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[]
|
|
1792943430.8539686
|
1793807430.8539686
|
|
4900
|
My awesome macropad! by @ada_bardiz | Stardance
|
ada_bardiz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ada_bardiz | Stard Title: My awesome macropad! by @ada_bardiz | Stardance...
|
1792943430.0400102
|
1793807430.0400102
|
|
34033
|
Untitled by @alidoruk | Stardance
|
alidoruk
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @alidoruk | Stardance
|
1792943429.196453
|
1793807429.196453
|
|
48700
|
My awesome macropad! by @AryaRanjan | Stardance
|
AryaRanjan
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @AryaRanjan | Stard Title: My awesome macropad! by @AryaRanjan | Stardance...
|
1792943428.3758013
|
1793807428.3758013
|
|
11171
|
My first slack bot! by @Abhinav_kawai | Stardance
|
Abhinav_kawai
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Abhinav_kawai | Sta Title: My first slack bot! by @Abhinav_kawai | Stardance...
|
1792943427.5526843
|
1793807427.5526843
|
|
36631
|
my APOD site by @Mateus-M15 | Stardance
|
Mateus-M15
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: my APOD site by @Mateus-M15 | Stardance
|
1792943426.747465
|
1793807426.747465
|
|
28903
|
My own site! by @Iarush7 | Stardance
|
Iarush7
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @Iarush7 | Stardance
|
1792943425.927944
|
1793807425.927944
|
|
11989
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943425.1152532
|
1793807425.1152532
|
|
11562
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943424.2972803
|
1793807424.2972803
|
|
21429
|
Untitled by @kenji | Stardance
|
kenji
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @kenji | Stardance
|
1792943423.4808547
|
1793807423.4808547
|
|
11383
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943422.6713247
|
1793807422.6713247
|
|
11789
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943421.8551354
|
1793807421.8551354
|
|
27572
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943420.8516183
|
1793807420.8516183
|
|
32597
|
Fight4Code by @ice__fizz | Stardance
|
ice__fizz
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Fight4Code by @ice__fizz | Stardance
|
1792943419.8904412
|
1793807419.8904412
|
|
7342
|
My first slack bot! by @summywummy | Stardance
|
summywummy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @summywummy | Starda Title: My first slack bot! by @summywummy | Stardance...
|
1792943419.0739264
|
1793807419.0739264
|
|
39590
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943418.259149
|
1793807418.259149
|
|
28729
|
Competition website by @LinuxDino | Stardance
|
LinuxDino
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Competition website by @LinuxDino | Stardan Title: Competition website by @LinuxDino | Stardance...
|
1792943417.4373355
|
1793807417.4373355
|
|
12929
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943416.6117537
|
1793807416.6117537
|
|
39752
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943415.805303
|
1793807415.805303
|
|
40245
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943414.9579847
|
1793807414.9579847
|
|
34196
|
Open Aero by @Liam303 | Stardance
|
Liam303
|
0
|
36.0
|
0
|
[]
|
[{"post_id": 28096, "ts": "202 [{"post_id": 28096, "ts": "2026-07-14T04:25:04Z", "hours": 4.0, "text": "New Beginnings: After the completion and submission of my last project (and alot of sleep) I have begun my new project. This time I wanted to test my abilities so I’m making an easy to use aero sim. My plan for uni is engineering aerodynamics so I’m taking this chance to learn as much about it as possible by designing my own, I have seen plenty of cool cad designs on Stardance that could be tested in one. I’m going to try take this project a lot slower and just get it right. Today I finally applied physics equations outside of school, I used the equation for drag, (F_d = 1/2pv^2 * C_d *A). My plan is to at first just create a simple 2d simulator, nothing complex just so I can test the basic functions."}, {"post_id": 28219, "ts": "2026-07-14T11:16:31Z", "hours": 6.0, "text": "I’m not a big UI connoisseur and not very original so I used the same UI library as from Open Wall because I know how to use it, don’t worry I’ll change it in the future. And for all those waiting I’ve revolutionized aerodynamic simulation, I can calculate and simulate the aerodynamics of a… circle. Yeah, not the most exiting, but I’m pretty sure that part of it is working. I couldn’t get the drag force telemetry graph working properly, but that’s not a huge deal right now, but also found some distortion on the simulation. Its a problem with my graph ability more then my simulation ability, as much as it may surprised you all I’m not the best coder of all time, but for now I’m happy with how its working and I’m going to try start making it 3d next time."}, {"post_id": 28780, "ts": "2026-07-15T08:44:45Z", "hours": 5.0, "text": "Can’t say I’m surprised, if you want to make a complex aerodynamics software your bound to crash it a couple of times. Fixing errors is boring so I’ve moved onto making the 3d part of the software, I’m sure there’s a simple reason behind the crash but I don’t know what it is yet so time to go back to code cut to intense coding montage"}, {"post_id": 29286, "ts": "2026-07-16T03:09:06Z", "hours": 4.0, "text": "I hit an absolute gold mine. So my code so far has been based on a ui library for python, which is fine for two and graph plotting but lingering in the back of my mind has been this fear of how I’m going to actually set up the 3d simulation part of my software, kind of important for a 3d aerodynamics simulator. That’s when I came across pyvista, which is a library made for my exact purpose, it means I have to remake most of my code, which I already knew I would need to do, but I’m so exited to see stuff start working, I’m still far of actually finishing the 3d ‘engine’ but I feel more motivated then ever"}, {"post_id": 29443, "ts": "2026-07-16T12:04:12Z", "hours": 7.0, "text": "I’m not narcissistic I just think I’m the best coder to have ever existed on earth, I’ve been able to make my own 3d engine and all I’ve had to do is use somebody else’s library with somebody else’s example code with a lot of tutorials and a huge amount of errors most of which were a result of misspellings. So far the 3d viewers works, it doesn’t do anything yet but the basics are there, I’ve rewritten all of my code from the ground up so I haven’t started on the complex math’s stuff (not exited for that), progress is coming along slowly but shortly"}, {"post_id": 29974, "ts": "2026-07-17T05:59:47Z", "hours": 5.0, "text": "I’m improving, soon I will be able to calculate and visualize the aerodynamics of a… sphere. Yeah its not the most interesting dev log ever, I’m working on turn the calculations into visual representations, this involves particle collisions and making the engine more efficient. The main issues are around the collisions, there’s a surprising lack of errors rather its just the ‘air’ particles fazing through the mech. No interesting photos this time, more updates to come soon."}, {"post_id": 30102, "ts": "2026-07-17T12:40:27Z", "hours": 5.0, "text": "It’s works. I am so unbelievably surprised that it works, yes it might be like 5 frames a second but it works. There’s not much to say in this dev logs other than the fact that I am literally jumping with joy. Not even kidding just I was about to sit down and write this develop about how nothing was working, I tried one fix and it works. To many of you python fanatics this might not seem like a big achievement but to me this is one of my biggest coding accomplishments ever. I am more energetic then ever to finish this project."}]...
|
Title: Open Aero by @Liam303 | Stardance
Devlogs: Title: Open Aero by @Liam303 | Stardance
Devlogs:
New Beginnings: After the completion and submission of my last project (and alot of sleep) I have begun my new project. This time I wanted to test my abilities so I’m making an easy to use aero sim. My plan for uni is engineering aerodynamics so I’m taking this chance to learn as much about it as possible by designing my own, I have seen plenty of cool cad designs on Stardance that could be tested in one. I’m going to try take this project a lot slower and just get it right. Today I finally applied physics equations outside of school, I used the equation for drag, (F_d = 1/2pv^2 * C_d *A). My plan is to at first just create a simple 2d simulator, nothing complex just so I can test the basic functions.
I’m not a big UI connoisseur and not very original so I used the same UI library as from Open Wall because I know how to use it, don’t worry I’ll change it in the future. And for all those waiting I’ve revolutionized aerodynamic simulation, I can calculate and simulate the aerodynamics of a… circle. Yeah, not the most exiting, but I’m pretty sure that part of it is working. I couldn’t get the drag force telemetry graph working properly, but that’s not a huge deal right now, but also found some distortion on the simulation. Its a problem with my graph ability more then my simulation ability, as much as it may surprised you all I’m not the best coder of all time, but for now I’m happy with how its working and I’m going to try start making it 3d next time.
Can’t say I’m surprised, if you want to make a complex aerodynamics software your bound to crash it a couple of times. Fixing errors is boring so I’ve moved onto making the 3d part of the software, I’m sure there’s a simple reason behind the crash but I don’t know what it is yet so time to go back to code cut to intense coding montage
I hit an absolute gold mine. So my code so far has been based on a ui library for python, which is fine for two and graph plotting but lingering in the back of my mind has been this fear of how I’m going to actually set up the 3d simulation part of my software, kind of important for a 3d aerodynamics simulator. That’s when I came across pyvista, which is a library made for my exact purpose, it means I have to remake most of my code, which I already knew I would need to do, but I’m so exited to see stuff start working, I’m still far of actually finishing the 3d ‘engine’ but I feel more motivated then ever
I’m not narcissistic I just think I’m the best coder to have ever existed on earth, I’ve been able to make my own 3d engine and all I’ve had to do is use somebody else’s library with somebody else’s example code with a lot of tutorials and a huge amount of errors most of which were a result of misspellings. So far the 3d viewers works, it doesn’t do anything yet but the basics are there, I’ve rewritten all of my code from the ground up so I haven’t started on the complex math’s stuff (not exited for that), progress is coming along slowly but shortly
I’m improving, soon I will be able to calculate and visualize the aerodynamics of a… sphere. Yeah its not the most interesting dev log ever, I’m working on turn the calculations into visual representations, this involves particle collisions and making the engine more efficient. The main issues are around the collisions, there’s a surprising lack of errors rather its just the ‘air’ particles fazing through the mech. No interesting photos this time, more updates to come soon.
It’s works. I am so unbelievably surprised that it works, yes it might be like 5 frames a second but it works. There’s not much to say in this dev logs other than the fact that I am literally jumping with joy. Not even kidding just I was about to sit down and write this develop about how nothing was working, I tried one fix and it works. To many of you python fanatics this might not seem like a big achievement but to me this is one of my biggest coding accomplishments ever. I am more energetic then ever to finish this project....
|
1792943414.140906
|
1793807414.140906
|
|
11667
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943413.3156724
|
1793807413.3156724
|
|
10199
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943412.4984229
|
1793807412.4984229
|
|
40523
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943411.6858525
|
1793807411.6858525
|
|
477
|
Untitled project by @Googentity | Stardance
|
Googentity
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @Googentity | Stardance
|
1792943410.849633
|
1793807410.849633
|
|
14134
|
My very own WebOS by @krishiv_vyas | Stardance
|
krishiv_vyas
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @krishiv_vyas | Starda Title: My very own WebOS by @krishiv_vyas | Stardance...
|
1792943410.01964
|
1793807410.01964
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12424
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NULL
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NULL
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0.0
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[]
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[]
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1792943409.194248
|
1793807409.194248
|
|
48651
|
Polaris-Custom Launchpad by @Sreeni | Stardance
|
Sreeni
|
0
|
1.9
|
0
|
[]
|
[{"post_id": 48549, "ts": "202 [{"post_id": 48549, "ts": "2026-08-16T23:59:13Z", "hours": 1.9022, "text": "So this is the launchpad part of my tvc rocket project, I first began by looking through some versions that other people had made like bps space, and t-zero systems and looked through some actual launchpads used on rockets. With an overall idea I then planned what needed for the launch pad 1.Flame trench, made of steel or aluminium whichever I can find for cheap 2.Igniter system 3.Servos for launch pad clamps 4.lighting(WS2812 RGB LED Breakout) 5.PCB to control all of this in one for the servos im going to use mg90s servos, I’m still working on the bottom clamp that will hold the bottom of the rocket, but I’m not sure if I really need it?, Ithink it’d be simpler to just use a basic stand but we will see. Other than that I’m going to work on the pcb and finish up the cad model"}]...
|
Title: Polaris-Custom Launchpad by @Sreeni | Stard Title: Polaris-Custom Launchpad by @Sreeni | Stardance
Devlogs:
So this is the launchpad part of my tvc rocket project, I first began by looking through some versions that other people had made like bps space, and t-zero systems and looked through some actual launchpads used on rockets. With an overall idea I then planned what needed for the launch pad 1.Flame trench, made of steel or aluminium whichever I can find for cheap 2.Igniter system 3.Servos for launch pad clamps 4.lighting(WS2812 RGB LED Breakout) 5.PCB to control all of this in one for the servos im going to use mg90s servos, I’m still working on the bottom clamp that will hold the bottom of the rocket, but I’m not sure if I really need it?, Ithink it’d be simpler to just use a basic stand but we will see. Other than that I’m going to work on the pcb and finish up the cad model...
|
1792943408.3717587
|
1793807408.3717587
|
|
16653
|
Untitled by @notishi28 | Stardance
|
notishi28
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @notishi28 | Stardance
|
1792943407.5340781
|
1793807407.5340781
|
|
38939
|
NULL
|
NULL
|
0
|
0.0
|
0
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[]
|
[]
|
|
1792943406.7151463
|
1793807406.7151463
|
|
3129
|
My first slack bot! by @Hima_Shreyas_Nagumalla | S My first slack bot! by @Hima_Shreyas_Nagumalla | Stardance...
|
Hima_Shreyas_Nagumalla
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Hima_Shreyas_Naguma Title: My first slack bot! by @Hima_Shreyas_Nagumalla | Stardance...
|
1792943405.8937109
|
1793807405.8937109
|
|
45088
|
NULL
|
NULL
|
0
|
0.0
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0
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[]
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[]
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1792943405.0870395
|
1793807405.0870395
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45055
|
NULL
|
NULL
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0
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0.0
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|
1792943404.2665474
|
1793807404.2665474
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45054
|
NULL
|
NULL
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[]
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|
1792943403.4233484
|
1793807403.4233484
|
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12943
|
NULL
|
NULL
|
0
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0.0
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[]
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[]
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|
1792943402.5871603
|
1793807402.5871603
|
|
40614
|
NULL
|
NULL
|
0
|
0.0
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0
|
[]
|
[]
|
|
1792943400.1032746
|
1793807400.1032746
|
|
33518
|
Apollo Web Proxy by @fierce | Stardance
|
fierce
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Apollo Web Proxy by @fierce | Stardance
|
1792943399.2712686
|
1793807399.2712686
|
|
39105
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943398.4608455
|
1793807398.4608455
|
|
38976
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943397.643342
|
1793807397.643342
|
|
29586
|
G.R.I.D by @urged-st | Stardance
|
urged-st
|
0
|
6.91
|
0
|
[]
|
[{"post_id": 30814, "ts": "202 [{"post_id": 30814, "ts": "2026-07-18T18:57:25Z", "hours": 5.4217, "text": "GRID - Double Well HELL Most of this session went into one bug, and it’s a genuinely annoying one to reason about, which is why it ate the time. Added the second mass early on, that part was quick, just refactored mass into a masses array and summed each one’s pull vector. Linear superposition, same as before. Problem showed up the second I dragged the two masses toward each other. The mesh was folding, points crossing lines they shouldn’t. My first assumption was the per-mass clamp had a bug, so I spent a while re-checking schwarzschildPull in isolation, it was fine, each mass on its own respects its horizon exactly like build 2. Took embarrassingly long to actually accept that the bug wasn’t in either clamp, it was in the fact there wasn’t a clamp on the SUM. Each mass says “don’t let this point cross my horizon” independently, but if both are pulling the same point in roughly the same direction, the two allowed pulls can add up to more than either alone would permit. Obvious in hindsight. Tried a couple of wrong fixes before the right one. First attempt was averaging the two pulls instead of summing, which just made single-mass behaviour weaker for no reason and didn’t even fix the overlap case properly. Also considered some kind of smooth blend between the two wells (metaball-style), which would’ve looked nicer but is a much bigger rabbit hole than 5 hours allows, parked that idea for later. What actually worked was tracking the tightest safe margin (distance to nearest horizon) across all masses while summing, then if the combined pull vector exceeds that margin, scale the whole vector down before applying it. So the constraint moved from “per mass” to “per point, against whichever horizon is closest.” One extra variable, safeMargin , and a scale-down at the end. The fix itself is maybe four lines, finding the actual shape of the problem was the other 4+ hours. Worth saying clearly, this doesn’t make two overlapping wells physically correct. Real GR still doesn’t superpose like this. What it does is stop the visualisation showing impossible geometry, the mesh degrades gracefully at the boundary instead of folding through itself. Hopefully the next session is calmer than ts bro it took way too long"}, {"post_id": 26233, "ts": "2026-07-10T22:00:09Z", "hours": 1.49, "text": "GRID Begins Third simulator in the lineup, and this one’s a spacetime mesh, so instead of watching an object move through space you’re watching space bend around it. Started with a plain grid of points, then had to figure out how to actually pull them toward a mass without it looking like noise. Went with an inverse square-ish falloff (not GR accurate, more of a stylised well for now) and it clicked visually with barely any tuning. The annoying part was stopping the mesh folding back through the mass itself when you drag it in close. Lines were crossing over each other and it looked completely broken. Fixed it by clamping the pull so it eases off the closer you get instead of spiking, simple fix once I saw what was actually happening. Kept tonight deliberately small, one grid, one draggable mass, nothing else. Wanted to prove the warp looks proper before building anything on top of it (that went well for g-lens lmao) Next up: strength slider and a reset button, then a second mass to see how two wells interact with each other."}]...
|
Title: G.R.I.D by @urged-st | Stardance
Devlogs:
Title: G.R.I.D by @urged-st | Stardance
Devlogs:
GRID Begins Third simulator in the lineup, and this one’s a spacetime mesh, so instead of watching an object move through space you’re watching space bend around it. Started with a plain grid of points, then had to figure out how to actually pull them toward a mass without it looking like noise. Went with an inverse square-ish falloff (not GR accurate, more of a stylised well for now) and it clicked visually with barely any tuning. The annoying part was stopping the mesh folding back through the mass itself when you drag it in close. Lines were crossing over each other and it looked completely broken. Fixed it by clamping the pull so it eases off the closer you get instead of spiking, simple fix once I saw what was actually happening. Kept tonight deliberately small, one grid, one draggable mass, nothing else. Wanted to prove the warp looks proper before building anything on top of it (that went well for g-lens lmao) Next up: strength slider and a reset button, then a second mass to see how two wells interact with each other.
GRID - Double Well HELL Most of this session went into one bug, and it’s a genuinely annoying one to reason about, which is why it ate the time. Added the second mass early on, that part was quick, just refactored mass into a masses array and summed each one’s pull vector. Linear superposition, same as before. Problem showed up the second I dragged the two masses toward each other. The mesh was folding, points crossing lines they shouldn’t. My first assumption was the per-mass clamp had a bug, so I spent a while re-checking schwarzschildPull in isolation, it was fine, each mass on its own respects its horizon exactly like build 2. Took embarrassingly long to actually accept that the bug wasn’t in either clamp, it was in the fact there wasn’t a clamp on the SUM. Each mass says “don’t let this point cross my horizon” independently, but if both are pulling the same point in roughly the same direction, the two allowed pulls can add up to more than either alone would permit. Obvious in hindsight. Tried a couple of wrong fixes before the right one. First attempt was averaging the two pulls instead of summing, which just made single-mass behaviour weaker for no reason and didn’t even fix the overlap case properly. Also considered some kind of smooth blend between the two wells (metaball-style), which would’ve looked nicer but is a much bigger rabbit hole than 5 hours allows, parked that idea for later. What actually worked was tracking the tightest safe margin (distance to nearest horizon) across all masses while summing, then if the combined pull vector exceeds that margin, scale the whole vector down before applying it. So the constraint moved from “per mass” to “per point, against whichever horizon is closest.” One extra variable, safeMargin , and a scale-down at the end. The fix itself is maybe four lines, finding the actual shape of the problem was the other 4+ hours. Worth saying clearly, this doesn’t make two overlapping wells physically correct. Real GR still doesn’t superpose like this. What it does is stop the visualisation showing impossible geometry, the mesh degrades gracefully at the boundary instead of folding through itself. Hopefully the next session is calmer than ts bro it took way too long...
|
1792943396.826962
|
1793807396.826962
|
|
3496
|
Python Password checker by @samzy | Stardance
|
samzy
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Python Password checker by @samzy | Stardan Title: Python Password checker by @samzy | Stardance...
|
1792943396.0164938
|
1793807396.0164938
|
|
38775
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943395.1807835
|
1793807395.1807835
|
|
11402
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943394.364134
|
1793807394.364134
|
|
28584
|
Untitled by @meepodeep | Stardance
|
meepodeep
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @meepodeep | Stardance
|
1792943393.54475
|
1793807393.54475
|
|
9764
|
NULL
|
NULL
|
0
|
0.0
|
0
|
[]
|
[]
|
|
1792943392.7077453
|
1793807392.7077453
|