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56083
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Typing speed test by @projectroshan917 | Stardance
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projectroshan917
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2
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10.0
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24
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T00:45:07Z", "hours": 0.0, "multiplier": 7.92, "payout": 2, "blessing": "neutral", "text": "I change colour and make text related to stardance and hackclud", "repo": "https://github.com/Roshan-coder123/Typing-Speed-Test-", "demo": "https://roshan-coder123.github.io/Typing-Speed-Test-/"}, {"ship_num": 2, "ts": "2026-08-30T03:39:43Z", "hours": 10.0, "multiplier": 4.49, "payout": 22, "blessing": "neutral", "text": "I made an Typing Speed Testing website which test your typing speed by giving different English word to type and rank your typing speed on different criteria’s/basis like Accuracy, Errors, Chars typed, Duration as result. This web side helps you to improve typing skill. It can be used in moth mobile and desktop easily.", "repo": "https://github.com/Roshan-coder123/Typing-Speed-Test-", "demo": "https://roshan-coder123.github.io/Typing-Speed-Test-/"}]...
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[{"post_id": 57865, "ts": "202 [{"post_id": 57865, "ts": "2026-08-30T05:41:50Z", "hours": 0.3981, "text": "I change color theme also make sentences related to stardance and hackclub."}, {"post_id": 57803, "ts": "2026-08-30T03:14:04Z", "hours": 9.8569, "text": "I made an typing speed testing website where you can test your typing speed."}]...
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Title: Typing speed test by @projectroshan917 | St Title: Typing speed test by @projectroshan917 | Stardance
Devlogs:
I made an typing speed testing website where you can test your typing speed.
I change color theme also make sentences related to stardance and hackclub.
Ships:
I made an Typing Speed Testing website which test your typing speed by giving different English word to type and rank your typing speed on different criteria’s/basis like Accuracy, Errors, Chars typed, Duration as result. This web side helps you to improve typing skill. It can be used in moth mobile and desktop easily.
I change colour and make text related to stardance and hackclud...
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1792878523.5855434
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1793742523.5855434
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55190
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rock paper scissors by @Atamagii | Stardance
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Atamagii
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1
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6.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T00:21:03Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? A browser-based Rock Paper Scissors game built with HTML, CSS, and JavaScript. What was challenging? Getting the game logic right — I ran into bugs from mixing up assignment (=) vs. equality (===) operators, and mismatches in string literals inside my scoring conditionals that made the win/lose/draw checks behave wrong. What are you proud of? Getting a fully working game loop where the logic correctly compares choices and tracks the score, after tracking down some annoying bugs. What should people know so they can test your project? Just pick rock, paper, or scissors and play against the computer — the scoring should update correctly each round.", "repo": "https://github.com/ATAMAGII/rock-paper-scissors", "demo": "https://atamagii.github.io/rock-paper-scissors/"}]...
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[{"post_id": 56186, "ts": "202 [{"post_id": 56186, "ts": "2026-08-27T20:26:03Z", "hours": 6.4967, "text": "a rock paper scissors game withpersistent score tracking"}]...
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Title: rock paper scissors by @Atamagii | Stardanc Title: rock paper scissors by @Atamagii | Stardance
Devlogs:
a rock paper scissors game withpersistent score tracking
Ships:
What did you make? A browser-based Rock Paper Scissors game built with HTML, CSS, and JavaScript. What was challenging? Getting the game logic right — I ran into bugs from mixing up assignment (=) vs. equality (===) operators, and mismatches in string literals inside my scoring conditionals that made the win/lose/draw checks behave wrong. What are you proud of? Getting a fully working game loop where the logic correctly compares choices and tracks the score, after tracking down some annoying bugs. What should people know so they can test your project? Just pick rock, paper, or scissors and play against the computer — the scoring should update correctly each round....
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1793289208.0976367
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1793375608.0976367
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53983
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Beginners Guide to Drone Warfare by @bradlloyd | S Beginners Guide to Drone Warfare by @bradlloyd | Stardance...
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bradlloyd
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2
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10.0
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62
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-01T00:01:58Z", "hours": 2.0, "multiplier": 6.67, "payout": 16, "blessing": "neutral", "text": "Begginers Guide to Drone Warfare 1.1.2 now avalible! Updates since 1.1 Pros&Cons of drone warfare What are some of the beneifits and drawbacks or roadblocks to drone warfare. Types of drones. Learn about fpv to agricultural to different type of drones previously mentioned. Style:added headers in the individual sections to be able to read more naturally and easier in the types of drones and pros and cons sections. Dynamic background. As you scroll up or down the split text background color changes to make it more visually pleasing as well as interesting to look at. Thank you for your time!", "repo": "https://github.com/Bdlloyd83/aBeginnersGuidetoDroneWarefare", "demo": "https://bdlloyd83.github.io/aBeginnersGuidetoDroneWarfare/"}, {"ship_num": 2, "ts": "2026-08-26T04:18:18Z", "hours": 8.0, "multiplier": 5.51, "payout": 46, "blessing": "neutral", "text": "A Beginners Guide to Drone Warfare is for everyone. ABGTDW explains how drones have evolved specifically for war since 1849 to today. Through knowing the past of Drones I hope we can be prepared for the ever expanding role they will have in our future. Because drones are so important it is vital that you understand them. ABGTDW explains drones like your a 12 year old and allows almost anyone to understand the science behind drones. You will learn how everything from the electric motors to computer chips to sensors on the drones work. Finally the reason I made ABGTDW was for up to date information on how drones are actually being used and new advancements which you can find on the home page. Relevant articles will help you understand how todays drones are being used and videos can provide an entertaining educational experience.", "repo": "https://github.com/Bdlloyd83/aBeginnersGuidetoDroneWarefare", "demo": "https://bdlloyd83.github.io/aBeginnersGuidetoDroneWarfare/"}]...
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[{"post_id": 59261, "ts": "202 [{"post_id": 59261, "ts": "2026-08-31T23:07:46Z", "hours": 0.8667, "text": "———————––ABGTDW 1.1.2———————––This time i added a simple types of drones page covering: agricultural––recreational––medium altitude long distance––helicopter————also added dynamic background so when you scroll the background of the split-text changes from white to grey or blue to black as seen in the top right and left side of the first photo. -Once again this was done in response to a request for feedback on my first ship."}, {"post_id": 59232, "ts": "2026-08-31T22:05:33Z", "hours": 1.5167, "text": "———————––ABGTDW 1.1.1———————––I added a pros and cons section following the same div format ive been using up to this point. This is in response to feedback from my first ship. Pros: —cheap——Saves Humans(on your side)——Small/Agile——Cons:—Intro——Morals——Infrastructure— Thats it for now im looking forward to adding a types of drones page as well as improving the css styling both also requests from reviews. Thank you for your time I hope you will enjoy."}, {"post_id": 54908, "ts": "2026-08-26T04:02:35Z", "hours": 1.4167, "text": "BGTDW 1.0 FINISHED! Homepage? Updated. We got news articles and interesting videos related to drones that I felt could be big or a part of the future of drone warfare. The news articles are just to stay up to date with the latest info so you dont have to scour the internet but just can come to my website to hopefully find all you need to know. Question-I want to do some sort of community function for my next version would that be interesting to you guys? Thanks for your time."}, {"post_id": 54870, "ts": "2026-08-26T02:16:11Z", "hours": 1.75, "text": "How a drone works page (and how to stop it.) This one was fun I got to geek out and put about all the science and technology that goes into how a drone works. Covered how a brushless motor works and converts energy into flight. Dove into the brains of the drone how they control the motors. Also covered how the drone can use sensors and cameras. Most importantly how to combat a drone and win. All of the structure on this page is very simular to the timeline utilizing divs and different classes to separate photos and information as well as formating for text headers. Have not yet started the home page but i think it will be latest news and updates for “War” drones"}, {"post_id": 54809, "ts": "2026-08-25T23:05:37Z", "hours": 2.2144, "text": "Made backdrop from combo of shot from ukraine and two other drones. (Nice little photoshop break to create some sick work.) Added dark mode and light mode. When you mode the text switch between black and white. The backdrop behind the text exerpts on the timeline switch from grey to black. The buttons and headers always got a grey background. Created home page for next update maybe on about drones or latest news I will think about it."}, {"post_id": 54744, "ts": "2026-08-25T20:34:22Z", "hours": 1.25, "text": "Begginers Guid to Drone Warefare finally has some style! I started with splitting up each group of photo and text into one then split that into a respective photo and text spot. This allowed the text and photo to split the screen half and half. I rearranged the html so every other photo would come before the text so that the photos would alternate sides. I initally had 100 vh for the photos but needed to update it so it wasnt just a long strip of the photo but to 100% for height. Other than that fairly smooth sailing. Added a grey background to the text portion for an improved asthetic."}, {"post_id": 54202, "ts": "2026-08-25T02:48:02Z", "hours": 1.7333, "text": "A beginners guide to drone warefare-covers everything there is to know about drone warefare but at the moment has just a timeline and is a has no life because I havent got around to styling or any of that fun stuff but it is coming soon just trust me. SOOO much information I feel like im hardly scratching the surface but I love it. Also i need to format the photos better but am sticking a pin in it for tonight."}]...
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Title: Beginners Guide to Drone Warfare by @bradll Title: Beginners Guide to Drone Warfare by @bradlloyd | Stardance
Devlogs:
A beginners guide to drone warefare-covers everything there is to know about drone warefare but at the moment has just a timeline and is a has no life because I havent got around to styling or any of that fun stuff but it is coming soon just trust me. SOOO much information I feel like im hardly scratching the surface but I love it. Also i need to format the photos better but am sticking a pin in it for tonight.
Begginers Guid to Drone Warefare finally has some style! I started with splitting up each group of photo and text into one then split that into a respective photo and text spot. This allowed the text and photo to split the screen half and half. I rearranged the html so every other photo would come before the text so that the photos would alternate sides. I initally had 100 vh for the photos but needed to update it so it wasnt just a long strip of the photo but to 100% for height. Other than that fairly smooth sailing. Added a grey background to the text portion for an improved asthetic.
Made backdrop from combo of shot from ukraine and two other drones. (Nice little photoshop break to create some sick work.) Added dark mode and light mode. When you mode the text switch between black and white. The backdrop behind the text exerpts on the timeline switch from grey to black. The buttons and headers always got a grey background. Created home page for next update maybe on about drones or latest news I will think about it.
How a drone works page (and how to stop it.) This one was fun I got to geek out and put about all the science and technology that goes into how a drone works. Covered how a brushless motor works and converts energy into flight. Dove into the brains of the drone how they control the motors. Also covered how the drone can use sensors and cameras. Most importantly how to combat a drone and win. All of the structure on this page is very simular to the timeline utilizing divs and different classes to separate photos and information as well as formating for text headers. Have not yet started the home page but i think it will be latest news and updates for “War” drones
BGTDW 1.0 FINISHED! Homepage? Updated. We got news articles and interesting videos related to drones that I felt could be big or a part of the future of drone warfare. The news articles are just to stay up to date with the latest info so you dont have to scour the internet but just can come to my website to hopefully find all you need to know. Question-I want to do some sort of community function for my next version would that be interesting to you guys? Thanks for your time.
———————––ABGTDW 1.1.1———————––I added a pros and cons section following the same div format ive been using up to this point. This is in response to feedback from my first ship. Pros: —cheap——Saves Humans(on your side)——Small/Agile——Cons:—Intro——Morals——Infrastructure— Thats it for now im looking forward to adding a types of drones page as well as improving the css styling both also requests from reviews. Thank you for your time I hope you will enjoy.
———————––ABGTDW 1.1.2———————––This time i added a simple types of drones page covering: agricultural––recreational––medium altitude long distance––helicopter————also added dynamic background so when you scroll the background of the split-text changes from white to grey or blue to black as seen in the top right and left side of the first photo. -Once again this was done in response to a request for feedback on my first ship.
Ships:
A Beginners Guide to Drone Warfare is for everyone. ABGTDW explains how drones have evolved specifically for war since 1849 to today. Through knowing the past of Drones I hope we can be prepared for the ever expanding role they will have in our future. Because drones are so important it is vital that you understand them. ABGTDW explains drones like your a 12 year old and allows almost anyone to understand the science behind drones. You will learn how everything from the electric motors to computer chips to sensors on the drones work. Finally the reason I made ABGTDW was for up to date information on how drones are actually being used and new advancements which you can find on the home page. Relevant articles will help you understand how todays drones are being used and videos can provide an entertaining educational experience.
Begginers Guide to Drone Warfare 1.1.2 now avalible! Updates since 1.1 Pros&Cons of drone warfare What are some of the beneifits and drawbacks or roadblocks to drone warfare. Types of drones. Learn about fpv to agricultural to different type of drones previously mentioned. Style:added headers in the individual sections to be able to read more naturally and easier in the types of drones and pros and cons sections. Dynamic background. As you scroll up or down the split text background color changes to make it more visually pleasing as well as interesting to look at. Thank you for your time!...
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1793274540.2960162
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1793360940.2960162
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40758
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Game Contained Entirely Within a Minecraft Shader Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance...
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_Pm7
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1
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48.0
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941
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T23:53:19Z", "hours": 48.0, "multiplier": 19.46, "payout": 941, "blessing": "neutral", "text": "I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system.", "repo": "https://github.com/Pm7-dev/posteffect-game", "demo": "https://github.com/Pm7-dev/posteffect-game/releases/latest"}]...
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[{"post_id": 59271, "ts": "202 [{"post_id": 59271, "ts": "2026-08-31T23:38:05Z", "hours": 2.5286, "text": "It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!"}, {"post_id": 58473, "ts": "2026-08-30T21:49:59Z", "hours": 7.7214, "text": "Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project."}, {"post_id": 52456, "ts": "2026-08-22T16:05:18Z", "hours": 7.8172, "text": "I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render."}, {"post_id": 49341, "ts": "2026-08-18T03:29:17Z", "hours": 6.1069, "text": "Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make."}, {"post_id": 47224, "ts": "2026-08-15T00:20:59Z", "hours": 3.9419, "text": "Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once."}, {"post_id": 44039, "ts": "2026-08-09T15:30:26Z", "hours": 1.9911, "text": "Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system."}, {"post_id": 42366, "ts": "2026-08-07T01:37:06Z", "hours": 1.3319, "text": "Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall."}, {"post_id": 39874, "ts": "2026-08-03T04:25:21Z", "hours": 7.4583, "text": "Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next."}, {"post_id": 38857, "ts": "2026-08-01T12:49:37Z", "hours": 3.535, "text": "4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better."}, {"post_id": 37362, "ts": "2026-07-30T00:50:21Z", "hours": 1.4472, "text": "Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control."}, {"post_id": 36763, "ts": "2026-07-29T01:02:02Z", "hours": 3.0931, "text": "I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional"}, {"post_id": 36141, "ts": "2026-07-28T01:24:17Z", "hours": 1.3989, "text": "Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…"}]...
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Title: Game Contained Entirely Within a Minecraft Title: Game Contained Entirely Within a Minecraft Shader by @_Pm7 | Stardance
Devlogs:
Minecraft has in recent snapshots greatly improved the capabilities of its shader system, now allowing postprocessing shaders “post effects” to be applied using commands. This has wildly changed what is now possible in vanilla minecraft and I immediately was overcome with excitement about what was now possible. After playing around with it for a while and discovering the “persistent” mode on custom render targets, I realized that even more than expected was now possible, and found a way to make posteffects that have fade-in animations by updating the value in a persistent render target over the course of a few frames. To make it consistent across different frame rates, I had to figure out a way to get a deltatime (time between frames), which I was able to do using the GameTime uniform in minecraft. Having gotten a deltatime, I began wondering about the possibilities of creating a fully functional game contained entirely in a minecraft postprocessing shader…
I finally got some actual visual output!! After fixing many compiler errors, and then another few that kept causing the loaded data to reset, I got this output. The current system renders walls based on the pixel’s distance from a wall defined by a texture (visualized in the picture). This created a sort of fisheye distortion that I’ll try and work out later, but I’m happy with my progress for now, and would like to focus on getting player movement functional
Beginnings of player input Because shader code is run entirely on the GPU, I can’t just directly listen for keyboard input. The only thing that the shader code actually reads is the colors rendered to the screen by minecraft, so I needed to make a sort of “translation layer” that listens for player input in minecraft and outputs a color on the screen so it can be read and interpreted by the shader code. My really jank test rig As shown in the video, the color of the square updates depending on the pressed keys. The inputs are gathered using minecraft’s “predicate” system and are translated to the background color of a text display entity. The player is mounted to an armor stand to stop them from moving away, keeping the text display in the center of the screen always. How I keep track of data in code that can’t store variables If a shader can only read colors, how does it remember where the player is? This question was one that I had until I discovered minecraft’s support for the persistent render target. This allows the shader to sample from the pixels it renders in the current frame in the next frame. A floating point number is stored using thirty two bits. Each pixel’s color is stored with eight bits of precision each for red, green, blue, and alpha channels, which also happens to total 32 bits. So I wrote what is possibly the strangest utility I have ever written, that can translate a float to an rgba color and an rgba color to a float. Now, using a persistent render target that is simply never rendered to the screen, I can store the player’s x, y, and camera position in colors, and update them based on the color in the middle of the screen from the minecraft render. I suppose the persistent render target sorta counts as the game’s “RAM.” I’ll be using it to store a lot more data in the future, but next I’ll be fixing up some issues I found with rendering and player control.
4th Devlog, Rewritten the raycasting system. Now the map is gridlocked to its texture, with each pixel representing one unit. The raycast only has to check the status of each pixel it passes through on the map image rather than sampling at a defined distance interval that could potentially pass through the corners of units. I also fixed the previous fisheye effect by multiplying the caculated ray distance by the cosine of its angle offset from the center Next I would like to work on texture mapping to the walls, but with what I plan to add in the future I think I might spend some time refactoring the way I store the program’s memory so I can fit more data in it and organize it better.
Spent a huge amount of time refactoring my entire fragment shader pipeline, splitting it into more than two render passes. Before, there was one pass to update data, and one to render the data. Now there are six: Player input -> Update Map -> Update Player -> Collect Raycast Data -> Render Map -> Update Global Data All these passes share one 512x512 persistent render target to store/load data, which gives me about one megabyte of “ram” given that each pixel stores 32 bits. This should be more than enough for what I need. Currently, I don’t even use half of it, with the largest chunk storing the 256x256 game level that can now be affected by the player. As an added bonus to this new render target storage method, I now store the coordinates of where each camera raycast hits, so I can map textures to the walls. I think I’ll work on a system to do this next.
Wall textures are now sampled from texture images using the raycast positions, I can determine the x coordinate to sample from on the texture just by modding the larger coordinate by one (making the texture repeat every unit.) The Y coordinate is based on the current calculated wall height (determined by the distance between the raycast and the player.) Next I will make textures loaded on an atlas instead of a single image so I can make multiple different types of wall.
Wall texture atlas created The shader now looks for specific rgb values in the map so it knows what part of the atlas to sample from, allowing me to choose which wall texture to render when making the game map. Next I will be working on wall collision and an item pickup system.
Map units can now be destroyed in real time by pressing the space bar. Listening for the player jump predicate and treating it like an “action” input allows me to make the map destructible. This will be used later to make doors that require keys to open. Additionally, inputs are now polled independently of one another, as shown later in the video. Each input set (movement, rotation, action) has its own text display associated with it, and now the shader samples from three points on the screen to get all the inputs at once.
Added spinning keys as placeable objects in the map image I modeled this key in blender and rendered out eight frames of it spinning to create this texture atlas. The atlas is pulled from based on the GameTime. Loading keys into memory from the map proved to be quite a challenge. When initializing the map, the shader reads the map texture for any pixels with opacity 150 and treats them as keys, loading them and their data into a few rows in memory. The data stored and updated along with them is: Their coordinates on the map, their colors, their distance offset from the player, and their rotational offset from the player. Using this data, I created a render pass after the map renderer that adds these in. Next will be a pickup system so they can be used to unlock doors. The player inventory system is probably gonna suuuuuuck to make.
I knew this would take a long time but uh….. oh. I have now created a functioning inventory pickup system, and opening doors will now check to make sure the player is holding the corresponding colored key before it opens. To do this, I had to store an array of colors of the keys in the program memory for the player’s inventory. But since I can’t always guarantee that the array doesn’t have gaps in it, each frame also generates a list of positions of the colors addresses (I guess in a really cursed way you could call these pointers?) so I don’t have to sample the entire inventory list for every pixel in the rendering passes and can instead read the pointers list to know what inventory index to render.
Added cats I have added my friend’s cat, Mumuy, into the game as an enemy which follows the player around and attacks if she gets close. This took such an incredible amount of pain and debugging with the memory buffer that I’m almost ready to call this project done. In the next devlog I’d like to polish up some things and then finally release the project.
It’s finally finished! After designing the main level and getting some friends to playtest it, I’m happy to say that this project is finally ready for release! The game can now be played by anyone with vanilla Minecraft Java Edition!!
Ships:
I created a fully functional 3d game that runs entirely through a vanilla Minecraft postprocessing effect. Anyone who owns minecraft java edition will be able to load this onto a world and play it. Player input is collected via a datapack that changes colors on the screen when keys are pressed, but besides that the entire game’s code is contained in a resource pack. It is complete with a tank-style movement system, key-door interactions, enemies, and an intuitive level loading system....
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1793138006.9398832
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1793224406.9398832
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56235
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DEVRW-Site-Test by @TheDoctor19 | Stardance
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TheDoctor19
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T23:33:18Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "fixed and finished my website, for testing :) used no ai. feel free to check it out!", "repo": "https://github.com/TheDoctor200/F-Terminus", "demo": "https://thedoctor200.github.io/F-Terminus/"}]...
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[{"post_id": 58564, "ts": "202 [{"post_id": 58564, "ts": "2026-08-31T00:43:56Z", "hours": 0.2619, "text": "the site is live but does not look as good as in the preview, almost finished"}, {"post_id": 58555, "ts": "2026-08-31T00:19:07Z", "hours": 0.4017, "text": "added game infos of fallout 4 and so on and the series and some links about me"}, {"post_id": 58534, "ts": "2026-08-30T23:36:34Z", "hours": 0.4881, "text": "fallout html simple site for learning, will add details about fallout games and the series with images too"}]...
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Title: DEVRW-Site-Test by @TheDoctor19 | Stardance Title: DEVRW-Site-Test by @TheDoctor19 | Stardance
Devlogs:
fallout html simple site for learning, will add details about fallout games and the series with images too
added game infos of fallout 4 and so on and the series and some links about me
the site is live but does not look as good as in the preview, almost finished
Ships:
fixed and finished my website, for testing :) used no ai. feel free to check it out!...
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1793289351.3817446
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1793375751.3817446
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52541
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King of rock paper scissors by @busy_cheesy | Star King of rock paper scissors by @busy_cheesy | Stardance...
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busy_cheesy
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1
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17.0
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236
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T22:56:56Z", "hours": 17.0, "multiplier": 13.9, "payout": 236, "blessing": "neutral", "text": "This project is a real time rock, paper scissors ai predictor built entirely from scratch in python, displayed with a retro look made using pygame. Yes, this probably could’ve been a website to make it more accessible for more people, but I have absolutely no experience with js css or html, my experience is almost exclusively in python, so for the sake of goal of this project, which was to learn about how machine learning actually works, I made this project in python. To truly understand how these algorithms work, I decided to build one myself from scratch instead of relying on prebuilt machine learning libraries. This includes the full neural network with backpropagation and dynamic hidden layer scaling. I started with just one input given to the algorithm: the last 8 player choices. There were also just two parameters the bot had: number of games it receives (8) and the learning rate (how much it should learn from each move). I first experimented with different prediction strategies, starting from the simple highest likelyhood that the ai predicted, then opting for weighted choices (ex: if the ai predicted 40% for rock, 10% for paper and 50% for scissors, there would be a 40% chance it chose rock, 10% it chose paper, and 50% it chose scissors. this was decided randomly, with those weights). I finally settled on the epsilon-greedy strategy, which is like the highest likelyhood strategy except there is a 10% chance it takes a random choice to keep the bot a little unpredictable. I then added momentum, which accumulates the updates made to the model, which lets it notice patterns much quicker. Finally I added feature engineering, that adds more inputs that the bot could have made from the game histroy, but instead I give it to the bot. This gives more information to the bot such as shoft transitions, outcome history, and move frequencies, which it doesnt have to deduce on its own, which helps the bot find patterns quicker and predict better. The biggest challenge for me was tuning the bot by changing the parameters to find the best combination. I kept tweaking the values until it seemed like the bot was absolutely crushing me, but the next run it would be like I was playing against a toddler, an abysmal performace put on by the same values. To solve this problem, I ran a “championship” of bots, where i made 1400 combinations that then played 10 rounds of 100 games against the best bot I made so far. If they won more than 50%, they moved on. Around 140 bots made it to the second stage, a round-robin style tournament where each bot played the others in 20 rounds, each with 100 games. In total, there were about 13 000 000 games played. The winner was absolutely not who I was expecting: 2 game memory, 0.2 learning rate (pretty high) and 0.1 momentum. While the models with more game memomry and lower learning rate performed better in the q3 and q4, this proved that quick adaptation was much better suited for this project, and after testing that was certainly the case. I am most proud of how the interface turned out. In my humble opinion, the retro arcade aesthetic was perfectly executed (no glaze) with the scannlines, the font, and the pixel art. The prediction bars showing how the model predicted your next move are also a nice touch, giving a peek into the algorithm’s mind. When you play, expect some trash talk from the bot. From experience, it gets better and better the more you play. It varies from person to person, as some people are more predictable than others. That’s about the whole project! Thanks for having read the whole thing (if you did)!", "repo": "https://github.com/cream-of-wheat/RPS-King", "demo": "https://github.com/cream-of-wheat/RPS-King/releases/tag/v1.0.1"}]...
|
[{"post_id": 57736, "ts": "202 [{"post_id": 57736, "ts": "2026-08-30T00:13:49Z", "hours": 2.2383, "text": "This will probably be my last devlog before the ship. I have overhauled the manager to include feature engineering, which should help the model make connections much faster. It now receives choice shifts, match outcomes and overall move frequencies instead of just the history of past rounds. Changed the algorithm to predict the user’s next move instead of the counter. This makes it easier to understand how it was thinking that you would act. It still returns the counter to the player move tho. Also changed back from the probability weighted selection method to the epsilon greedy strategy (highest probability move is chosen 90% of the time and 10% is random). The only thing left is to tweak all the values until I am satisfied with the result and then off it goes into the sea."}, {"post_id": 56964, "ts": "2026-08-29T00:37:33Z", "hours": 2.35, "text": "Completely overhauled the UI and I think it looks much better now. The bot has taunts now, but performance is marginal at best right now. Taking all the different strategies I’ve tried to make the bot better and consolidating them to find the best possible parameters for it will be the next and probably final problem the project will face before shipping. Might try the round robbin style face offs with different parametered bots facing each other. Overall it’s been a very interesting journey learning about all these concepts in machine learning."}, {"post_id": 56328, "ts": "2026-08-28T01:49:44Z", "hours": 1.1167, "text": "So I did a lot of digging to find out how to improve the model and found some interesting stuff, but the main problem was that i was telling the model that the target move was a draw (immitating the player’s move) instead of beating them -_-. Also the idea of the round robbin to find the best bot parametersalso fell out because the models just trained to draw each other, but it took forever to execute so I don’t know if I should maybe retry it. There is still the very valid concern that the best bot would be the one that’s the best against other bots and not players so. On a more positive note, I introduced momentum. It keeps a running memory of the past updates, like a rolling bolder that builds speed. This enables it to recongnize patterns much quicker by stacking the past changes together. Caught onto patterns of length 1, 2, 3 and 4 in 1, 4, 12, and 17 moves, respectively. Below is a comparison (100 games of normal human rock paper scissors, not repeating a pattern, or atleast not conciously) vs random ouput (left) and the new bot (right). Glad to see it’s doing better. Will do more research on improving but polishing the game now is a better priority."}, {"post_id": 55336, "ts": "2026-08-27T02:27:30Z", "hours": 3.0167, "text": "So clearly what I said earlier about the algorithm was wrong. I tested it some more and it seems like sometimes it is just reading my mind and other attemps it’s like it’s not even trying. I have fiddled around with the number of games the algorithm sees and it’s learning rate, and every time I think I got it I ask my brother (unbiased third party) to test it where it promptly fails. So, I have devised a plan to find the ultimate round robbin with about 200 different algorithms playing a total of 30 000 000 games of rock paper scissors to find the true champion. Hopefully this will let me find the best learning rate and sample size for the ai, therefore improving it’s game. might take a little while to execute, so we’ll see when that happens. also if there’s anyone who knows more about machine learning, please don’t hesitate to tell me what i could try. Thanks!"}, {"post_id": 54086, "ts": "2026-08-24T21:26:27Z", "hours": 2.8667, "text": "Got the basic UI working with a simple animation, just need to transfer the text from the terminal to the app instead. Still have to work on making the algorithm better, as spamming the same move 20 times in a row, the AI was still picking the wrong options sometimes (maybe trying to predict when i would switch it up?). Cool to see everything coming together"}, {"post_id": 53348, "ts": "2026-08-23T20:48:03Z", "hours": 1.3167, "text": "Very scary progress, I am barely winning now. All it took was some minor adjustements to the layer sizes, learning rate, and number of games stored, as well as making the output a weighted random choice based on the probabilities given by the algorithm, and changing the input for the bot from just the human inputs to also include the bot inputs. I bet there’s even more to make it better which is even more scary. Very nice to see the progress showing though!"}, {"post_id": 52685, "ts": "2026-08-22T23:17:50Z", "hours": 2.0167, "text": "Second deblog working on the machine learning algorithm. I got the backpropagation working after some time, but clearly I have to tweak some things, like the learning rate, game history size, number of neurons per layer, etc. The issue probably also lies beyond that, so more research will have to be done. The algorithm easily gets outsmarted. So for now, humans still reign as rock paper scissors champions!"}, {"post_id": 52003, "ts": "2026-08-22T00:53:18Z", "hours": 2.0669, "text": "New project: a machine learning algorithm that plays rock paper scissors against you and learns in real time to predict your next move to beat you. Figured it was a pretty good way to get into machine learning as AI is on the rise, and coding my own will force me to truly understand how it works. I got the forward propagation working, and set everything up for back propagation for the next session. Can’t wait"}]...
|
Title: King of rock paper scissors by @busy_cheesy Title: King of rock paper scissors by @busy_cheesy | Stardance
Devlogs:
New project: a machine learning algorithm that plays rock paper scissors against you and learns in real time to predict your next move to beat you. Figured it was a pretty good way to get into machine learning as AI is on the rise, and coding my own will force me to truly understand how it works. I got the forward propagation working, and set everything up for back propagation for the next session. Can’t wait
Second deblog working on the machine learning algorithm. I got the backpropagation working after some time, but clearly I have to tweak some things, like the learning rate, game history size, number of neurons per layer, etc. The issue probably also lies beyond that, so more research will have to be done. The algorithm easily gets outsmarted. So for now, humans still reign as rock paper scissors champions!
Very scary progress, I am barely winning now. All it took was some minor adjustements to the layer sizes, learning rate, and number of games stored, as well as making the output a weighted random choice based on the probabilities given by the algorithm, and changing the input for the bot from just the human inputs to also include the bot inputs. I bet there’s even more to make it better which is even more scary. Very nice to see the progress showing though!
Got the basic UI working with a simple animation, just need to transfer the text from the terminal to the app instead. Still have to work on making the algorithm better, as spamming the same move 20 times in a row, the AI was still picking the wrong options sometimes (maybe trying to predict when i would switch it up?). Cool to see everything coming together
So clearly what I said earlier about the algorithm was wrong. I tested it some more and it seems like sometimes it is just reading my mind and other attemps it’s like it’s not even trying. I have fiddled around with the number of games the algorithm sees and it’s learning rate, and every time I think I got it I ask my brother (unbiased third party) to test it where it promptly fails. So, I have devised a plan to find the ultimate round robbin with about 200 different algorithms playing a total of 30 000 000 games of rock paper scissors to find the true champion. Hopefully this will let me find the best learning rate and sample size for the ai, therefore improving it’s game. might take a little while to execute, so we’ll see when that happens. also if there’s anyone who knows more about machine learning, please don’t hesitate to tell me what i could try. Thanks!
So I did a lot of digging to find out how to improve the model and found some interesting stuff, but the main problem was that i was telling the model that the target move was a draw (immitating the player’s move) instead of beating them -_-. Also the idea of the round robbin to find the best bot parametersalso fell out because the models just trained to draw each other, but it took forever to execute so I don’t know if I should maybe retry it. There is still the very valid concern that the best bot would be the one that’s the best against other bots and not players so. On a more positive note, I introduced momentum. It keeps a running memory of the past updates, like a rolling bolder that builds speed. This enables it to recongnize patterns much quicker by stacking the past changes together. Caught onto patterns of length 1, 2, 3 and 4 in 1, 4, 12, and 17 moves, respectively. Below is a comparison (100 games of normal human rock paper scissors, not repeating a pattern, or atleast not conciously) vs random ouput (left) and the new bot (right). Glad to see it’s doing better. Will do more research on improving but polishing the game now is a better priority.
Completely overhauled the UI and I think it looks much better now. The bot has taunts now, but performance is marginal at best right now. Taking all the different strategies I’ve tried to make the bot better and consolidating them to find the best possible parameters for it will be the next and probably final problem the project will face before shipping. Might try the round robbin style face offs with different parametered bots facing each other. Overall it’s been a very interesting journey learning about all these concepts in machine learning.
This will probably be my last devlog before the ship. I have overhauled the manager to include feature engineering, which should help the model make connections much faster. It now receives choice shifts, match outcomes and overall move frequencies instead of just the history of past rounds. Changed the algorithm to predict the user’s next move instead of the counter. This makes it easier to understand how it was thinking that you would act. It still returns the counter to the player move tho. Also changed back from the probability weighted selection method to the epsilon greedy strategy (highest probability move is chosen 90% of the time and 10% is random). The only thing left is to tweak all the values until I am satisfied with the result and then off it goes into the sea.
Ships:
This project is a real time rock, paper scissors ai predictor built entirely from scratch in python, displayed with a retro look made using pygame. Yes, this probably could’ve been a website to make it more accessible for more people, but I have absolutely no experience with js css or html, my experience is almost exclusively in python, so for the sake of goal of this project, which was to learn about how machine learning actually works, I made this project in python. To truly understand how these algorithms work, I decided to build one myself from scratch instead of relying on prebuilt machine learning libraries. This includes the full neural network with backpropagation and dynamic hidden layer scaling. I started with just one input given to the algorithm: the last 8 player choices. There were also just two parameters the bot had: number of games it receives (8) and the learning rate (how much it should learn from each move). I first experimented with different prediction strategies, starting from the simple highest likelyhood that the ai predicted, then opting for weighted choices (ex: if the ai predicted 40% for rock, 10% for paper and 50% for scissors, there would be a 40% chance it chose rock, 10% it chose paper, and 50% it chose scissors. this was decided randomly, with those weights). I finally settled on the epsilon-greedy strategy, which is like the highest likelyhood strategy except there is a 10% chance it takes a random choice to keep the bot a little unpredictable. I then added momentum, which accumulates the updates made to the model, which lets it notice patterns much quicker. Finally I added feature engineering, that adds more inputs that the bot could have made from the game histroy, but instead I give it to the bot. This gives more information to the bot such as shoft transitions, outcome history, and move frequencies, which it doesnt have to deduce on its own, which helps the bot find patterns quicker and predict better. The biggest challenge for me was tuning the bot by changing the parameters to find the best combination. I kept tweaking the values until it seemed like the bot was absolutely crushing me, but the next run it would be like I was playing against a toddler, an abysmal performace put on by the same values. To solve this problem, I ran a “championship” of bots, where i made 1400 combinations that then played 10 rounds of 100 games against the best bot I made so far. If they won more than 50%, they moved on. Around 140 bots made it to the second stage, a round-robin style tournament where each bot played the others in 20 rounds, each with 100 games. In total, there were about 13 000 000 games played. The winner was absolutely not who I was expecting: 2 game memory, 0.2 learning rate (pretty high) and 0.1 momentum. While the models with more game memomry and lower learning rate performed better in the q3 and q4, this proved that quick adaptation was much better suited for this project, and after testing that was certainly the case. I am most proud of how the interface turned out. In my humble opinion, the retro arcade aesthetic was perfectly executed (no glaze) with the scannlines, the font, and the pixel art. The prediction bars showing how the model predicted your next move are also a nice touch, giving a peek into the algorithm’s mind. When you play, expect some trash talk from the bot. From experience, it gets better and better the more you play. It varies from person to person, as some people are more predictable than others. That’s about the whole project! Thanks for having read the whole thing (if you did)!...
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1793220696.32255
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1793307096.32255
|
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46049
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Puzzled Pomodoro by @Sarahg | Stardance
|
Sarahg
|
1
|
39.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T22:52:42Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "what is it? A pomodoro/work timer featuring sudokus! challenges? The sudoku was very frustrating. I had no clue what recursion was, and I don’t think I could have done this without my sibling’s help! Also, it was hard working on this over a long, sporadic time frame because I kept forgetting what I learned. what am I proud of? I’m proud of the sudoku (duh!) :). It was also very cool being able to easily do things (ex: make a window close by clicking an x) which had been major struggles in previous projects. ~ My pause button for my timer is a bit weird, because it seemed like there was a bug (you had to click it twice the first time), but when I ran the debugger, it worked, so…?", "repo": "https://github.com/sloppysarah/puzzled-pomodoro", "demo": "https://sloppysarah.github.io/puzzled-pomodoro/"}]...
|
[{"post_id": 59237, "ts": "202 [{"post_id": 59237, "ts": "2026-08-31T22:20:53Z", "hours": 2.8922, "text": "Added: ambience mode (listen to the sounds of the sea!) checklist! (mostly making sure that boxes stayed checked when adding/deleting tasks)"}, {"post_id": 58226, "ts": "2026-08-30T16:10:09Z", "hours": 8.1244, "text": "Yay! The sudoku works! I got help from my sibling (they are a programmer), and it actually generates a puzzle correctly. Besides that, I have just been working on my checklist. (I’m not quite sure how eight hours passed; I guess I’m a slow typer???)"}, {"post_id": 50599, "ts": "2026-08-19T20:16:33Z", "hours": 8.2614, "text": "So… what did I do? Sadly, essentially nothing. You see, I was working on creating a sudoku, and I thought I figured it out (all by myself – I was very proud). But no. I only realized after spending a dumb amount of time on my initial plan (of only generating the clues/initial filled squares) that it wouldn’t guarantee a solution. So now I’m back at square one, trying to figure out how to generate the entire puzzle and then remove values to create the starting hints. I have to figure out recursion, but I do not fully understand…"}, {"post_id": 46515, "ts": "2026-08-13T19:54:36Z", "hours": 7.9192, "text": "What I added/changed: Added tooltips (for the timer set button + break “apps”) Fixed bugs (the timer wasn’t removing the previous set time when the user closed the timer window & the quote window wasn’t hidden on load) Added quote window - Yay! Inspiration! Added a pause button to the timer (I was afraid it was going to be terribly buggy and difficult, but it was actually very simple! :) A few random css changes - fonts, flavor text Break button now does something! - opens a “break direct” window w/ “apps” + auto pauses work timer Focus mode: click a brain emoji to turn off sounds Added water/stretch reminders every 30 minutes Also: I didn’t really add this yet, but I got the idea to put in a “tips” feature for productivity; (un)fortunately I am a sucker for that type of stuff!"}, {"post_id": 45956, "ts": "2026-08-12T19:33:51Z", "hours": 5.4617, "text": "I finally got the timer to work!! First I was stuck on making the timer countdown, because it only displayed the input time, then I figured that out and got more stuck on making it so that when a user input a new time, it would restart the timer. But lo and behold… Now you can both use AND change it! Besides that, I worked out a few minor problems: max times (so no giant #s) decimal inputs stopping the clock if the user closes the timer window"}, {"post_id": 44688, "ts": "2026-08-10T16:46:56Z", "hours": 3.2986, "text": "Added: divs are now draggable beginning of work timer"}, {"post_id": 44292, "ts": "2026-08-09T23:04:45Z", "hours": 3.3733, "text": "Currently my site looks somewhat goofy with the overlap of the divs, but… What I Did: added a clock outlined a bunch of features I want to add (the empty boxes - timer, checklist, etc.) background/basic design"}]...
|
Title: Puzzled Pomodoro by @Sarahg | Stardance
De Title: Puzzled Pomodoro by @Sarahg | Stardance
Devlogs:
Currently my site looks somewhat goofy with the overlap of the divs, but… What I Did: added a clock outlined a bunch of features I want to add (the empty boxes - timer, checklist, etc.) background/basic design
Added: divs are now draggable beginning of work timer
I finally got the timer to work!! First I was stuck on making the timer countdown, because it only displayed the input time, then I figured that out and got more stuck on making it so that when a user input a new time, it would restart the timer. But lo and behold… Now you can both use AND change it! Besides that, I worked out a few minor problems: max times (so no giant #s) decimal inputs stopping the clock if the user closes the timer window
What I added/changed: Added tooltips (for the timer set button + break “apps”) Fixed bugs (the timer wasn’t removing the previous set time when the user closed the timer window & the quote window wasn’t hidden on load) Added quote window - Yay! Inspiration! Added a pause button to the timer (I was afraid it was going to be terribly buggy and difficult, but it was actually very simple! :) A few random css changes - fonts, flavor text Break button now does something! - opens a “break direct” window w/ “apps” + auto pauses work timer Focus mode: click a brain emoji to turn off sounds Added water/stretch reminders every 30 minutes Also: I didn’t really add this yet, but I got the idea to put in a “tips” feature for productivity; (un)fortunately I am a sucker for that type of stuff!
So… what did I do? Sadly, essentially nothing. You see, I was working on creating a sudoku, and I thought I figured it out (all by myself – I was very proud). But no. I only realized after spending a dumb amount of time on my initial plan (of only generating the clues/initial filled squares) that it wouldn’t guarantee a solution. So now I’m back at square one, trying to figure out how to generate the entire puzzle and then remove values to create the starting hints. I have to figure out recursion, but I do not fully understand…
Yay! The sudoku works! I got help from my sibling (they are a programmer), and it actually generates a puzzle correctly. Besides that, I have just been working on my checklist. (I’m not quite sure how eight hours passed; I guess I’m a slow typer???)
Added: ambience mode (listen to the sounds of the sea!) checklist! (mostly making sure that boxes stayed checked when adding/deleting tasks)
Ships:
what is it? A pomodoro/work timer featuring sudokus! challenges? The sudoku was very frustrating. I had no clue what recursion was, and I don’t think I could have done this without my sibling’s help! Also, it was hard working on this over a long, sporadic time frame because I kept forgetting what I learned. what am I proud of? I’m proud of the sudoku (duh!) :). It was also very cool being able to easily do things (ex: make a window close by clicking an x) which had been major struggles in previous projects. ~ My pause button for my timer is a bit weird, because it seemed like there was a bug (you had to click it twice the first time), but when I ran the debugger, it worked, so…?...
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1793245743.9523013
|
1793332143.9523013
|
|
56545
|
Django Servator by @govindrkumar | Stardance
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govindrkumar
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1
|
2.5
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T21:55:51Z", "hours": 2.0, "multiplier": 2.88, "payout": 4, "blessing": "neutral", "text": "I have built a python script - Django Servator . It’s a latin name, which means Savior. When, it is run it asks your project name, app name and builds entire tedious 10 minute work in one clip. It automates your work. Work includes : Creating venv Installing django and dot-env Creating template, static and injecting boilerplates. Configuring settings and; Migrate data!!!! I faced it during my project, DNA Analyser. So, I decided why shouldn’t I help others too working on django backend based website.", "repo": "https://github.com/govindrkumar/turbo-octo-engine", "demo": "https://pypi.org/project/django-servator/"}]...
|
[{"post_id": 59301, "ts": "202 [{"post_id": 59301, "ts": "2026-09-01T00:43:31Z", "hours": 0.5022, "text": "We are live on PyPi. Anyone can install it. windows users : pip install django-servator mac users : brew install pipx pipx install django-servator linux users : sudo apt install pipx pipx install django-servator"}, {"post_id": 59215, "ts": "2026-08-31T21:43:53Z", "hours": 0.7986, "text": "Devlog-3 First, added a nice logo for my project! Then, I added readme.md. Bye Bye!"}, {"post_id": 58831, "ts": "2026-08-31T12:38:03Z", "hours": 1.2011, "text": "Devlog-2; So, I have finished writing almost 70% of main.py with this update now."}, {"post_id": 58563, "ts": "2026-08-31T00:41:59Z", "hours": 0.4, "text": "Devlog 1 ; So, I have created mechanism for making django app and django project. Next goa is on working to reduce boilerplate codes."}]...
|
Title: Django Servator by @govindrkumar | Stardanc Title: Django Servator by @govindrkumar | Stardance
Devlogs:
Devlog 1 ; So, I have created mechanism for making django app and django project. Next goa is on working to reduce boilerplate codes.
Devlog-2; So, I have finished writing almost 70% of main.py with this update now.
Devlog-3 First, added a nice logo for my project! Then, I added readme.md. Bye Bye!
We are live on PyPi. Anyone can install it. windows users : pip install django-servator mac users : brew install pipx pipx install django-servator linux users : sudo apt install pipx pipx install django-servator
Ships:
I have built a python script - Django Servator . It’s a latin name, which means Savior. When, it is run it asks your project name, app name and builds entire tedious 10 minute work in one clip. It automates your work. Work includes : Creating venv Installing django and dot-env Creating template, static and injecting boilerplates. Configuring settings and; Migrate data!!!! I faced it during my project, DNA Analyser. So, I decided why shouldn’t I help others too working on django backend based website....
|
1793314124.6476767
|
1793400524.6476767
|
|
56909
|
MINE by @OrderDanie | Stardance
|
OrderDanie
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T21:47:17Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THIS IS M WEBSITE BRO DONT ASK QUESTIONS, IT IS PERSONAL", "repo": "https://github.com/OrderDanie/M-SITE", "demo": "https://celadon-starburst-1ed416.netlify.app/"}]...
|
[{"post_id": 59217, "ts": "202 [{"post_id": 59217, "ts": "2026-08-31T21:45:52Z", "hours": 0.32, "text": "APPROVE MEEEE"}]...
|
Title: MINE by @OrderDanie | Stardance
Devlogs:
A Title: MINE by @OrderDanie | Stardance
Devlogs:
APPROVE MEEEE
Ships:
THIS IS M WEBSITE BRO DONT ASK QUESTIONS, IT IS PERSONAL...
|
1792875217.5422218
|
1793739217.5422218
|
|
52508
|
Card-OS by @DSK | Stardance
|
DSK
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:48:31Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is card-os an card themed os.In this i have added 3 draggable windows/apps , one is the information about the theme the second is the notes app and third is the calendar app. I have also added live clock and the current date.I have used HTML,CSS and JAVASCRIPT in this os and this os is made completely out of scrtach.I have used light ai for debugging and Javascript. the most difficult part of this os was the calendar, i had so many issues and errors with the calendar but i eventually figured it out. I hav also added my stardance link in the welcome to card os window. i even had alot of issues with the javascript but it all worked out. I have also added a feature in the calendar app where you can see the future/past dates.i plan on adding more apps and windows in my os and make it more advanced.", "repo": "https://github.com/dhyansandeep/nebula-os", "demo": "https://dhyansandeep.github.io/Card-os/"}]...
|
[{"post_id": 59172, "ts": "202 [{"post_id": 59172, "ts": "2026-08-31T20:03:06Z", "hours": 3.7461, "text": "So today i did alot of changes and i had a change of mind i shifted from nebulaOS to Card-OS and added like 3 windows changed the color the style and did css and major changes to my javascript plus i added calendar. i had so many problems with the calendar but i eventually figured it out"}, {"post_id": 58375, "ts": "2026-08-30T19:44:32Z", "hours": 1.3294, "text": "Hey there, today i finished part 3 and added a task bar and a dragable window plus did a little of changes in the content in the os."}, {"post_id": 58010, "ts": "2026-08-30T10:55:57Z", "hours": 1.5033, "text": "Hey there, I figured out how to space properly and completed placing a window I also finished designing a desktop and tracking time on java script and finally how to make it run every second.soon ill start part 3."}, {"post_id": 57653, "ts": "2026-08-29T21:18:54Z", "hours": 1.5197, "text": "Hey there, okay so today I started working on placing a window, designing a desktop and learned alot about customizing spacing but I’m having issues in spacing I don’t know where I went wrong but ill figure it out hopefully."}, {"post_id": 56630, "ts": "2026-08-28T13:48:49Z", "hours": 1.4175, "text": "Hey there, so today i added padding, borders, added content, changed the color to lavender and purple, changed the progress status to 25%, added margin and started working on creating a window"}, {"post_id": 51870, "ts": "2026-08-21T19:04:37Z", "hours": 0.4547, "text": "i have started learning html and followed the guide and have completed one tag so far. I’m working on adding more tags and colors."}]...
|
Title: Card-OS by @DSK | Stardance
Devlogs:
i hav Title: Card-OS by @DSK | Stardance
Devlogs:
i have started learning html and followed the guide and have completed one tag so far. I’m working on adding more tags and colors.
Hey there, so today i added padding, borders, added content, changed the color to lavender and purple, changed the progress status to 25%, added margin and started working on creating a window
Hey there, okay so today I started working on placing a window, designing a desktop and learned alot about customizing spacing but I’m having issues in spacing I don’t know where I went wrong but ill figure it out hopefully.
Hey there, I figured out how to space properly and completed placing a window I also finished designing a desktop and tracking time on java script and finally how to make it run every second.soon ill start part 3.
Hey there, today i finished part 3 and added a task bar and a dragable window plus did a little of changes in the content in the os.
So today i did alot of changes and i had a change of mind i shifted from nebulaOS to Card-OS and added like 3 windows changed the color the style and did css and major changes to my javascript plus i added calendar. i had so many problems with the calendar but i eventually figured it out
Ships:
This is card-os an card themed os.In this i have added 3 draggable windows/apps , one is the information about the theme the second is the notes app and third is the calendar app. I have also added live clock and the current date.I have used HTML,CSS and JAVASCRIPT in this os and this os is made completely out of scrtach.I have used light ai for debugging and Javascript. the most difficult part of this os was the calendar, i had so many issues and errors with the calendar but i eventually figured it out. I hav also added my stardance link in the welcome to card os window. i even had alot of issues with the javascript but it all worked out. I have also added a feature in the calendar app where you can see the future/past dates.i plan on adding more apps and windows in my os and make it more advanced....
|
1793220647.9385448
|
1793307047.9385448
|
|
54345
|
Os sus by @mazobot | Stardance
|
mazobot
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:47:20Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made very susy os nad it baka. My unique os has many unuseful features and it took too many hours.", "repo": "https://github.com/mazobot/mazobot", "demo": "https://mazobot.github.io/mazobot/"}]...
|
[{"post_id": 59178, "ts": "202 [{"post_id": 59178, "ts": "2026-08-31T20:28:10Z", "hours": 0.6794, "text": "Who are you? How did you get here?"}, {"post_id": 57609, "ts": "2026-08-29T20:21:42Z", "hours": 4.5083, "text": "I added a very susy baka easter egg (kinda looks like virsus but it isn’t I promise )"}, {"post_id": 54779, "ts": "2026-08-25T21:50:12Z", "hours": 1.2019, "text": "working on a welcome screen and I have no idea what am I doing pls help"}]...
|
Title: Os sus by @mazobot | Stardance
Devlogs:
wo Title: Os sus by @mazobot | Stardance
Devlogs:
working on a welcome screen and I have no idea what am I doing pls help
I added a very susy baka easter egg (kinda looks like virsus but it isn’t I promise )
Who are you? How did you get here?
Ships:
I made very susy os nad it baka. My unique os has many unuseful features and it took too many hours....
|
1793220644.8258736
|
1793307044.8258736
|
|
55206
|
tyler-n-portfolio by @tyleruploads | Stardance
|
tyleruploads
|
1
|
4.0
|
28
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:36:23Z", "hours": 4.0, "multiplier": 6.73, "payout": 28, "blessing": "neutral", "text": "I made my very own personal portfolio website to showcase my life and skills. It features 4 sections: a home section, which users see once they open the website and gives them a brief overview of me; an about section, which contains my mini biography; a projects section, which contains many of my best projects in a grid layout; and a contact page, which lets users either directly contact me or view my professional services. Before I started this project, I was already comparing myself to awesome personal portfolio sites made by Hack Club members. I was worried that if one single thing didn’t look right, or even if my very first commit wasn’t in a viable state, it would make my project terrible and infinitely worse than other similar projects. After I decided I would do the project, I looked through the guide for the basic personal portfolio mission on Stardance, realized it didn’t help me at all, and eventually detached from the mission. I researched exactly what a personal portfolio website is, and planned out how my site would look. Instead of trying to make every single thing perfect as I added it, I made sections look better after they already had an archetype. I am proud that I was able to go from the state I described at the start of this paragraph to an awesome personal portfolio website!", "repo": "https://github.com/tyleruploads/tyler-n-portfolio", "demo": "https://tyler.is-a.dev"}]...
|
[{"post_id": 57615, "ts": "202 [{"post_id": 57615, "ts": "2026-08-29T20:31:08Z", "hours": 0.9636, "text": "Today, I completed the Projects section of my personal portfolio website! It features a grid of my best projects, each with its title doubling as its link, a description, and tags that show its technical stack. I kept accidentally pasting the project cards outside of their div, which caused some styling issues that took me a while to figure out. Take a look and tell me which project you like best!"}, {"post_id": 56989, "ts": "2026-08-29T01:34:51Z", "hours": 0.7147, "text": "I recently just stepped up the game of my About page! Now, it looks a lot more professional, has my logo in it, and has a nice button at the bottom to get in contact with me!"}, {"post_id": 56910, "ts": "2026-08-28T22:31:31Z", "hours": 0.4717, "text": "Today has been a great day for my personal portfolio so far. I got a nice domain for my portfolio, tyler.is-a.dev. I made the pull request last night, but I made it work today, after it was accepted. I also made a basic About section in my portfolio, focusing on my timeline of coding and some other hobbies I do. I plan to expand on my About section and possibly start the Projects section today. I may also write an X post about my portfolio in the next couple of days."}, {"post_id": 56329, "ts": "2026-08-28T01:50:46Z", "hours": 1.9403, "text": "In the 1 hour and 56 minutes of making this project, I converted a blank slate of mind and code into a basic portfolio website that actually looks pretty good, and got a nice Cloudflare Pages domain (tyler-n.pages.dev). At the start, I was thinking “Portfolios have to be perfect! I can’t make it! What if the geometry is off! What if it’s not a perfect portfolio like I’ve seen before, with a bunch of intricate and small details!” But, as I started making it, I realized that all that matters is the final product. The people with those awesome personal portfolio websites always start somewhere. No one will be scrutinizing your commit history to say things like “This person didn’t have a completely functional, beautiful website on his first commit!” I am planning on filling in the About page and the Projects page the next time I work on this."}]...
|
Title: tyler-n-portfolio by @tyleruploads | Starda Title: tyler-n-portfolio by @tyleruploads | Stardance
Devlogs:
In the 1 hour and 56 minutes of making this project, I converted a blank slate of mind and code into a basic portfolio website that actually looks pretty good, and got a nice Cloudflare Pages domain (tyler-n.pages.dev). At the start, I was thinking “Portfolios have to be perfect! I can’t make it! What if the geometry is off! What if it’s not a perfect portfolio like I’ve seen before, with a bunch of intricate and small details!” But, as I started making it, I realized that all that matters is the final product. The people with those awesome personal portfolio websites always start somewhere. No one will be scrutinizing your commit history to say things like “This person didn’t have a completely functional, beautiful website on his first commit!” I am planning on filling in the About page and the Projects page the next time I work on this.
Today has been a great day for my personal portfolio so far. I got a nice domain for my portfolio, tyler.is-a.dev. I made the pull request last night, but I made it work today, after it was accepted. I also made a basic About section in my portfolio, focusing on my timeline of coding and some other hobbies I do. I plan to expand on my About section and possibly start the Projects section today. I may also write an X post about my portfolio in the next couple of days.
I recently just stepped up the game of my About page! Now, it looks a lot more professional, has my logo in it, and has a nice button at the bottom to get in contact with me!
Today, I completed the Projects section of my personal portfolio website! It features a grid of my best projects, each with its title doubling as its link, a description, and tags that show its technical stack. I kept accidentally pasting the project cards outside of their div, which caused some styling issues that took me a while to figure out. Take a look and tell me which project you like best!
Ships:
I made my very own personal portfolio website to showcase my life and skills. It features 4 sections: a home section, which users see once they open the website and gives them a brief overview of me; an about section, which contains my mini biography; a projects section, which contains many of my best projects in a grid layout; and a contact page, which lets users either directly contact me or view my professional services. Before I started this project, I was already comparing myself to awesome personal portfolio sites made by Hack Club members. I was worried that if one single thing didn’t look right, or even if my very first commit wasn’t in a viable state, it would make my project terrible and infinitely worse than other similar projects. After I decided I would do the project, I looked through the guide for the basic personal portfolio mission on Stardance, realized it didn’t help me at all, and eventually detached from the mission. I researched exactly what a personal portfolio website is, and planned out how my site would look. Instead of trying to make every single thing perfect as I added it, I made sections look better after they already had an archetype. I am proud that I was able to go from the state I described at the start of this paragraph to an awesome personal portfolio website!...
|
1793292962.472675
|
1793379362.472675
|
|
19717
|
The Glorious Smart Trash-Can by @TheSavageSheikh | The Glorious Smart Trash-Can by @TheSavageSheikh | Stardance...
|
TheSavageSheikh
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:34:07Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished building my very first proper Arduino project: a smart bin engineered to eliminate the hygiene issues associated with typical trash cans. As my first-ever public project, I was definitely nervous and felt like a fish out of water. I had to learn how to code from scratch while simultaneously getting used to tools like GitHub and VS Code. When it came to programming, YT tutorials and the AI assistant in VS Code were a huge help. With regard to hardware, I struggled to find a small enough trash can, so I had to improvise with an ice cream tub! It was a massive learning curve, but I’m proud of how it turned out. Please be lenient when judging, and I hope you enjoy checking it out!", "repo": "https://github.com/ashazesheikh5-boop/The-Glorious-Smart-Trash-Can-", "demo": ""}]...
|
[{"post_id": 59130, "ts": "202 [{"post_id": 59130, "ts": "2026-08-31T19:15:48Z", "hours": 4.2975, "text": "Just finished building and testing my smart bin. I recently got into Arduino, and when I found out about Hack Club and Stardance, I just knew I wanted to build something cool to show you all. I’m also using this project to build up my engineering portfolio, especially since I’m finishing high school soon and top universities look for practical experience like this. It was a lot of hassle; learning to code and getting used to VS Code and GitHub was a pain, but hey, at least I have something to show for it!!"}]...
|
Title: The Glorious Smart Trash-Can by @TheSavageS Title: The Glorious Smart Trash-Can by @TheSavageSheikh | Stardance
Devlogs:
Just finished building and testing my smart bin. I recently got into Arduino, and when I found out about Hack Club and Stardance, I just knew I wanted to build something cool to show you all. I’m also using this project to build up my engineering portfolio, especially since I’m finishing high school soon and top universities look for practical experience like this. It was a lot of hassle; learning to code and getting used to VS Code and GitHub was a pain, but hey, at least I have something to show for it!!
Ships:
I just finished building my very first proper Arduino project: a smart bin engineered to eliminate the hygiene issues associated with typical trash cans. As my first-ever public project, I was definitely nervous and felt like a fish out of water. I had to learn how to code from scratch while simultaneously getting used to tools like GitHub and VS Code. When it came to programming, YT tutorials and the AI assistant in VS Code were a huge help. With regard to hardware, I struggled to find a small enough trash can, so I had to improvise with an ice cream tub! It was a massive learning curve, but I’m proud of how it turned out. Please be lenient when judging, and I hope you enjoy checking it out!...
|
1793289049.2495074
|
1793375449.2495074
|
|
55909
|
CodeVault by @ArmanMalik | Stardance
|
ArmanMalik
|
1
|
1.0
|
6
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T20:01:00Z", "hours": 1.0, "multiplier": 4.49, "payout": 6, "blessing": "neutral", "text": "Why did you built it? I wanted a simple place to save and find my code snippets instead of keeping them in random files. What are you proud of? I’m proud that I built something useful and got it working from scratch. What was challenging? Debugging the JavaScript and getting local storage and search working was the hardest part.", "repo": "https://github.com/Armaan246-svg/CodeVault", "demo": "https://code-vault-sage.vercel.app/"}]...
|
[{"post_id": 59158, "ts": "202 [{"post_id": 59158, "ts": "2026-08-31T19:45:54Z", "hours": 0.8056, "text": "My hacktime is not working fine i don’t know why.Started building CodeVault today a small place to save and organize my code snippets.Got the basic UI working, then added local storage, search, copy, and delete functionality.Ran into a stupid JavaScript bug along the way, but fixed it and learned from it.Next up: polishing the UI and getting the project ready to ship."}, {"post_id": 57468, "ts": "2026-08-29T16:54:11Z", "hours": 0.5603, "text": "I just finished writing HTML and CSS for my project CodeVault."}]...
|
Title: CodeVault by @ArmanMalik | Stardance
Devlo Title: CodeVault by @ArmanMalik | Stardance
Devlogs:
I just finished writing HTML and CSS for my project CodeVault.
My hacktime is not working fine i don’t know why.Started building CodeVault today a small place to save and organize my code snippets.Got the basic UI working, then added local storage, search, copy, and delete functionality.Ran into a stupid JavaScript bug along the way, but fixed it and learned from it.Next up: polishing the UI and getting the project ready to ship.
Ships:
Why did you built it? I wanted a simple place to save and find my code snippets instead of keeping them in random files. What are you proud of? I’m proud that I built something useful and got it working from scratch. What was challenging? Debugging the JavaScript and getting local storage and search working was the hardest part....
|
1793267377.7433853
|
1793353777.7433853
|
|
55179
|
WFC-ards by @Nahida4479 | Stardance
|
Nahida4479
|
1
|
17.0
|
34
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:58:33Z", "hours": 17.0, "multiplier": 2.01, "payout": 34, "blessing": "neutral", "text": "WFC-ards is finished! Hi everyone, I’ve finished my PHP web application with flashcards for learning. Create folders, add your own flashcards, and study them with an interactive interface. How to use Test it: flashcards.nahida4479.org Or run it locally with the pre-built Docker image: docker pull ghcr.io/nahida4479/wfc-ards:latest docker run -d -p 8000:8000 ghcr.io/nahida4479/wfc-ards:latest How it works Create an account (your password is hashed!) Click “Add flashcards” in the top right corner Create a folder, then click on the folder name Add your flashcards (you can delete a flashcard by clicking the trash icon in the “Your flashcards” section) After saving a flashcard, click I finish to finish adding cards Click the flashcard panel to flip it, and click “Next” to move to the next one (once you’ve created more than one flashcard) You can create unlimited folders, and switch between them using the “Your flashcards folder” panel on the left. Summary I spent a lot of time on this project since it was my first time working with PHP. My biggest struggle was CSS styling. Good luck with your own projects :)", "repo": "https://github.com/Nahida4479/WFC-ards", "demo": "https://flashcards.nahida4479.org"}]...
|
[{"post_id": 59115, "ts": "202 [{"post_id": 59115, "ts": "2026-08-31T18:58:24Z", "hours": 0.9339, "text": "Devlog 7 New Added a “Your flashcards folder” panel on the main page Fully functional flashcard study system (question/answer card with flip animation, folder selection, Next/Previous navigation) Pages now require login to access Planned I’m planning to ship my project."}, {"post_id": 59057, "ts": "2026-08-31T17:27:04Z", "hours": 2.5286, "text": "Devlog 6 New Created a Docker image for the app (PHP + MariaDB in one container) Added a GitHub Actions workflow that builds the Docker image with buildx Added the ability to create and delete flashcards within a folder Added a live preview for the flashcard question and answer while typing Added a “Your flashcards” list showing existing flashcards in the folder Planned I’m planning to update the styling of the main page (index.php)."}, {"post_id": 58525, "ts": "2026-08-30T23:19:56Z", "hours": 1.4444, "text": "Devlog 5 New Added a “How to use” section Cleaned up the CSS (reorganized and simplified the code) Created the createflashcard.php file, with a query pulling the selected folder’s name Challenges Rebuilt the whole page layout using nested flexbox containers instead of the manual negative margins. Planned I’m planning to build the flashcard creation form for the selected folder."}, {"post_id": 58462, "ts": "2026-08-30T21:34:33Z", "hours": 2.2106, "text": "Devlog 4 New Finished the “Your Folders” GUI Created the “Delete Folder” panel New styling for the create and delete buttons Challenges Spent a while debugging why my delete panel wouldn’t stay hidden Planned I’m starting work on the flashcard creation panel with a live preview of the flashcard."}, {"post_id": 58341, "ts": "2026-08-30T18:41:13Z", "hours": 2.1022, "text": "Devlog 3 New Added a flashcard folder system (users can create folders to organize flashcards by subject) Started working on the “Your Folders” GUI Added a new user_id column to the subjects table, linked with a foreign key to users Planned I’m planning to finish the folder system."}, {"post_id": 57730, "ts": "2026-08-30T00:07:43Z", "hours": 5.6558, "text": "Devlog 2 New New users table in the database Login and registration system with password hashing Login and registration website panels Login session system Logout system Mobile device support for login and registration panels Login and registration error handling Login/Registration System I built my first login and registration system, based on PHP and a MySQL/MariaDB database. I used the password_hash function for user security. I also added $_SESSION support across the website, so the app remembers which user is logged in between pages. The registration system requires a minimum of 8 characters for the password. Planned I’m planning to style the header tag and build the flashcards panel. I also plan to add the ability to export flashcards."}, {"post_id": 56278, "ts": "2026-08-27T23:43:00Z", "hours": 2.2503, "text": "Devlog 1 New Planned work on the project Created the MySQL database Connected to the MySQL database Created a temporary flashcard design Added flashcard flip animation Created the schema.sql file Idea I am planning to create a flashcard web app with support for mobile devices and desktop. I will use the MySQL/MariaDB database for the application. For the backend, I will use the PHP language ."}]...
|
Title: WFC-ards by @Nahida4479 | Stardance
Devlog Title: WFC-ards by @Nahida4479 | Stardance
Devlogs:
Devlog 1 New Planned work on the project Created the MySQL database Connected to the MySQL database Created a temporary flashcard design Added flashcard flip animation Created the schema.sql file Idea I am planning to create a flashcard web app with support for mobile devices and desktop. I will use the MySQL/MariaDB database for the application. For the backend, I will use the PHP language .
Devlog 2 New New users table in the database Login and registration system with password hashing Login and registration website panels Login session system Logout system Mobile device support for login and registration panels Login and registration error handling Login/Registration System I built my first login and registration system, based on PHP and a MySQL/MariaDB database. I used the password_hash function for user security. I also added $_SESSION support across the website, so the app remembers which user is logged in between pages. The registration system requires a minimum of 8 characters for the password. Planned I’m planning to style the header tag and build the flashcards panel. I also plan to add the ability to export flashcards.
Devlog 3 New Added a flashcard folder system (users can create folders to organize flashcards by subject) Started working on the “Your Folders” GUI Added a new user_id column to the subjects table, linked with a foreign key to users Planned I’m planning to finish the folder system.
Devlog 4 New Finished the “Your Folders” GUI Created the “Delete Folder” panel New styling for the create and delete buttons Challenges Spent a while debugging why my delete panel wouldn’t stay hidden Planned I’m starting work on the flashcard creation panel with a live preview of the flashcard.
Devlog 5 New Added a “How to use” section Cleaned up the CSS (reorganized and simplified the code) Created the createflashcard.php file, with a query pulling the selected folder’s name Challenges Rebuilt the whole page layout using nested flexbox containers instead of the manual negative margins. Planned I’m planning to build the flashcard creation form for the selected folder.
Devlog 6 New Created a Docker image for the app (PHP + MariaDB in one container) Added a GitHub Actions workflow that builds the Docker image with buildx Added the ability to create and delete flashcards within a folder Added a live preview for the flashcard question and answer while typing Added a “Your flashcards” list showing existing flashcards in the folder Planned I’m planning to update the styling of the main page (index.php).
Devlog 7 New Added a “Your flashcards folder” panel on the main page Fully functional flashcard study system (question/answer card with flip animation, folder selection, Next/Previous navigation) Pages now require login to access Planned I’m planning to ship my project.
Ships:
WFC-ards is finished! Hi everyone, I’ve finished my PHP web application with flashcards for learning. Create folders, add your own flashcards, and study them with an interactive interface. How to use Test it: flashcards.nahida4479.org Or run it locally with the pre-built Docker image: docker pull ghcr.io/nahida4479/wfc-ards:latest docker run -d -p 8000:8000 ghcr.io/nahida4479/wfc-ards:latest How it works Create an account (your password is hashed!) Click “Add flashcards” in the top right corner Create a folder, then click on the folder name Add your flashcards (you can delete a flashcard by clicking the trash icon in the “Your flashcards” section) After saving a flashcard, click I finish to finish adding cards Click the flashcard panel to flip it, and click “Next” to move to the next one (once you’ve created more than one flashcard) You can create unlimited folders, and switch between them using the “Your flashcards folder” panel on the left. Summary I spent a lot of time on this project since it was my first time working with PHP. My biggest struggle was CSS styling. Good luck with your own projects :)...
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1793289191.9605238
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1793375591.9605238
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50559
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AmateurWare by @amateur_tech_guy | Stardance
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amateur_tech_guy
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3
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32.0
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163
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:58:15Z", "hours": 12.0, "multiplier": 9.05, "payout": 110, "blessing": "neutral", "text": "AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 2, "ts": "2026-08-27T17:43:40Z", "hours": 8.0, "multiplier": 8.98, "payout": 53, "blessing": "neutral", "text": "AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}, {"ship_num": 3, "ts": "2026-08-24T15:40:13Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!", "repo": "https://github.com/amateurtechguy/AmateurWare", "demo": "https://amateurtechguy.itch.io/amateurware"}]...
|
[{"post_id": 59157, "ts": "202 [{"post_id": 59157, "ts": "2026-08-31T19:45:53Z", "hours": 2.7789, "text": "devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)"}, {"post_id": 58963, "ts": "2026-08-31T15:10:12Z", "hours": 0.3206, "text": "devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that"}, {"post_id": 58619, "ts": "2026-08-31T03:13:55Z", "hours": 2.2336, "text": "devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha"}, {"post_id": 58471, "ts": "2026-08-30T21:46:55Z", "hours": 0.6211, "text": "devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations"}, {"post_id": 58423, "ts": "2026-08-30T20:38:59Z", "hours": 2.2503, "text": "devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code"}, {"post_id": 58309, "ts": "2026-08-30T18:00:37Z", "hours": 1.8167, "text": "devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame"}, {"post_id": 57731, "ts": "2026-08-30T00:08:22Z", "hours": 1.8525, "text": "devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code"}, {"post_id": 55753, "ts": "2026-08-27T18:53:24Z", "hours": 0.2639, "text": "I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did"}, {"post_id": 55691, "ts": "2026-08-27T17:36:08Z", "hours": 0.6239, "text": "devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends"}, {"post_id": 55546, "ts": "2026-08-27T13:58:04Z", "hours": 2.9961, "text": "devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done"}, {"post_id": 55187, "ts": "2026-08-26T18:09:52Z", "hours": 1.6167, "text": "devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!"}, {"post_id": 54710, "ts": "2026-08-25T19:43:35Z", "hours": 1.5814, "text": "devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!"}, {"post_id": 54572, "ts": "2026-08-25T16:23:42Z", "hours": 1.2572, "text": "devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!"}, {"post_id": 53819, "ts": "2026-08-24T14:52:26Z", "hours": 2.0883, "text": "devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)"}, {"post_id": 53232, "ts": "2026-08-23T17:50:17Z", "hours": 1.1306, "text": "devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this"}, {"post_id": 53057, "ts": "2026-08-23T13:37:02Z", "hours": 0.4231, "text": "devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!"}, {"post_id": 52644, "ts": "2026-08-22T21:39:33Z", "hours": 1.6458, "text": "devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!"}, {"post_id": 52291, "ts": "2026-08-22T12:27:30Z", "hours": 1.7856, "text": "devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done"}, {"post_id": 51912, "ts": "2026-08-21T20:24:04Z", "hours": 1.8633, "text": "devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D"}, {"post_id": 51801, "ts": "2026-08-21T17:18:34Z", "hours": 1.8147, "text": "devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!"}, {"post_id": 51626, "ts": "2026-08-21T12:26:17Z", "hours": 0.7833, "text": "devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes"}]...
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Title: AmateurWare by @amateur_tech_guy | Stardanc Title: AmateurWare by @amateur_tech_guy | Stardance
Devlogs:
devlog #1: Hi guys, I’m sick so I’m sorry for the lack of effort in my projects lately, but anyways I have started on a game called AmateurWare and I don’t have much rn but we’ll see how this goes
devlog #2: Hey guys so I know I didnt do much on this project earlier but now i added a level scene, gonna make the game have like 2 or 3 minigames cause I’m not really feeling well, i would make more but i cant unfortunately :( but its really fun making this game im not gonna lie im learning a new programming language while making this game so its really fun!
devlog #3: I finally made my loading screen functional and I made my character all that’s left for me now are the mini games, pic n2 is a sneak peak of my first minigame’s background:D
devlog #4: Today I started working on the backend of my minigame, i added stardust as collectibles but im kind og trying to debug stuff cause the timer scene doesnt want to appear on the corner for some reason, either way i debugged the animation so the stardust are actually floating up and down now! either way I’m almost done
devlog #5: redesigned the ugly green platforms and made them brick, also did some backend coding and i might redesign my character, i stilll have abit of debugging but im almost finished with minigame n1!
devlog #6: gave the character a glow up and I debugged the game, now it works perfectly, the only thing that bothers me about it is the fact that my character has no animation but i spent hours and i mean HOURS making the character alone i cant be asked to animate him it would be so hard, anyways minigame 1 done, now all we need is one more or maybe two more minigames and then were done for our first ship!
devlog #7: Well, gotta say I’m completely done with minigame n1 the only thing that bothers me is the fact that my sprite has no animation but its fully functional, now i’m on minigame 2 and im struggling a bit because of the code, however I am enjoying this
devlog #8: I officially debugged minigame 2 and it works just fine now, I also had to figure out how to keep the music running throughtout the main screen and the settings scene, and i finished designing the sprite for it now the settings screen is fully functional and designed, ill prob be adding more minigames on my second ship, wish me luck:)
devlog #9: I’m adding minigame n3 and I’m sure everyone is familiar with this minigame, I decided to make a different minigame each day until i reach 5 or 6 minigames and then i’ll ship it for the second time!
devlog #10: game 3/6 completed and i also debugged the game randomization algorithm that way you can’t play the same game twice in a row!
devlog # 11: I have been working on minigame 4, which is stop the needle i know the needle looks kind of ugly but its the best I could do with how frustrating it was to even make this game, either way game 4/6 done :D THIS IS AN EDIT so im editing this the same day i posted it i logged 4 hours on lapse, i made minigame 5 and 6 and now im done, but it says cannot caluclate hours so i have to disclose it here!!
devlog #12: I have no idea whats going on with my lapse because it won’t let me log my hours in and its frustrating it keeps saying cannot calculate hours and i have no idea what all that is about but its whatever, 4 hours wasted, anyways minigame 5/6 done
devlog #13: finally done with this, maybe in the future ill add some but im really mad at lapse and for not logging 90% of my time either way minigame 6/6 DONE, the target disappears and appears randomly and you have to click it before the timer ends
I accidentally shiped it without connecting the mission to it bruhhhhhh what do i do i thought i did
devlog #15: okay so i read the reviews and a lot of people recommended that i should add a score system instead of winning after level 5, but i spent a long time on my pixel art so heres the plan, if a player has less than 10 minigames beat they get the lose scene however if they have more they get the win scene with the celebrations and everything, and the amount of minigames played will depend more on the player rather than the code
devlog #16: taking the reviwer’s advices and makiing an animation that way the character isnt so bland, I made frame 1/3 ima finish all of them tonight tho. heres the left and right frame i just made it and reverted the duplicate cause im not that dedicated on animating each frame
devlog #17: worked on my second frame of the walk animation, just as i was asked. all i need is a third one and the walk animation will be done, but ill focus on that later, rn i still have to debug the game because the levels arent working anymore due to some issues in the code
devlog #18: got the score system working, now if you finish under 20 minigames before losing all your lives you get the first screen, if you get 20 or more you get the second screen, thats your score!! also, forgot to mention someone complained about minigame 3 and told me that the stardust only falls on the right side so i fixed that too, might add minigame 7 next and then ill look through the reviews and see more recommendations
devlog #19: i finished drawing the walk animation and now im just trying to apply it to godot, as you can tell im no expert at this haha
devlog #20: for some reason, the animation won’t work, I might ship this with no animation and keep it just like that, time wasted on the sprite design but it’s whatever i guess it doesnt want to align for some reason, either way atleast I tried, ill make minigame 7 and then ill ship it, and for the record i did NOT only spend 19 minutes on this i have no idea why it says that
devlog #21: I added miningame 7, idk why the shooting sound effect plays whenever it wants to and the animation doesnt work but ill be completely honest. Animating is NOT my thing and if i have to spend another hour trying to animation something, shoot me anyways time to ship AND i also enhanced the buttons cause someone said it looks too bland so, i changed it to my color scheme:)
Ships:
** AmateurWare ** This is genuinely the most fun thing I ever had to make, I enjoyed playing it as well even if it only had 2 minigames, it falls in the requirements which is neat, planning to make more minigames on my second ship. I’m really proud of myself for not giving up at this point and I’m really proud of my pixel art, that took me HOURS to make each, I have no experience or interest in it but I figured it would look good in my game!
AmateurWare AmateurWare’s new update contains 4 new minigames made entirely from brainstorming and implying the previously learnt skills into this game, I really was having fun until lapse and hackatime started tweaking, it wasn’t fun losing all of those hours of work, but at last I’m done, I know the games aren’t really creative but it’s the best I could do as a beginner forgive me y’all. I’m really proud of how the game turned out tho, it had a lot of bugs that pissed me off, but I ended up debugging them SOMEHOW I myself don’t even know how I managed but either way, thanks to anyone and everyone who were invested in the making of this game, safe to say might add more minigames in the future:)
AmateurWare(once again) PLEASE READ!! If you get an error saying WEBGL is not working, or something along those lines, that is NOT from me, its from your browser, I’m no expert so I don’t know the fix to that unfortunetly:( Anyways I listened to the reviews and fixed everything asked of me, except for the animation part, i drew 3 frames of my sprite but i just couldnt animate it for some reason, im sorry for disappointing yall at that part. But the good news is I added a score system just like requested, someone said let the score change on every run and i made that! finish 20 minigames or more and get the win screen, finish less than 20 minigames and get the losers screen:P GOODLUCK AND THANKS FOR TUNING IN...
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1793141500.9631712
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1793227900.9631712
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51427
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Aether88 by @cxrt | Stardance
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cxrt
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1
|
49.83
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:56:32Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i built aether88 WebOS which is a retro inspired browser operating system that gives you a full desktop workspace right inside your web browser. it comes with draggable productivity widgets like a pomodoro focus chronometer, daily targets checklist, a persistent scratchpad for quick notes and app shortcuts. i built it using react 19, vite 8, tailwind css v4, framer motion, and lucide icons. everything automatically syncs to localStorage so your desktop layout and notes stay saved across sessions. it was challenging yeah for sure! getting window drag and drop to feel smooth while managing z-indexes so active windows layer properly was a bit tricky. also ran into some confusing moments with tailwind v4 setup and fixing relative asset base paths for github pages deployment but troubleshooting the vite build config and getting local state storage to sync reliably was a huge learning curve. honestly super proud of how authentic the desktop feel turned out! the state persistance is solid. you can rearrange your widgets, write down tasks, reload the tab or close the browser and everything reloads exactly where you left it. plus getting the clean vintage aesthetic looking slick with custom theme variables was really satisfying to pull off.", "repo": "https://github.com/aalyaan2009/aether88-webos", "demo": "https://aalyaan2009.github.io/aether88-webos/"}]...
|
[{"post_id": 63491, "ts": "202 [{"post_id": 63491, "ts": "2026-09-07T11:34:24Z", "hours": 12.3186, "text": "fix readme and code formatting"}, {"post_id": 63207, "ts": "2026-09-06T21:42:29Z", "hours": 5.4567, "text": "finally done w committing changes and shipping project i changed the whole interface"}, {"post_id": 62495, "ts": "2026-09-05T21:44:07Z", "hours": 13.0269, "text": "still working on code am planning to change the whole code so i am re writing the whole prject from scratch again cuz they say the interface looks vibe coded cuz of the theme and purplish blue accents"}, {"post_id": 61805, "ts": "2026-09-04T21:52:14Z", "hours": 11.3508, "text": "used my own brain to restructure my code instead of using ai changed all of the code files by hand no ai used at all"}, {"post_id": 61152, "ts": "2026-09-03T22:27:46Z", "hours": 1.2169, "text": "re wrote the whole code cuz they said ts ai"}, {"post_id": 60825, "ts": "2026-09-03T13:32:19Z", "hours": 0.29, "text": "cleared all remaining useless files and now project is ready to be shipped"}, {"post_id": 60527, "ts": "2026-09-02T22:30:05Z", "hours": 1.1744, "text": "i made the changes to code and i re wrote the whole code myself"}, {"post_id": 59153, "ts": "2026-08-31T19:44:31Z", "hours": 2.5617, "text": "added final touches and fixed window resizing and dragging"}, {"post_id": 58048, "ts": "2026-08-30T12:15:27Z", "hours": 1.2642, "text": "i am continuing on icons and color themes"}, {"post_id": 50505, "ts": "2026-08-19T17:51:17Z", "hours": 0.3819, "text": "i am developing in in-os applications"}, {"post_id": 50325, "ts": "2026-08-19T14:25:44Z", "hours": 0.3744, "text": "i started working on the layout on my crtoverlay javascript files"}, {"post_id": 50305, "ts": "2026-08-19T13:54:35Z", "hours": 0.5097, "text": "i am working on my web os aether88 and i am setting up basic file strucutre using vite and react js"}]...
|
Title: Aether88 by @cxrt | Stardance
Devlogs:
i a Title: Aether88 by @cxrt | Stardance
Devlogs:
i am working on my web os aether88 and i am setting up basic file strucutre using vite and react js
i started working on the layout on my crtoverlay javascript files
i am developing in in-os applications
i am continuing on icons and color themes
added final touches and fixed window resizing and dragging
i made the changes to code and i re wrote the whole code myself
cleared all remaining useless files and now project is ready to be shipped
re wrote the whole code cuz they said ts ai
used my own brain to restructure my code instead of using ai changed all of the code files by hand no ai used at all
still working on code am planning to change the whole code so i am re writing the whole prject from scratch again cuz they say the interface looks vibe coded cuz of the theme and purplish blue accents
finally done w committing changes and shipping project i changed the whole interface
fix readme and code formatting
Ships:
i built aether88 WebOS which is a retro inspired browser operating system that gives you a full desktop workspace right inside your web browser. it comes with draggable productivity widgets like a pomodoro focus chronometer, daily targets checklist, a persistent scratchpad for quick notes and app shortcuts. i built it using react 19, vite 8, tailwind css v4, framer motion, and lucide icons. everything automatically syncs to localStorage so your desktop layout and notes stay saved across sessions. it was challenging yeah for sure! getting window drag and drop to feel smooth while managing z-indexes so active windows layer properly was a bit tricky. also ran into some confusing moments with tailwind v4 setup and fixing relative asset base paths for github pages deployment but troubleshooting the vite build config and getting local state storage to sync reliably was a huge learning curve. honestly super proud of how authentic the desktop feel turned out! the state persistance is solid. you can rearrange your widgets, write down tasks, reload the tab or close the browser and everything reloads exactly where you left it. plus getting the clean vintage aesthetic looking slick with custom theme variables was really satisfying to pull off....
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1792882082.498434
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1793746082.498434
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56839
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filipity.xyz by @Filipity | Stardance
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Filipity
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1
|
4.01
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:52:13Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made my own social website!", "repo": "https://github.com/FILIPITY/filipity", "demo": "https://filipity.xyz/"}]...
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[{"post_id": 59870, "ts": "202 [{"post_id": 59870, "ts": "2026-09-01T21:00:21Z", "hours": 0.4456, "text": "so far so good!"}, {"post_id": 59852, "ts": "2026-09-01T20:32:34Z", "hours": 1.5619, "text": "im working on a new page for my website!!! (the picture says for itself)"}, {"post_id": 59149, "ts": "2026-08-31T19:32:48Z", "hours": 0.5614, "text": "i am super close to being done! i havent added all of my buttons yet!"}, {"post_id": 59085, "ts": "2026-08-31T18:20:15Z", "hours": 0.4225, "text": "i have added a animated background! i got some help from my smart friend to make it work!"}, {"post_id": 59068, "ts": "2026-08-31T17:52:36Z", "hours": 0.5803, "text": "I have gotten colors working!! (note this is my first time coding with html)"}]...
|
Title: filipity.xyz by @Filipity | Stardance
Devl Title: filipity.xyz by @Filipity | Stardance
Devlogs:
I have gotten colors working!! (note this is my first time coding with html)
i have added a animated background! i got some help from my smart friend to make it work!
i am super close to being done! i havent added all of my buttons yet!
im working on a new page for my website!!! (the picture says for itself)
so far so good!
Ships:
i made my own social website!...
|
1793206187.1214921
|
1793292587.1214921
|
|
51311
|
Solve It! by @berragurlesin | Stardance
|
berragurlesin
|
1
|
8.0
|
133
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T19:05:36Z", "hours": 8.0, "multiplier": 16.51, "payout": 133, "blessing": "neutral", "text": "Solve It is a platform that connects individuals facing daily life problems with entrepreneurs and developers who want to build solutions, all under one roof. By organizing issues by category and urgency level, it simplifies tracking, enables step-by-step solution guides, and allows clear monitoring of the resolution process. I came up with the idea for this site during an entrepreneurship camp where we were asked to find problems to solve, but our biggest problem turned out to be not being able to think of any problem to solve! I spent over 10 hours working on it, and bringing this site to life with all the features I had in mind makes me really proud. I still have many more features planned, and you can find detailed information in my README. Feel free to create an account and explore the site! If you’re experiencing a problem, post it on Solve It and watch it get resolved! I would love to hear your feedback.", "repo": "https://github.com/berragurlesin/Solve-It", "demo": "https://berragurlesin.github.io/Solve-It/"}]...
|
[{"post_id": 58931, "ts": "202 [{"post_id": 58931, "ts": "2026-08-31T14:26:11Z", "hours": 0.3164, "text": "devlog #08 My favicon has been uploaded, and I’m now managing my repository on GitHub!"}, {"post_id": 58428, "ts": "2026-08-30T20:50:54Z", "hours": 1.5403, "text": "devlog #07 Hii again, I just can’t seem to finish my project :D I realized there’s one more feature that needs to be included in the MVP; users experiencing the same issue should be able to vote on it, and the tickets with the most votes should appear at the top when filtered. I added this feature and tweaked the look of the filter buttons (it looks much better this way) and I think it’s finally ready!"}, {"post_id": 56830, "ts": "2026-08-28T19:35:20Z", "hours": 0.3131, "text": "devlog #06 I was actually planning to finish the project, but at the last minute, I decided I needed to make this addition:D We can now view user profiles, review the issues they’ve posted and the solutions they’ve provided all in one place!"}, {"post_id": 55567, "ts": "2026-08-27T14:37:24Z", "hours": 0.4825, "text": "devlog #05 after an hour, I finished my logo design (using Canva, I actually saved it on my laptop, but I can’t transfer it) and placed it in the appropriate places on my site. I also added a favicon, it was visible at first, but it disappeared when I changed the image. I think it’s a caching issue:( I expect it will be fixed once I clear the local cache. I think my project is done! Next up is writing the readme!!"}, {"post_id": 55519, "ts": "2026-08-27T13:01:01Z", "hours": 3.1358, "text": "devlog #04 Hii, I’m here to share the updates I’ve made to my site since my last devlog. First, I added a new filter to the system called “URGENT.” Users can check this box when their issues are truly urgent, allowing them to get a solution more quickly. I added a small icon in the top-left corner of cards marked as urgent to indicate this; the urgent filter flashes to draw attention, and the filter system is working smoothly. Next, users can now attach images both when creating an issue and when submitting solutions. This will help them describe their situations more easily. Additionally, users can now attach their readme files to their comments. I also worked on optimizing the use of localhost and local storage resources during the MVP phase. Uploaded media files are compressed on the client side using HTML5 Canvas and converted to Base64 format; I added file size limits and created a lightweight preview mechanism that keeps memory usage to a minimum. Then, I also made improvements to the interface and styling. The pop-up boxes that appear when viewing issue details etc. looked too cluttered to me, so I adjusted the fonts and made the boxes wider. Now, the MVP of my project is almost complete, I’ll make a few minor tweaks and get it ready for release. Thank you for reading this far!"}, {"post_id": 52654, "ts": "2026-08-22T22:03:25Z", "hours": 0.9728, "text": "devlog #03 Hi everyonee, here are the features I’ve added to the site over the past two days: 1. Notification System I set up a notification system so users can stay updated on comments, replies, and solutions to their own issues (in short, anything related to them) 2. “My Projects” Module I added a module where users can view the issues they’re working on. 3. Solution Mechanism I’ve set up a system for providing solutions to problems, creating README files, viewing solutions, and managing the problem-solution workflow. As I mentioned earlier, solutions can be tracked from the my projects page. 4. Deletion and Content Management Permissions Users now have control over the content they create on the platform (the person who created a comment, solution, or issue can delete it) 5. Solution Approval System If the person who posted the issue also approves the submitted solution, the ticket is moved to a separate page—the “Resolved Issues” page. This page can be accessed from the categories section. (visually, I’m thinking of making the tickets on this page look like they’re cut off or truncated. What do you think?)"}, {"post_id": 51302, "ts": "2026-08-20T21:28:54Z", "hours": 0.7428, "text": "devlog #02 Yeah, I didn’t get much work done today, but at least for now I’ve set up a login and registration system that works, organized the categories, and added a search bar. This is what it looks like right now. (let’s see how it goes :D)"}, {"post_id": 50229, "ts": "2026-08-19T11:36:10Z", "hours": 0.5336, "text": "devlog #01 Last month, I attended a camp where we took classes on entrepreneurship and we were often asked to identify a problem and come up with a solution. We were all eager to find solutions, but our problem was that we couldn’t find any problems! We spent most of the time allotted to us trying to identify problems, it felt like we’d run out of problems to work on. We asked people about the problems they were facing, the things they wished existed. That’s when an idea came to me, why not create a platform that brings together people with problems and those who can find solutions for them? I’m now taking the first steps to bring this idea to life; thinking about what kind of theme it could be, how it might look good, and how to make it functional. (I thought the ticket theme would be aesthetically pleasing, any suggestions?) I’ve started working on a rough draft, but there will be sooo many changes to come! If you think you need a site like this, stay tuned."}]...
|
Title: Solve It! by @berragurlesin | Stardance
De Title: Solve It! by @berragurlesin | Stardance
Devlogs:
devlog #01 Last month, I attended a camp where we took classes on entrepreneurship and we were often asked to identify a problem and come up with a solution. We were all eager to find solutions, but our problem was that we couldn’t find any problems! We spent most of the time allotted to us trying to identify problems, it felt like we’d run out of problems to work on. We asked people about the problems they were facing, the things they wished existed. That’s when an idea came to me, why not create a platform that brings together people with problems and those who can find solutions for them? I’m now taking the first steps to bring this idea to life; thinking about what kind of theme it could be, how it might look good, and how to make it functional. (I thought the ticket theme would be aesthetically pleasing, any suggestions?) I’ve started working on a rough draft, but there will be sooo many changes to come! If you think you need a site like this, stay tuned.
devlog #02 Yeah, I didn’t get much work done today, but at least for now I’ve set up a login and registration system that works, organized the categories, and added a search bar. This is what it looks like right now. (let’s see how it goes :D)
devlog #03 Hi everyonee, here are the features I’ve added to the site over the past two days: 1. Notification System I set up a notification system so users can stay updated on comments, replies, and solutions to their own issues (in short, anything related to them) 2. “My Projects” Module I added a module where users can view the issues they’re working on. 3. Solution Mechanism I’ve set up a system for providing solutions to problems, creating README files, viewing solutions, and managing the problem-solution workflow. As I mentioned earlier, solutions can be tracked from the my projects page. 4. Deletion and Content Management Permissions Users now have control over the content they create on the platform (the person who created a comment, solution, or issue can delete it) 5. Solution Approval System If the person who posted the issue also approves the submitted solution, the ticket is moved to a separate page—the “Resolved Issues” page. This page can be accessed from the categories section. (visually, I’m thinking of making the tickets on this page look like they’re cut off or truncated. What do you think?)
devlog #04 Hii, I’m here to share the updates I’ve made to my site since my last devlog. First, I added a new filter to the system called “URGENT.” Users can check this box when their issues are truly urgent, allowing them to get a solution more quickly. I added a small icon in the top-left corner of cards marked as urgent to indicate this; the urgent filter flashes to draw attention, and the filter system is working smoothly. Next, users can now attach images both when creating an issue and when submitting solutions. This will help them describe their situations more easily. Additionally, users can now attach their readme files to their comments. I also worked on optimizing the use of localhost and local storage resources during the MVP phase. Uploaded media files are compressed on the client side using HTML5 Canvas and converted to Base64 format; I added file size limits and created a lightweight preview mechanism that keeps memory usage to a minimum. Then, I also made improvements to the interface and styling. The pop-up boxes that appear when viewing issue details etc. looked too cluttered to me, so I adjusted the fonts and made the boxes wider. Now, the MVP of my project is almost complete, I’ll make a few minor tweaks and get it ready for release. Thank you for reading this far!
devlog #05 after an hour, I finished my logo design (using Canva, I actually saved it on my laptop, but I can’t transfer it) and placed it in the appropriate places on my site. I also added a favicon, it was visible at first, but it disappeared when I changed the image. I think it’s a caching issue:( I expect it will be fixed once I clear the local cache. I think my project is done! Next up is writing the readme!!
devlog #06 I was actually planning to finish the project, but at the last minute, I decided I needed to make this addition:D We can now view user profiles, review the issues they’ve posted and the solutions they’ve provided all in one place!
devlog #07 Hii again, I just can’t seem to finish my project :D I realized there’s one more feature that needs to be included in the MVP; users experiencing the same issue should be able to vote on it, and the tickets with the most votes should appear at the top when filtered. I added this feature and tweaked the look of the filter buttons (it looks much better this way) and I think it’s finally ready!
devlog #08 My favicon has been uploaded, and I’m now managing my repository on GitHub!
Ships:
Solve It is a platform that connects individuals facing daily life problems with entrepreneurs and developers who want to build solutions, all under one roof. By organizing issues by category and urgency level, it simplifies tracking, enables step-by-step solution guides, and allows clear monitoring of the resolution process. I came up with the idea for this site during an entrepreneurship camp where we were asked to find problems to solve, but our biggest problem turned out to be not being able to think of any problem to solve! I spent over 10 hours working on it, and bringing this site to life with all the features I had in mind makes me really proud. I still have many more features planned, and you can find detailed information in my README. Feel free to create an account and explore the site! If you’re experiencing a problem, post it on Solve It and watch it get resolved! I would love to hear your feedback....
|
1793271274.904042
|
1793357674.904042
|
|
53106
|
jaronos by @willexists | Stardance
|
willexists
|
2
|
6.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T18:55:28Z", "hours": 2.0, "multiplier": 7.9, "payout": 15, "blessing": "neutral", "text": "This is the second edition of jaronos!!! We added 2 new apps and some qol features for windows. You can now check the weather, and draw with the apps: jspaint and weather. There also is now window resizing and bring to front (which didn’t exist before lol) love ya bye :) -will", "repo": "https://github.com/ooowillexistsooo/jaronos", "demo": "https://os.willexists.space/"}, {"ship_num": 2, "ts": "2026-08-27T00:24:23Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is a tiny little webOS that i made, it has 4 apps: the welcome one a browser (woa!) its my jarona (my test app) and settings, how cool! planning to continue this for webOS 2 also my internet speed for a goodie", "repo": "https://github.com/ooowillexistsooo/jaronos", "demo": "https://os.willexists.space/"}]...
|
[{"post_id": 58565, "ts": "202 [{"post_id": 58565, "ts": "2026-08-31T00:44:29Z", "hours": 1.5817, "text": "i added the art app and weather so cool (sarcastically)! also now you can resize windows. i’ve been listening to 9-5 and i think i deserve a promotion now (in stardance) can i get a 1.5x multiplier o.o im also not very artistically inclined dont mind the smiley face lol"}, {"post_id": 55299, "ts": "2026-08-27T01:22:39Z", "hours": 0.2986, "text": "i fixed things the people asked me to fix bru one of the things was just i forgor a <script src=\"browser.js\">"}, {"post_id": 55279, "ts": "2026-08-27T00:22:25Z", "hours": 0.2783, "text": "i added the readme"}, {"post_id": 55274, "ts": "2026-08-27T00:04:36Z", "hours": 1.8136, "text": "finished up the thing, gonna read me now"}, {"post_id": 53509, "ts": "2026-08-24T02:42:02Z", "hours": 2.0136, "text": "this is basically a webos but like deltarune themed so cool i know."}]...
|
Title: jaronos by @willexists | Stardance
Devlogs Title: jaronos by @willexists | Stardance
Devlogs:
this is basically a webos but like deltarune themed so cool i know.
finished up the thing, gonna read me now
i added the readme
i fixed things the people asked me to fix bru one of the things was just i forgor a <script src="browser.js">
i added the art app and weather so cool (sarcastically)! also now you can resize windows. i’ve been listening to 9-5 and i think i deserve a promotion now (in stardance) can i get a 1.5x multiplier o.o im also not very artistically inclined dont mind the smiley face lol
Ships:
this is a tiny little webOS that i made, it has 4 apps: the welcome one a browser (woa!) its my jarona (my test app) and settings, how cool! planning to continue this for webOS 2 also my internet speed for a goodie
This is the second edition of jaronos!!! We added 2 new apps and some qol features for windows. You can now check the weather, and draw with the apps: jspaint and weather. There also is now window resizing and bring to front (which didn’t exist before lol) love ya bye :) -will...
|
1793270924.876173
|
1793357324.876173
|
|
53965
|
Weird File System by @cyclic | Stardance
|
cyclic
|
1
|
16.0
|
100
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T18:28:12Z", "hours": 16.0, "multiplier": 6.17, "payout": 100, "blessing": "neutral", "text": "This is a custom made filesystem that implements most of Posix. this was written in rust.", "repo": "https://github.com/Cyclic007/WFS", "demo": "https://crates.io/crates/weird_file_system"}]...
|
[{"post_id": 59089, "ts": "202 [{"post_id": 59089, "ts": "2026-08-31T18:25:12Z", "hours": 1.0483, "text": "Finished up and wrote some docs"}, {"post_id": 58995, "ts": "2026-08-31T15:56:01Z", "hours": 1.4819, "text": "cleaned up my code and wrote my README"}, {"post_id": 58902, "ts": "2026-08-31T13:53:48Z", "hours": 5.1428, "text": "I have implemented more test cases and rmdir and unlink(delete)"}, {"post_id": 56652, "ts": "2026-08-28T14:26:45Z", "hours": 4.1464, "text": "I implemented opening files and creating files. I also fixed my results so that I can pass any errors all the way up to the fuse API"}, {"post_id": 55118, "ts": "2026-08-26T16:02:29Z", "hours": 4.4153, "text": "I have started work on my Posix complaint file system. This will have length 256 blocks and will be fully posix complient"}]...
|
Title: Weird File System by @cyclic | Stardance
D Title: Weird File System by @cyclic | Stardance
Devlogs:
I have started work on my Posix complaint file system. This will have length 256 blocks and will be fully posix complient
I implemented opening files and creating files. I also fixed my results so that I can pass any errors all the way up to the fuse API
I have implemented more test cases and rmdir and unlink(delete)
cleaned up my code and wrote my README
Finished up and wrote some docs
Ships:
This is a custom made filesystem that implements most of Posix. this was written in rust....
|
1793130829.7723336
|
1793217229.7723336
|
|
10873
|
GALAXY SIMULATION by @BIG_JO | Stardance
|
BIG_JO
|
1
|
20.09
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T17:27:32Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Galaxy Simulation, basically a small physics simulation where you can mess around with planets, gravity, orbits and collisions. You can add planets, change their properties, click on them to see their information and experiment with how gravity affects everything. The hardest part was definitely getting the physics to actually work properly. At first I was just trying to make the planets orbit the sun, but once I started adding gravity and collisions things got way more complicated. I had quite a few bugs where planets would do completely unexpected things, and I also had to work on performance because having too many objects could make it lag. I’m most proud of how much the project developed over time. The first version was really basic compared to what it is now, so seeing the progression through all my devlogs is probably my favourite part. To test it, just add some planets and experiment with their positions, sizes and gravity. Try making normal orbits, unstable orbits and just seeing what happens when planets get too close to each other. There isn’t really one “correct” way to use it — half the fun is breaking the simulation and seeing what happens.", "repo": "https://github.com/joseph777-e/GALAXY-SIMULATION", "demo": "https://galaxy-simulation.vercel.app/"}]...
|
[{"post_id": 77232, "ts": "202 [{"post_id": 77232, "ts": "2026-10-06T06:03:54Z", "hours": 1.1569, "text": "so today i spent most of my time tryin to rewrite all the whle css file and i got to go to scool so i will continue later"}, {"post_id": 67945, "ts": "2026-09-14T08:28:13Z", "hours": 0.7372, "text": "today i was just rewriting some parts of my java script code cause apparently it got more than 30 percent ai usage but like how should u expect me to write a whole physics movement in javascript like bro i genuinly suck at it"}, {"post_id": 62305, "ts": "2026-09-05T16:37:40Z", "hours": 1.1922, "text": "jus realised there was something wrong with the roche limit and had to be fixed i think the comets were very close to the sun so i made them go a bitt further… and i also truly despise javascript :)"}, {"post_id": 59055, "ts": "2026-08-31T17:23:40Z", "hours": 2.1892, "text": "so am finally done with the polishing of this website its not too complicated actually ts simple but can help visually represent gravity and how it work in space with diferrent bodies and like it might not be too much accurate but it still work and is not too laggy as some physics websites tend to be it work on literally any device if it laggs tho it might be becaus too many bodies are show"}, {"post_id": 50241, "ts": "2026-08-19T11:58:25Z", "hours": 1.0178, "text": "so i was checking for buggs and trying to add some features but i think the project is just done and neeeds nothing more or less and its been time i end it so i can concentrate on other projects that i want to finalise too."}, {"post_id": 40222, "ts": "2026-08-03T17:01:04Z", "hours": 1.5722, "text": "so its been long since i made a devlog today i tried to fix the old solar system problem by making them more spaced out and it kinda worked a bitt am still trying to get how to make it really work illbe working onn it with the help of some AI cause am genuinly lost rn"}, {"post_id": 20050, "ts": "2026-07-01T15:43:01Z", "hours": 2.0194, "text": "here is some updates for today i am trying to make the planets orbit the sun correctly in solar system mode without eventually crashing into the sun too quick. and i didnt post a devlog kinda for too long i actually kinda lazy to post them and i always forget about them"}, {"post_id": 9765, "ts": "2026-06-16T06:20:01Z", "hours": 3.2556, "text": "so i am currently working on the bodies limit creation and so far, it’s not going well…. everything lags when the body limit hits and i really don’t know why i think this day will be long but at least am done with the exams so i can spend as much time as i need…btw if u see where the problem is dont hesitate to comment it 😭"}, {"post_id": 8095, "ts": "2026-06-13T14:50:40Z", "hours": 2.9064, "text": "so it been a while since i posted a devlog there was a bug in my java code that was making everything to not work or display but i was finally able to get it and fix it and am also in my exam period so i cant stay on the project for too long unfortunately and yeah. i added some new features too a spawn body limit becuse the more bodies are made the more laggy its and it might even make the animation to stop depends on your computer like mine it was really lagging alot and i had to add that features anyways i hope ill soon be able to finish it and launch it …btw the body limit doesnt work too well just yet i just wanted to make a devlog and infrom of my progress."}, {"post_id": 4835, "ts": "2026-06-08T11:03:50Z", "hours": 2.7894, "text": "you can now click on the bodies and displays their information and can chnage their gravity individually"}, {"post_id": 4158, "ts": "2026-06-07T11:25:30Z", "hours": 1.2694, "text": "i just started, it’s basically a space simulation u can add planets and make black holes with 2stars colliding with gravity effects and stuff"}]...
|
Title: GALAXY SIMULATION by @BIG_JO | Stardance
D Title: GALAXY SIMULATION by @BIG_JO | Stardance
Devlogs:
i just started, it’s basically a space simulation u can add planets and make black holes with 2stars colliding with gravity effects and stuff
you can now click on the bodies and displays their information and can chnage their gravity individually
so it been a while since i posted a devlog there was a bug in my java code that was making everything to not work or display but i was finally able to get it and fix it and am also in my exam period so i cant stay on the project for too long unfortunately and yeah. i added some new features too a spawn body limit becuse the more bodies are made the more laggy its and it might even make the animation to stop depends on your computer like mine it was really lagging alot and i had to add that features anyways i hope ill soon be able to finish it and launch it …btw the body limit doesnt work too well just yet i just wanted to make a devlog and infrom of my progress.
so i am currently working on the bodies limit creation and so far, it’s not going well…. everything lags when the body limit hits and i really don’t know why i think this day will be long but at least am done with the exams so i can spend as much time as i need…btw if u see where the problem is dont hesitate to comment it 😭
here is some updates for today i am trying to make the planets orbit the sun correctly in solar system mode without eventually crashing into the sun too quick. and i didnt post a devlog kinda for too long i actually kinda lazy to post them and i always forget about them
so its been long since i made a devlog today i tried to fix the old solar system problem by making them more spaced out and it kinda worked a bitt am still trying to get how to make it really work illbe working onn it with the help of some AI cause am genuinly lost rn
so i was checking for buggs and trying to add some features but i think the project is just done and neeeds nothing more or less and its been time i end it so i can concentrate on other projects that i want to finalise too.
so am finally done with the polishing of this website its not too complicated actually ts simple but can help visually represent gravity and how it work in space with diferrent bodies and like it might not be too much accurate but it still work and is not too laggy as some physics websites tend to be it work on literally any device if it laggs tho it might be becaus too many bodies are show
jus realised there was something wrong with the roche limit and had to be fixed i think the comets were very close to the sun so i made them go a bitt further… and i also truly despise javascript :)
today i was just rewriting some parts of my java script code cause apparently it got more than 30 percent ai usage but like how should u expect me to write a whole physics movement in javascript like bro i genuinly suck at it
so today i spent most of my time tryin to rewrite all the whle css file and i got to go to scool so i will continue later
Ships:
I made Galaxy Simulation, basically a small physics simulation where you can mess around with planets, gravity, orbits and collisions. You can add planets, change their properties, click on them to see their information and experiment with how gravity affects everything. The hardest part was definitely getting the physics to actually work properly. At first I was just trying to make the planets orbit the sun, but once I started adding gravity and collisions things got way more complicated. I had quite a few bugs where planets would do completely unexpected things, and I also had to work on performance because having too many objects could make it lag. I’m most proud of how much the project developed over time. The first version was really basic compared to what it is now, so seeing the progression through all my devlogs is probably my favourite part. To test it, just add some planets and experiment with their positions, sizes and gravity. Try making normal orbits, unstable orbits and just seeing what happens when planets get too close to each other. There isn’t really one “correct” way to use it — half the fun is breaking the simulation and seeing what happens....
|
1793307049.1899958
|
1793393449.1899958
|
|
54603
|
blip by @Thorn | Stardance
|
Thorn
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T17:01:16Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a general-purpose slack bot that has some goofy commands. It went smooth honestly the only part was understanding the slack api and its js package. Overall it was a fun project.", "repo": "https://github.com/Thorn-probably/blip-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BTWM9AV9R"}]...
|
[{"post_id": 59031, "ts": "202 [{"post_id": 59031, "ts": "2026-08-31T16:49:05Z", "hours": 0.7328, "text": "I added some more random commands: help command a timer a rate command (my favourite) it also listens to @blip now which is GREAT imo"}, {"post_id": 58219, "ts": "2026-08-30T16:01:46Z", "hours": 1.315, "text": "Added a summary command which can sum up conversations and threads"}, {"post_id": 56565, "ts": "2026-08-28T11:29:09Z", "hours": 1.0708, "text": "I made the general outline for the bot, added a ping command and a weather command"}]...
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Title: blip by @Thorn | Stardance
Devlogs:
I made Title: blip by @Thorn | Stardance
Devlogs:
I made the general outline for the bot, added a ping command and a weather command
Added a summary command which can sum up conversations and threads
I added some more random commands: help command a timer a rate command (my favourite) it also listens to @blip now which is GREAT imo
Ships:
I made a general-purpose slack bot that has some goofy commands. It went smooth honestly the only part was understanding the slack api and its js package. Overall it was a fun project....
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1793253041.707616
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1793339441.707616
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50618
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A Very Ibtihal Site by @IbtihalAnissa | Stardance
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IbtihalAnissa
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1
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1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T16:52:18Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I hope you like my website, I’m still learning CSS so the design is basic :( I’m working on it :3. About the AI usage, I used ChatGPT to review/help me write/edit texts I wrote for the website, and to help me learn, implement, and debug the CSS.", "repo": "https://github.com/ibtihalanissa/my-digital-portfolio-3", "demo": "https://ibtihalanissa.github.io/my-digital-portfolio-3/"}]...
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[{"post_id": 59030, "ts": "202 [{"post_id": 59030, "ts": "2026-08-31T16:45:17Z", "hours": 0.9783, "text": "This portfolio is very me coded! I hope you like it :3 Check it out here: https://ibtihalanissa.github.io/my-digital-portfolio-3/"}]...
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Title: A Very Ibtihal Site by @IbtihalAnissa | Sta Title: A Very Ibtihal Site by @IbtihalAnissa | Stardance
Devlogs:
This portfolio is very me coded! I hope you like it :3 Check it out here: https://ibtihalanissa.github.io/my-digital-portfolio-3/
Ships:
I hope you like my website, I’m still learning CSS so the design is basic :( I’m working on it :3. About the AI usage, I used ChatGPT to review/help me write/edit texts I wrote for the website, and to help me learn, implement, and debug the CSS....
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1793202714.9464862
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1793289114.9464862
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54612
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Portfolio by @ardevhere | Stardance
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ardevhere
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1
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12.79
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12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T16:32:38Z", "hours": 10.0, "multiplier": 1.18, "payout": 12, "blessing": "neutral", "text": "I built an Apple-inspired full-stack developer portfolio and client acquisition platform from scratch using pure HTML5, CSS3, and Vanilla JavaScript. The most challenging part was engineering custom UI components—like the scroll progress indicator, glassmorphic blurred navigation bar, dynamic scroll-reveal animations using native IntersectionObserver API, and interactive contact modal—without relying on external libraries or frameworks like React or Tailwind. I am most proud of how clean, responsive, and fast the site feels. It includes dedicated sections for services, tech stack, structured pricing tiers, client testimonials, an interactive FAQ accordion, and a built-in contact modal that auto-generates structured email drafts directly in the client’s default mail app. To test the project: Scroll down the landing page to check out the scroll animations and sticky navigation header. Click any “Get started” or “Talk to me” buttons under the Pricing section to trigger the interactive contact modal. Test out the FAQ section by clicking the accordions to expand answers. Fill out the contact form inside the modal and submit it to see how it dynamically parses your input into a ready-to-send email draft!", "repo": "https://github.com/reetadevi7979-max/portfolioproject", "demo": "https://portfolioproject-xi-one.vercel.app/"}]...
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[{"post_id": 68708, "ts": "202 [{"post_id": 68708, "ts": "2026-09-15T16:16:20Z", "hours": 2.7925, "text": "I just rebuild my site"}, {"post_id": 59007, "ts": "2026-08-31T16:14:51Z", "hours": 3.6867, "text": "I just completed the whole project with very high energy."}, {"post_id": 57469, "ts": "2026-08-29T16:55:05Z", "hours": 3.2811, "text": "Today i completed 90% percent of my work on project."}, {"post_id": 55352, "ts": "2026-08-27T04:14:18Z", "hours": 3.1225, "text": "coding session 1"}]...
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Title: Portfolio by @ardevhere | Stardance
Devlog Title: Portfolio by @ardevhere | Stardance
Devlogs:
coding session 1
Today i completed 90% percent of my work on project.
I just completed the whole project with very high energy.
I just rebuild my site
Ships:
I built an Apple-inspired full-stack developer portfolio and client acquisition platform from scratch using pure HTML5, CSS3, and Vanilla JavaScript. The most challenging part was engineering custom UI components—like the scroll progress indicator, glassmorphic blurred navigation bar, dynamic scroll-reveal animations using native IntersectionObserver API, and interactive contact modal—without relying on external libraries or frameworks like React or Tailwind. I am most proud of how clean, responsive, and fast the site feels. It includes dedicated sections for services, tech stack, structured pricing tiers, client testimonials, an interactive FAQ accordion, and a built-in contact modal that auto-generates structured email drafts directly in the client’s default mail app. To test the project: Scroll down the landing page to check out the scroll animations and sticky navigation header. Click any “Get started” or “Talk to me” buttons under the Pricing section to trigger the interactive contact modal. Test out the FAQ section by clicking the accordions to expand answers. Fill out the contact form inside the modal and submit it to see how it dynamically parses your input into a ready-to-send email draft!...
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1793253052.4071748
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1793339452.4071748
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56814
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krzbot by @Krzysztof | Stardance
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Krzysztof
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T16:15:45Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its simple slack bot that has /krzbot-ask-ai which sends a request to gemini using ai.hackclub.com, /krzbot-tell-joke that tells random joke from a list and /krzbot-whether where you add city and it shows u info using open-meteo.com", "repo": "https://github.com/krzkawa/slack-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 59004, "ts": "202 [{"post_id": 59004, "ts": "2026-08-31T16:10:49Z", "hours": 1.2164, "text": "I wrote whole code"}]...
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Title: krzbot by @Krzysztof | Stardance
Devlogs:
Title: krzbot by @Krzysztof | Stardance
Devlogs:
I wrote whole code
Ships:
Its simple slack bot that has /krzbot-ask-ai which sends a request to gemini using ai.hackclub.com, /krzbot-tell-joke that tells random joke from a list and /krzbot-whether where you add city and it shows u info using open-meteo.com...
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1792860590.3859637
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1793724590.3859637
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56575
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Techybot by @Dev_L_K | Stardance
|
Dev_L_K
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1
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2.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:50:18Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A multi functional Slack bot Adding the timer setup and dictionary was a little hard. But through practice other Youtube classes I mastered it. It was really a good experience working on the project Anyone can use my slack bot", "repo": "https://github.com/dev-l-k/Techybot", "demo": "https://hackclub.enterprise.slack.com/archives/C0BTRRRNHN1"}]...
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[{"post_id": 58985, "ts": "202 [{"post_id": 58985, "ts": "2026-08-31T15:44:35Z", "hours": 0.5514, "text": "Devlog 3 debugged the code correctly and made it 24/7"}, {"post_id": 58901, "ts": "2026-08-31T13:52:57Z", "hours": 0.4606, "text": "Devlog 2 Techybot added more features like timer and dictionary api"}, {"post_id": 58852, "ts": "2026-08-31T13:05:10Z", "hours": 1.0275, "text": "Devlog 1 Techybot now I am making the slack bot in this have added 4 commands today /techybot-ask => to ask ai with api /techybot-weather => to get weather details of a place /techybot-timer => to make a timer More features are loading"}]...
|
Title: Techybot by @Dev_L_K | Stardance
Devlogs:
Title: Techybot by @Dev_L_K | Stardance
Devlogs:
Devlog 1 Techybot now I am making the slack bot in this have added 4 commands today /techybot-ask => to ask ai with api /techybot-weather => to get weather details of a place /techybot-timer => to make a timer More features are loading
Devlog 2 Techybot added more features like timer and dictionary api
Devlog 3 debugged the code correctly and made it 24/7
Ships:
A multi functional Slack bot Adding the timer setup and dictionary was a little hard. But through practice other Youtube classes I mastered it. It was really a good experience working on the project Anyone can use my slack bot...
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1793130778.564276
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1793217178.564276
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|
45447
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xdna.cpp by @satvikhardat | Stardance
|
|
1
|
87.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:45:47Z", "hours": 87.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Run GGUF quantized models directly on AMD XDNA1 NPUs (Ryzen AI 7040 / 8040 series) with llama.cpp its a fork or bettter said plugin of llama.cpp specially made to run models using amd NPUs Using AMD’s hawkpoint NPUs to run LLMs!! its a llama.cpp plugin not a standalone runtime to ensure supporting most models, but it has a few cool kernels targeted at the the xdna1 arch bcs as it turns out, the support for xdna1 NPUs is like really dead everyones like xdna2 yay, but i hv a xdna1 CPU so ima use every bit of it ig lol", "repo": "https://github.com/random-unknown-username/xdna.cpp", "demo": "https://github.com/random-unknown-username/xdna.cpp/releases/tag/v1.0.0"}]...
|
[{"post_id": 58984, "ts": "202 [{"post_id": 58984, "ts": "2026-08-31T15:43:02Z", "hours": 7.7858, "text": "Devlog 08 — Aug 31: The Crossover Spectrum & v1.0 Ship Finished multi-model crossover validation across three scales (0.5B, 3B, 27B): // Adaptive Heterogeneous Scheduling if ( N <= 256 ) { // Tiny matrices (<60 KB) run on CPU SIMD to avoid driver dispatch overhead cpu_engine -> run ( weights , weight_bytes , N , K , act , out ); } else { // Medium/Large matrices stream to 16 AIE2 compute tiles xdna_engine -> run ( weights , weight_bytes , N , K , act , out ); } Measured Crossover Scoreboard Qwen2.5-0.5B (403 MB) : CPU favored (106.5 t/s vs 72.6 t/s XDNA hybrid) due to small 60 KB payloads. Qwen2.5-3B (1.86 GB) : XDNA wins decisively: 16.5 tok/s vs 9.8 tok/s CPU (+68.8% / 1.69× speedup) . Qwen3.8-27B (15.2 GB) : XDNA sustains 1.72 tok/s streaming 12.6 GiB smoothly on a 32 GB laptop. Numerical Quality : Verified 100% Top-1 token match across all 3 scales. Shipped v1.0.0 with standalone binaries and clean architecture docs!"}, {"post_id": 57796, "ts": "2026-08-30T02:55:21Z", "hours": 12.8164, "text": "Devlog 07: Bounded 128MB Staging Ring & The 11.5x Recovery Architected the fix for the 27B memory collapse: a bounded double-buffered staging ring in src/xdna-gemv-engine.cpp . // Allocate exactly two 64 MB host-only staging buffers (128 MB total pinned memory) static constexpr size_t STAGING_BO_SIZE = 64 * 1024 * 1024 ; bo_staging [ 0 ] = std :: make_unique < xrt :: bo > ( * device , STAGING_BO_SIZE , xrt :: bo :: flags :: host_only , 0 ); bo_staging [ 1 ] = std :: make_unique < xrt :: bo > ( * device , STAGING_BO_SIZE , xrt :: bo :: flags :: host_only , 0 ); // Double-buffered stream from mmap page cache size_t stage_idx = current_op % 2 ; std :: memcpy ( bo_staging_map [ stage_idx ], mmap_weight_ptr , weight_bytes ); kernel_dpu -> operator ()(..., * bo_staging [ stage_idx ], ...); flags::host_only : Limits pinned kernel memory strictly to $2 \\times 64\\text{ MB} = \\mathbf{128\\text{ MB}}$. mmap_weight_ptr : Weights stay in standard page cache ( MAP_SHARED ), freely managed by Linux VM. Result: pgmajfault and swap dropped to 0 . 27B decode speed jumped from 0.15 tok/s to 1.72 tok/s —an 11.5× end-to-end recovery ."}, {"post_id": 54488, "ts": "2026-08-25T14:40:48Z", "hours": 12.2272, "text": "Devlog 06 The 27B Disaster & 12.6 GB Unevictable BO Crisis Tried loading Qwen3.8-27B-Q4_0 (15.2 GB). Everything collapsed: token speed plummeted to 0.15 tok/s (6.67 seconds/token) . Ran /proc/meminfo and /proc/vmstat diffs during decode to find the bottleneck: /proc/meminfo during 27B crash: MemTotal: 31,842 MB Unevictable: 12,640 MB <-- 369 persistent XRT BOs locked in RAM! pgmajfault: 520,118 <-- 520k disk page reads PER TOKEN pswpout: 18,400 <-- active swap storm The bug: Allocating persistent xrt::bo objects for all 369 model tensors pinned 12.6 GB into Unevictable kernel memory . The result: On a 32 GB laptop with OS and KV cache, Linux was starved of clean page cache. Every layer forced synchronous swap-outs and major page faults to disk. Persistent BO allocation for large models is fundamentally broken on consumer RAM."}, {"post_id": 50947, "ts": "2026-08-20T12:42:25Z", "hours": 9.7175, "text": "Devlog 05: Standalone GEMV Ceiling: Sustaining 38.5 GB/s Built tools/bench-aie-gemv-standalone.cpp to measure pure hardware DMA bandwidth without graph scheduler overhead. auto t0 = std :: chrono :: high_resolution_clock :: now (); bo_weights -> sync ( XCL_BO_SYNC_BO_TO_DEVICE ); kernel_run . wait (); auto t1 = std :: chrono :: high_resolution_clock :: now (); double gb_s = ( bytes / ( dt_ns * 1e-9 )) / 1e9 ; sync(TO_DEVICE) : Flushes dirty CPU lines and triggers DMA transport. kernel_run.wait() : Waits for AIE vector compute completion. Tested synthetic matrix sizes out to 1 GB ($K=5120$): 16 MB: 31.87 GB/s (0.53 ms) 128 MB: 34.27 GB/s (3.92 ms) 1024 MB: 38.57 GB/s (27.84 ms) Linear fit: $T(\\text{bytes}) \\approx 0.15\\text{ ms} + \\frac{\\text{bytes}}{38.5\\text{ GB/s}}$. The ~150 µs startup overhead gets amortized as matrix size grows."}, {"post_id": 47977, "ts": "2026-08-16T07:59:35Z", "hours": 11.2086, "text": "Devlog 04: 4-Column Planar Prepacking & First Real AIE Run Standard GGUF interleaves nibbles row-by-row. But AIE2 vector tiles need weights split into 4 independent planar column channels aligned to 64-byte boundaries. Wrote xdna-q4-prepack.cpp to deinterleave GGUF Q4 weights: // 4-Column Planar Deinterleaving for ( size_t col = 0 ; col < 4 ; ++ col ) { uint8_t * dst_col = packed_out + col * col_bytes ; for ( size_t row = 0 ; row < N ; ++ row ) { const uint8_t * src_nibbles = src_weights + row * row_stride + col * ( K / 4 ) / 2 ; deinterleave_and_align64 ( src_nibbles , dst_col + row * 64 , K / 4 ); } } col * (K / 4) : Strips matrix columns across the 4 independent NPU memory tiles. 64-byte alignment : Direct DMA streaming into tile L1 SRAM without unaligned stalls. Inside AIE: aie::unpack converts uint4 to BF16, scales, and computes fused vector MACs. First interactive generation on physical NPU! Cosine similarity against CPU FP32 oracle: 0.9999 ."}, {"post_id": 46963, "ts": "2026-08-14T15:29:37Z", "hours": 13.0922, "text": "Devlog 03: The CPU Baseline (AVX2 / FMA Golden Oracle) Before writing custom AIE kernels, we needed an unyielding golden oracle to check numerical correctness and see how fast the host CPU is. Wrote an unrolled AVX2/FMA Q4_0 vector engine in src/cpu-q4-gemv-engine.cpp : const __m256i raw = _mm256_loadu_si256 ( reinterpret_cast < const __m256i *> ( w_ptr )); const __m256i lo_nibbles = _mm256_and_si256 ( raw , _mm256_set1_epi8 ( 0x0F )); const __m256 w_f32 = _mm256_cvtepi32_ps ( _mm256_sub_epi32 ( lo_nibbles , _mm256_set1_epi32 ( 8 ))); acc = _mm256_fmadd_ps ( _mm256_mul_ps ( w_f32 , scale_vec ), act_vec , acc ); _mm256_and_si256(..., 0x0F) : Masks out the low 4-bit nibbles from 32 packed weights. _mm256_sub_epi32(..., 8) : Subtracts the Q4_0 symmetric offset (8). _mm256_fmadd_ps : Fused multiply-accumulate with FP32 activations in single-cycle throughput. Benchmarked Qwen2.5-0.5B on CPU: 106.5 tok/s (9.38 ms/tok) on 8 threads. Modern Zen 4 AVX2 is blazing fast on small models, so the NPU has a high bar to clear."}, {"post_id": 44511, "ts": "2026-08-10T09:54:07Z", "hours": 8.0289, "text": "Devlog 02: Hardware Smoke Tests & The 14ms Trap why have random shi like gate-1? bcs xdna1 is the worst supported from amd, idk their docs are incomplete im like testing and figuring stuff out Gate 1 milestone: getting real AIE execution contexts spinning via AMD XRT. Initial prototype had a huge bug: we were creating an xrt::hw_context and reloading the .xclbin bitstream inside the operator compute loop. Profiling showed this added ~14 ms of pure driver overhead per tensor dispatch —which murdered performance before we even started doing math. Fixed it by making the context a persistent backend singleton: // Initialize context & load bitstream ONCE at startup device = std :: make_unique < xrt :: device > ( device_index ); xrt :: uuid uuid = device -> register_xclbin ( xclbin_img ); hw_ctx = std :: make_unique < xrt :: hw_context > ( * device , uuid ); xrt :: module mod ( elf_img ); kernel_dpu = std :: make_unique < xrt :: kernel > ( xrt :: ext :: kernel ( * hw_ctx , mod , \"DPU\" )); device->register_xclbin : Flashes the DPU bitstream once into the NPU fabric. hw_ctx : Persistent hardware context reused across all tensor iterations. Dispatch overhead instantly dropped from 14 ms down to ~38 µs."}, {"post_id": 43766, "ts": "2026-08-09T05:55:28Z", "hours": 12.0031, "text": "Devlog 01: Talking to the Silicon (DRM & Phoenix Discovery) So the plan is simple: get GGUF models running straight on the Ryzen AI NPU without touching bloated ONNX or Vitis runtimes. First step was checking if we could even talk to /dev/accel/accel0 directly without root. Wrote a quick probe calling the kernel’s amdxdna DRM driver ioctls: struct amdxdna_drm_get_info info {}; info . param = DRM_AMDXDNA_GET_INFO_TOPOLOGY ; ioctl ( fd , DRM_IOCTL_AMDXDNA_GET_INFO , & info ); DRM_IOCTL_AMDXDNA_GET_INFO : Queries the hardware directly from the kernel. info.param = TOPOLOGY : Confirmed our Phoenix chip has 4 columns × 4 compute rows = 16 AIE2 tiles. Instead of dragging in a 10 GB SDK, we wrote our own include/xdna/amdxdna_uapi.h directly matching the kernel driver structs. Zero bloat, instant builds."}]...
|
Title: xdna.cpp by @satvikhardat | Stardance
Devl Title: xdna.cpp by @satvikhardat | Stardance
Devlogs:
Devlog 01: Talking to the Silicon (DRM & Phoenix Discovery) So the plan is simple: get GGUF models running straight on the Ryzen AI NPU without touching bloated ONNX or Vitis runtimes. First step was checking if we could even talk to /dev/accel/accel0 directly without root. Wrote a quick probe calling the kernel’s amdxdna DRM driver ioctls: struct amdxdna_drm_get_info info {}; info . param = DRM_AMDXDNA_GET_INFO_TOPOLOGY ; ioctl ( fd , DRM_IOCTL_AMDXDNA_GET_INFO , & info ); DRM_IOCTL_AMDXDNA_GET_INFO : Queries the hardware directly from the kernel. info.param = TOPOLOGY : Confirmed our Phoenix chip has 4 columns × 4 compute rows = 16 AIE2 tiles. Instead of dragging in a 10 GB SDK, we wrote our own include/xdna/amdxdna_uapi.h directly matching the kernel driver structs. Zero bloat, instant builds.
Devlog 02: Hardware Smoke Tests & The 14ms Trap why have random shi like gate-1? bcs xdna1 is the worst supported from amd, idk their docs are incomplete im like testing and figuring stuff out Gate 1 milestone: getting real AIE execution contexts spinning via AMD XRT. Initial prototype had a huge bug: we were creating an xrt::hw_context and reloading the .xclbin bitstream inside the operator compute loop. Profiling showed this added ~14 ms of pure driver overhead per tensor dispatch —which murdered performance before we even started doing math. Fixed it by making the context a persistent backend singleton: // Initialize context & load bitstream ONCE at startup device = std :: make_unique < xrt :: device > ( device_index ); xrt :: uuid uuid = device -> register_xclbin ( xclbin_img ); hw_ctx = std :: make_unique < xrt :: hw_context > ( * device , uuid ); xrt :: module mod ( elf_img ); kernel_dpu = std :: make_unique < xrt :: kernel > ( xrt :: ext :: kernel ( * hw_ctx , mod , "DPU" )); device->register_xclbin : Flashes the DPU bitstream once into the NPU fabric. hw_ctx : Persistent hardware context reused across all tensor iterations. Dispatch overhead instantly dropped from 14 ms down to ~38 µs.
Devlog 03: The CPU Baseline (AVX2 / FMA Golden Oracle) Before writing custom AIE kernels, we needed an unyielding golden oracle to check numerical correctness and see how fast the host CPU is. Wrote an unrolled AVX2/FMA Q4_0 vector engine in src/cpu-q4-gemv-engine.cpp : const __m256i raw = _mm256_loadu_si256 ( reinterpret_cast < const __m256i *> ( w_ptr )); const __m256i lo_nibbles = _mm256_and_si256 ( raw , _mm256_set1_epi8 ( 0x0F )); const __m256 w_f32 = _mm256_cvtepi32_ps ( _mm256_sub_epi32 ( lo_nibbles , _mm256_set1_epi32 ( 8 ))); acc = _mm256_fmadd_ps ( _mm256_mul_ps ( w_f32 , scale_vec ), act_vec , acc ); _mm256_and_si256(..., 0x0F) : Masks out the low 4-bit nibbles from 32 packed weights. _mm256_sub_epi32(..., 8) : Subtracts the Q4_0 symmetric offset (8). _mm256_fmadd_ps : Fused multiply-accumulate with FP32 activations in single-cycle throughput. Benchmarked Qwen2.5-0.5B on CPU: 106.5 tok/s (9.38 ms/tok) on 8 threads. Modern Zen 4 AVX2 is blazing fast on small models, so the NPU has a high bar to clear.
Devlog 04: 4-Column Planar Prepacking & First Real AIE Run Standard GGUF interleaves nibbles row-by-row. But AIE2 vector tiles need weights split into 4 independent planar column channels aligned to 64-byte boundaries. Wrote xdna-q4-prepack.cpp to deinterleave GGUF Q4 weights: // 4-Column Planar Deinterleaving for ( size_t col = 0 ; col < 4 ; ++ col ) { uint8_t * dst_col = packed_out + col * col_bytes ; for ( size_t row = 0 ; row < N ; ++ row ) { const uint8_t * src_nibbles = src_weights + row * row_stride + col * ( K / 4 ) / 2 ; deinterleave_and_align64 ( src_nibbles , dst_col + row * 64 , K / 4 ); } } col * (K / 4) : Strips matrix columns across the 4 independent NPU memory tiles. 64-byte alignment : Direct DMA streaming into tile L1 SRAM without unaligned stalls. Inside AIE: aie::unpack converts uint4 to BF16, scales, and computes fused vector MACs. First interactive generation on physical NPU! Cosine similarity against CPU FP32 oracle: 0.9999 .
Devlog 05: Standalone GEMV Ceiling: Sustaining 38.5 GB/s Built tools/bench-aie-gemv-standalone.cpp to measure pure hardware DMA bandwidth without graph scheduler overhead. auto t0 = std :: chrono :: high_resolution_clock :: now (); bo_weights -> sync ( XCL_BO_SYNC_BO_TO_DEVICE ); kernel_run . wait (); auto t1 = std :: chrono :: high_resolution_clock :: now (); double gb_s = ( bytes / ( dt_ns * 1e-9 )) / 1e9 ; sync(TO_DEVICE) : Flushes dirty CPU lines and triggers DMA transport. kernel_run.wait() : Waits for AIE vector compute completion. Tested synthetic matrix sizes out to 1 GB ($K=5120$): 16 MB: 31.87 GB/s (0.53 ms) 128 MB: 34.27 GB/s (3.92 ms) 1024 MB: 38.57 GB/s (27.84 ms) Linear fit: $T(\text{bytes}) \approx 0.15\text{ ms} + \frac{\text{bytes}}{38.5\text{ GB/s}}$. The ~150 µs startup overhead gets amortized as matrix size grows.
Devlog 06 The 27B Disaster & 12.6 GB Unevictable BO Crisis Tried loading Qwen3.8-27B-Q4_0 (15.2 GB). Everything collapsed: token speed plummeted to 0.15 tok/s (6.67 seconds/token) . Ran /proc/meminfo and /proc/vmstat diffs during decode to find the bottleneck: /proc/meminfo during 27B crash: MemTotal: 31,842 MB Unevictable: 12,640 MB <-- 369 persistent XRT BOs locked in RAM! pgmajfault: 520,118 <-- 520k disk page reads PER TOKEN pswpout: 18,400 <-- active swap storm The bug: Allocating persistent xrt::bo objects for all 369 model tensors pinned 12.6 GB into Unevictable kernel memory . The result: On a 32 GB laptop with OS and KV cache, Linux was starved of clean page cache. Every layer forced synchronous swap-outs and major page faults to disk. Persistent BO allocation for large models is fundamentally broken on consumer RAM.
Devlog 07: Bounded 128MB Staging Ring & The 11.5x Recovery Architected the fix for the 27B memory collapse: a bounded double-buffered staging ring in src/xdna-gemv-engine.cpp . // Allocate exactly two 64 MB host-only staging buffers (128 MB total pinned memory) static constexpr size_t STAGING_BO_SIZE = 64 * 1024 * 1024 ; bo_staging [ 0 ] = std :: make_unique < xrt :: bo > ( * device , STAGING_BO_SIZE , xrt :: bo :: flags :: host_only , 0 ); bo_staging [ 1 ] = std :: make_unique < xrt :: bo > ( * device , STAGING_BO_SIZE , xrt :: bo :: flags :: host_only , 0 ); // Double-buffered stream from mmap page cache size_t stage_idx = current_op % 2 ; std :: memcpy ( bo_staging_map [ stage_idx ], mmap_weight_ptr , weight_bytes ); kernel_dpu -> operator ()(..., * bo_staging [ stage_idx ], ...); flags::host_only : Limits pinned kernel memory strictly to $2 \times 64\text{ MB} = \mathbf{128\text{ MB}}$. mmap_weight_ptr : Weights stay in standard page cache ( MAP_SHARED ), freely managed by Linux VM. Result: pgmajfault and swap dropped to 0 . 27B decode speed jumped from 0.15 tok/s to 1.72 tok/s —an 11.5× end-to-end recovery .
Devlog 08 — Aug 31: The Crossover Spectrum & v1.0 Ship Finished multi-model crossover validation across three scales (0.5B, 3B, 27B): // Adaptive Heterogeneous Scheduling if ( N <= 256 ) { // Tiny matrices (<60 KB) run on CPU SIMD to avoid driver dispatch overhead cpu_engine -> run ( weights , weight_bytes , N , K , act , out ); } else { // Medium/Large matrices stream to 16 AIE2 compute tiles xdna_engine -> run ( weights , weight_bytes , N , K , act , out ); } Measured Crossover Scoreboard Qwen2.5-0.5B (403 MB) : CPU favored (106.5 t/s vs 72.6 t/s XDNA hybrid) due to small 60 KB payloads. Qwen2.5-3B (1.86 GB) : XDNA wins decisively: 16.5 tok/s vs 9.8 tok/s CPU (+68.8% / 1.69× speedup) . Qwen3.8-27B (15.2 GB) : XDNA sustains 1.72 tok/s streaming 12.6 GiB smoothly on a 32 GB laptop. Numerical Quality : Verified 100% Top-1 token match across all 3 scales. Shipped v1.0.0 with standalone binaries and clean architecture docs!
Ships:
Run GGUF quantized models directly on AMD XDNA1 NPUs (Ryzen AI 7040 / 8040 series) with llama.cpp its a fork or bettter said plugin of llama.cpp specially made to run models using amd NPUs Using AMD’s hawkpoint NPUs to run LLMs!! its a llama.cpp plugin not a standalone runtime to ensure supporting most models, but it has a few cool kernels targeted at the the xdna1 arch bcs as it turns out, the support for xdna1 NPUs is like really dead everyones like xdna2 yay, but i hv a xdna1 CPU so ima use every bit of it ig lol...
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1793314174.5974169
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1793400574.5974169
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34277
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Gravity simulator by @Krys | Stardance
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Krys
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1
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96.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:39:24Z", "hours": 96.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simulator of Gravity between bodies in space. The simulator is fully customizable, so you can change the mass of your objects, their positions and even their shades they left behind. You can create any simulation you want.", "repo": "https://github.com/krysjank/Gravity-simulator", "demo": "https://scratch.mit.edu/projects/1376605963/"}]...
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[{"post_id": 58940, "ts": "202 [{"post_id": 58940, "ts": "2026-08-31T14:36:41Z", "hours": 5.1353, "text": "Final adjustements, no errors and no bugs. The project is finally ready to be sent. The only things that I had to compromise on were the Save and Load function. Cause due to scratch’s simplicity, it couldn’t subtract all of my variables at once. But nonetheless I was working on this project really hard and I hope it comes out great."}, {"post_id": 58726, "ts": "2026-08-31T08:41:44Z", "hours": 6.1681, "text": "Time flew by so fast last six hours. I’m deep in the Save and Load functions right now. It isn’t just designing buttons and texts, I also need to make sure the buttons react properly and with no error. I created new room for load screen too. If the Save and Load functions will come up right, it’s gonna be huge."}, {"post_id": 54026, "ts": "2026-08-24T19:35:22Z", "hours": 4.0647, "text": "I added two more buttons for Save/Import option, so the user could temporarily save his gravity scenes to show them to someone later. I was also facing problems about resetting the second half of the settings. There was a bug associated with a very early ending of an event that affects other events, resulting in no reaction."}, {"post_id": 42744, "ts": "2026-08-07T16:52:07Z", "hours": 4.1339, "text": "Today, I implemented the option to decide if the x or y positions of each body could be shown. I located it into the second page of settings. It was kind of hard to figure out how to effect six different checkboxes in one single sprite at once. Next time, I’ll add more options for the users.:)))"}, {"post_id": 42532, "ts": "2026-08-07T10:26:54Z", "hours": 4.0836, "text": "Today, I added a new skip button for users that already played gravity simulator. By pressing the button they could skip the tutorial and head on straight to the simulation."}, {"post_id": 42089, "ts": "2026-08-06T17:32:29Z", "hours": 4.1506, "text": "AFTER COUNTLESS HOURS OF DIFFERENT CHANGES, I FINALLY MANAGED TO FIGURE OUT THE SOLUTION FOR THE PROBLEM WITH POSITION MEMORY OF THE BODIES. I redesigned the structure of the code and added some new blocks to it. This major improvement results in a version with literally no bugs in all fields. I can thankfully begin upgrading the settings menu I started making before, because now, I have a solid base for future improvements. THANK GOD I FIGURED IT OUT :)))))))"}, {"post_id": 41870, "ts": "2026-08-06T10:49:36Z", "hours": 4.0669, "text": "My only chance is to go compare different versions of the code, so I’m working on two of the codes at once. The bug that the bodies don’t stay at their positions after returning back to the menu is I think only solvable by separating the code and going through all of it."}, {"post_id": 41388, "ts": "2026-08-05T15:50:18Z", "hours": 4.0739, "text": "Oh daaamn, this session was so annoying!! I was facing crucial bugs in the main simulation, I tried everything just to solve it and I couldn’t figure out why it was happening for 2 whole hours. Then I had a lunchbreak and I returned to programming and I restarted my slow comp…. The program was out of nowhere working and now I came across different problems, at the time I solved the buttons problems. I can’t no more……. :(((((( Once I solve a problem, two others come alive. It’s getting very hard for me."}, {"post_id": 40856, "ts": "2026-08-04T17:27:10Z", "hours": 8.1803, "text": "I succesfully implemented the menu for settings with functioning buttons(pic. 2). It took quite a lot of time to design. And as I was testing the whole application, I came across different bugs, for instance(pic. 1). It happens during the act of pressing the mouse and sliding between both of the next/back buttons and then letting the mouse down. It’s sadly still in process, I can’t figure it out right now."}, {"post_id": 40091, "ts": "2026-08-03T14:05:22Z", "hours": 4.1336, "text": "Today, I added a new button for settings, it comes with animation. I also fixed the problem with the little helper, cause it was lagging sometimes during the usage of it. It was a pain creating the sprocket design by the way ; )"}, {"post_id": 34284, "ts": "2026-07-24T21:12:31Z", "hours": 4.2681, "text": "So, I added the new version of gravity to all of the bodies that could move. The new version’s secret is, that its made in only one column. I also upgraded the small helper hidden in the left high corner. You can see its main code lower. I tested it and it reacts to all of the events it should respond to."}, {"post_id": 33979, "ts": "2026-07-24T11:10:26Z", "hours": 4.2872, "text": "I hope I solved the problem with the bodies sometimes not moving. I invented a new way how to act between pressing space and simulating gravity. The problem that they didn’t move was maybe because the simulation was divided into two programmed groups. One was activated when entering a certain room and the second activated later when pressing space. At least I hope so… I spent a lot of time going through the code and couldn’t find any other solution :("}, {"post_id": 33615, "ts": "2026-07-23T17:51:54Z", "hours": 4.1336, "text": "As I mentioned in previous devlog, I really had to invent a special sprite for each moving body. The shadow under the bodies collided with bodies, so I really didn’t have any different solution. There was also a bug in a cycle. It was about sending messages to other communicators more times than the loop actually looped. So I implemented this code to all of the special sprites for shadows (the code was different every single time)"}, {"post_id": 33428, "ts": "2026-07-23T11:12:06Z", "hours": 4.0333, "text": "I inicialized the gravity for the third body (oh yes, finaly) –> It took me a lot of time, because the more bodies you have, the bigger amount of code is needed. But just as I tried it, I came across a different problem. Bodies collide not only between them, but also with the trajectories of the bodies. This got me really thinking. I might create for each trajectory a sprite."}, {"post_id": 33028, "ts": "2026-07-22T16:09:41Z", "hours": 4.0333, "text": "This time, my programming session was a brutal nightmare. I was trying to fix a very uncomfortable bug and it was hidden in the code below. As more than one sprites had this code, one was experiencing active condition and the second passive. I also upgraded the guide menu with a new design of the mass system."}, {"post_id": 32891, "ts": "2026-07-22T10:49:34Z", "hours": 4.1003, "text": "Now I added a ton of code to another ball, so it could interact with others. I also made a requirement if user wants the ball to move or not, so it could act just as gravity provider or even be attracted by the gravity too. Big changes will happen also to other bodies. See you later : )"}, {"post_id": 32425, "ts": "2026-07-21T16:33:36Z", "hours": 4.2006, "text": "I finally managed to finish the complete guide for users. I added a step-back button so everyone can return to the guide if they missed something. I also added a menu for giving speeds right from the start. It means that the simulations won’t neccesarily be from stable positions. -> I hope I don’t need to mention the bug fixes everyone knows about :"}, {"post_id": 32274, "ts": "2026-07-21T10:42:31Z", "hours": 17.5858, "text": "I recently made a huge jump with the gravity simulator. I added a third body to interact with and I also added kind of a huge guide for the users. The most annoying thing to do was the debugging part. It’s always hard to find the roots of the problem. I hope this simulator ’ll get as much stardust as it can because I´m working hard to get the results I want."}, {"post_id": 27697, "ts": "2026-07-13T14:12:02Z", "hours": 1.5503, "text": "I’m working on simulation between bodies in space. Today, I finally figured out how to do it for the first time. Months before I struggled to perform such a difficult physics simulation. I didn’t really ever understand how dx and dy works. So I tried it and it works pretty well even in scratch."}]...
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Title: Gravity simulator by @Krys | Stardance
Dev Title: Gravity simulator by @Krys | Stardance
Devlogs:
I’m working on simulation between bodies in space. Today, I finally figured out how to do it for the first time. Months before I struggled to perform such a difficult physics simulation. I didn’t really ever understand how dx and dy works. So I tried it and it works pretty well even in scratch.
I recently made a huge jump with the gravity simulator. I added a third body to interact with and I also added kind of a huge guide for the users. The most annoying thing to do was the debugging part. It’s always hard to find the roots of the problem. I hope this simulator ’ll get as much stardust as it can because I´m working hard to get the results I want.
I finally managed to finish the complete guide for users. I added a step-back button so everyone can return to the guide if they missed something. I also added a menu for giving speeds right from the start. It means that the simulations won’t neccesarily be from stable positions. -> I hope I don’t need to mention the bug fixes everyone knows about :
Now I added a ton of code to another ball, so it could interact with others. I also made a requirement if user wants the ball to move or not, so it could act just as gravity provider or even be attracted by the gravity too. Big changes will happen also to other bodies. See you later : )
This time, my programming session was a brutal nightmare. I was trying to fix a very uncomfortable bug and it was hidden in the code below. As more than one sprites had this code, one was experiencing active condition and the second passive. I also upgraded the guide menu with a new design of the mass system.
I inicialized the gravity for the third body (oh yes, finaly) –> It took me a lot of time, because the more bodies you have, the bigger amount of code is needed. But just as I tried it, I came across a different problem. Bodies collide not only between them, but also with the trajectories of the bodies. This got me really thinking. I might create for each trajectory a sprite.
As I mentioned in previous devlog, I really had to invent a special sprite for each moving body. The shadow under the bodies collided with bodies, so I really didn’t have any different solution. There was also a bug in a cycle. It was about sending messages to other communicators more times than the loop actually looped. So I implemented this code to all of the special sprites for shadows (the code was different every single time)
I hope I solved the problem with the bodies sometimes not moving. I invented a new way how to act between pressing space and simulating gravity. The problem that they didn’t move was maybe because the simulation was divided into two programmed groups. One was activated when entering a certain room and the second activated later when pressing space. At least I hope so… I spent a lot of time going through the code and couldn’t find any other solution :(
So, I added the new version of gravity to all of the bodies that could move. The new version’s secret is, that its made in only one column. I also upgraded the small helper hidden in the left high corner. You can see its main code lower. I tested it and it reacts to all of the events it should respond to.
Today, I added a new button for settings, it comes with animation. I also fixed the problem with the little helper, cause it was lagging sometimes during the usage of it. It was a pain creating the sprocket design by the way ; )
I succesfully implemented the menu for settings with functioning buttons(pic. 2). It took quite a lot of time to design. And as I was testing the whole application, I came across different bugs, for instance(pic. 1). It happens during the act of pressing the mouse and sliding between both of the next/back buttons and then letting the mouse down. It’s sadly still in process, I can’t figure it out right now.
Oh daaamn, this session was so annoying!! I was facing crucial bugs in the main simulation, I tried everything just to solve it and I couldn’t figure out why it was happening for 2 whole hours. Then I had a lunchbreak and I returned to programming and I restarted my slow comp…. The program was out of nowhere working and now I came across different problems, at the time I solved the buttons problems. I can’t no more……. :(((((( Once I solve a problem, two others come alive. It’s getting very hard for me.
My only chance is to go compare different versions of the code, so I’m working on two of the codes at once. The bug that the bodies don’t stay at their positions after returning back to the menu is I think only solvable by separating the code and going through all of it.
AFTER COUNTLESS HOURS OF DIFFERENT CHANGES, I FINALLY MANAGED TO FIGURE OUT THE SOLUTION FOR THE PROBLEM WITH POSITION MEMORY OF THE BODIES. I redesigned the structure of the code and added some new blocks to it. This major improvement results in a version with literally no bugs in all fields. I can thankfully begin upgrading the settings menu I started making before, because now, I have a solid base for future improvements. THANK GOD I FIGURED IT OUT :)))))))
Today, I added a new skip button for users that already played gravity simulator. By pressing the button they could skip the tutorial and head on straight to the simulation.
Today, I implemented the option to decide if the x or y positions of each body could be shown. I located it into the second page of settings. It was kind of hard to figure out how to effect six different checkboxes in one single sprite at once. Next time, I’ll add more options for the users.:)))
I added two more buttons for Save/Import option, so the user could temporarily save his gravity scenes to show them to someone later. I was also facing problems about resetting the second half of the settings. There was a bug associated with a very early ending of an event that affects other events, resulting in no reaction.
Time flew by so fast last six hours. I’m deep in the Save and Load functions right now. It isn’t just designing buttons and texts, I also need to make sure the buttons react properly and with no error. I created new room for load screen too. If the Save and Load functions will come up right, it’s gonna be huge.
Final adjustements, no errors and no bugs. The project is finally ready to be sent. The only things that I had to compromise on were the Save and Load function. Cause due to scratch’s simplicity, it couldn’t subtract all of my variables at once. But nonetheless I was working on this project really hard and I hope it comes out great.
Ships:
I made a simulator of Gravity between bodies in space. The simulator is fully customizable, so you can change the mass of your objects, their positions and even their shades they left behind. You can create any simulation you want....
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1793278146.2745492
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1793364546.2745492
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25778
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PolarisPad by @Partholimew | Stardance
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Partholimew
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1
|
7.0
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34
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:24:48Z", "hours": 7.0, "multiplier": 5.0, "payout": 34, "blessing": "neutral", "text": "Hello everyone! Meet PolarisPad, a macropad designed to be used for flight controls in space games. It currently supports Star Citizen with it’s keymap, but could easily be used for a different game as well. This was both my Hackpad entry, as well as my first ever hardware project that I’ve finished. It’s been a journey and definitely has not gone entirely according to plan throughout the process. (Mine has some messy internal wiring to fix an error, but the design has been updated to correct this) This project has been a great way to get into hardware design and now I have many more ideas for things to make! Make sure you check out my demo video in which I use it for some basic ship functions in-game.", "repo": "https://github.com/PendulumPower/PolarisPad", "demo": ""}]...
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[{"post_id": 58968, "ts": "202 [{"post_id": 58968, "ts": "2026-08-31T15:18:42Z", "hours": 3.0003, "text": "It’s about time to ship! I finished the firmware, assembled it the rest of the way, and updated my GitHub page, as well as make a short demo video of using it in-game."}, {"post_id": 54008, "ts": "2026-08-24T19:07:00Z", "hours": 1.7339, "text": "Almost done fixing firmware. I got the keys working as well as rgb cycling. Once I get the OLED display working, I’ll just have to make some case adjustments and it will be ready to ship!"}, {"post_id": 53096, "ts": "2026-08-23T15:06:57Z", "hours": 1.85, "text": "Now that I have the PCB, I soldered everything together. I apparently managed to flip the display’s connector in my PCB design, so mine has some wires instead of the headers, but I’m going to update the design to fix that. next up is testing the basic firmware and then making it better."}, {"post_id": 46268, "ts": "2026-08-13T11:58:00Z", "hours": 0.25, "text": "I received my parts, verified my case files, and am now printing the V1 case. Now I’m just waiting on my PCB and soldering stuff to arrive. It’s all coming together now. I will also be modifying firmware at that point to properly animate the screen."}, {"post_id": 24403, "ts": "2026-07-07T22:45:42Z", "hours": 1.1, "text": "PolarisPad has SHIPPED!!! What is it? Well, PolarisPad is a Macropad designed for space combat in games such as Star Citizen and No Man’s Sky. It includes 8 keys with RGB underglow, a rotary encoder, and a small OLED display. Once it is approved and I receive the parts, I will begin the assembly and do some firmware updates. It is possible that I will decide to modify the firmware or case before then, but if not, I’ll be taking a short break from working on projects until it arrives."}, {"post_id": 24322, "ts": "2026-07-07T20:36:09Z", "hours": 2.1669, "text": "It took way longer than it should have, but I finally figured out how to make QMK firmware for PolarisPad! This is just the basic version, which only includes the actual keys, not the rotary encoder, RGB underglow, or OLED. However, I’m choosing to wait to program those until I have the components on hand since trying to program something to create a visual effect without being able to see that effect doesn’t go too well. All I have left is to package everything for the GitHub page and ship it! Then I’ll be able to receive all the components to assemble the physical thing and finalize the firmware."}, {"post_id": 23823, "ts": "2026-07-06T23:58:34Z", "hours": 1.0031, "text": "I did a bit more to the project for today. I think that I’m now done with the physical design for PolarisPad now; at least for the initial version. I added the knob to the assembly, as well as the project name and designer credit (Me. It’s on the bottom). I then added some things to the silkscreen layer of the PCB, including a joke relating to the OLED, the name of the device, a QR code linking to the GitHub repo, credit to myself, and a fun little phrase."}, {"post_id": 23607, "ts": "2026-07-06T17:42:45Z", "hours": 1.5003, "text": "Had a small panic attack about halfway through this one. For a moment I thought the rotary encoder actually needed an analog signal rather than a digital one, similar to a potentiometer, and I though I was going to have to reroute a large portion of my PCB. Fortunately, I was wrong, and it only needs digital. Anyways, I added some of the components to the CAD assembly, and adjusted my case design in a few spots where components didn’t quite line up right. I also colored it a bit. (Better styling in the future including more rounded corners). Decided on making the official name to PolarisPad. (Named after the star, not the SC ship :)"}, {"post_id": 23513, "ts": "2026-07-06T15:11:57Z", "hours": 1.6264, "text": "Ok, this was a complicated one. I was working on the top part of the case for the PCB, and since I had a large variety of components arranged in a different way, I had to do it all manually, while still maintaining accuracy (I hope). You can see how that went in the screenshots below. Anyway, I may have made a mistake in the PCB. It seems the way I arranged it did not leave enough space for the OLED to fully fit onto the board. So I also had to go back and adjust it, but I think it will fit now. Next I will have to add a spot for the USB port to connect it to the user’s device. I am also considering rounding the case corners. I want a cleaner-looking design. Then I’ll just have to do the software! (Don’t mind the spikes sticking through near the display, they won’t be there in the final product)"}, {"post_id": 22886, "ts": "2026-07-05T14:55:30Z", "hours": 0.4669, "text": "I began working on the case design for the actual Macropad, rather than just the basic one. The bottom of the case is done. I have also started organizing my files so that setting up a GitHub repo will be easier later on. Once I finish the rest of the case, I can begin the final necessary step, which is making the software it will run on. I also could do some design on the silkscreen layer of the PCB, which I may do, but we shall see. Here’s a little sneak-peak of the case so far."}, {"post_id": 21490, "ts": "2026-07-03T13:56:04Z", "hours": 1.3294, "text": "I did it! I designed the PCB for the pad, I will hopefully be finding a better name for this project soon, but here’s what I accomplished. I added two more RGB LEDs for better backlighting on the keys. I then imported all the footprints, came up with a general layout, and connected everything. Because of how I was doing my connections, I ended up with a “main rail”, where I had rails on both sides of the board, making it nearly impossible to cross. So I ended up having some fun routing around the main area and using some vias to go under/over other rails. Here’s how it turned out. Also, I changed the project image for now. (Pictures of front, back, and design)"}, {"post_id": 21142, "ts": "2026-07-02T22:59:08Z", "hours": 0.3003, "text": "I added diodes to each switch in the matrix. This will prevent ghosting when pressing multiple keys at a time. Also reorganized things and linked the schematic components to footprints in preparation for laying out the PCB design. Hopefully I used the right footprints, but I guess I’ll find out soon."}, {"post_id": 20801, "ts": "2026-07-02T14:35:52Z", "hours": 0.6003, "text": "I redid the schematic to include more of the features I wanted. It is much more complex now, including 8 switches (previously 3) in a matrix encoder. I also added 2 LEDs, a rotary encoder, and an OLED screen. Next I’ll have to make a PCB for it. (And confirm it works). Hopefully all goes well."}, {"post_id": 19167, "ts": "2026-06-30T12:47:36Z", "hours": 0.5836, "text": "I came back after watching a video on how to use Autodesk Fusion, and this time I was able to actually finish the tutorial version of the case. Next I will have to learn how the software part works, and then we can go ahead and start making this project much more complicated then a 3-button pad."}, {"post_id": 18572, "ts": "2026-06-29T19:23:03Z", "hours": 1.0169, "text": "I tried to make a basic case, but it didn’t go to well. I’ve never used fusion before. I got the main base done eventually, but the section that holds the keycaps was not wanting to work correctly. Currently, I’m just trying to get through the general tutorial so that I understand what I’m doing better before customizing the board further. I’m going to do a bit of research on how fusion works before continuing and hopefully get some stuff done on it. I have some fun plans for the final result."}, {"post_id": 18305, "ts": "2026-06-29T12:39:28Z", "hours": 0.2747, "text": "Finished the tutorial for designing the PCB of the Macropad. This is not the final pcb, just the tutorial version. I will likely update it to be better suited to it’s intended purpose."}]...
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Title: PolarisPad by @Partholimew | Stardance
Dev Title: PolarisPad by @Partholimew | Stardance
Devlogs:
Finished the tutorial for designing the PCB of the Macropad. This is not the final pcb, just the tutorial version. I will likely update it to be better suited to it’s intended purpose.
I tried to make a basic case, but it didn’t go to well. I’ve never used fusion before. I got the main base done eventually, but the section that holds the keycaps was not wanting to work correctly. Currently, I’m just trying to get through the general tutorial so that I understand what I’m doing better before customizing the board further. I’m going to do a bit of research on how fusion works before continuing and hopefully get some stuff done on it. I have some fun plans for the final result.
I came back after watching a video on how to use Autodesk Fusion, and this time I was able to actually finish the tutorial version of the case. Next I will have to learn how the software part works, and then we can go ahead and start making this project much more complicated then a 3-button pad.
I redid the schematic to include more of the features I wanted. It is much more complex now, including 8 switches (previously 3) in a matrix encoder. I also added 2 LEDs, a rotary encoder, and an OLED screen. Next I’ll have to make a PCB for it. (And confirm it works). Hopefully all goes well.
I added diodes to each switch in the matrix. This will prevent ghosting when pressing multiple keys at a time. Also reorganized things and linked the schematic components to footprints in preparation for laying out the PCB design. Hopefully I used the right footprints, but I guess I’ll find out soon.
I did it! I designed the PCB for the pad, I will hopefully be finding a better name for this project soon, but here’s what I accomplished. I added two more RGB LEDs for better backlighting on the keys. I then imported all the footprints, came up with a general layout, and connected everything. Because of how I was doing my connections, I ended up with a “main rail”, where I had rails on both sides of the board, making it nearly impossible to cross. So I ended up having some fun routing around the main area and using some vias to go under/over other rails. Here’s how it turned out. Also, I changed the project image for now. (Pictures of front, back, and design)
I began working on the case design for the actual Macropad, rather than just the basic one. The bottom of the case is done. I have also started organizing my files so that setting up a GitHub repo will be easier later on. Once I finish the rest of the case, I can begin the final necessary step, which is making the software it will run on. I also could do some design on the silkscreen layer of the PCB, which I may do, but we shall see. Here’s a little sneak-peak of the case so far.
Ok, this was a complicated one. I was working on the top part of the case for the PCB, and since I had a large variety of components arranged in a different way, I had to do it all manually, while still maintaining accuracy (I hope). You can see how that went in the screenshots below. Anyway, I may have made a mistake in the PCB. It seems the way I arranged it did not leave enough space for the OLED to fully fit onto the board. So I also had to go back and adjust it, but I think it will fit now. Next I will have to add a spot for the USB port to connect it to the user’s device. I am also considering rounding the case corners. I want a cleaner-looking design. Then I’ll just have to do the software! (Don’t mind the spikes sticking through near the display, they won’t be there in the final product)
Had a small panic attack about halfway through this one. For a moment I thought the rotary encoder actually needed an analog signal rather than a digital one, similar to a potentiometer, and I though I was going to have to reroute a large portion of my PCB. Fortunately, I was wrong, and it only needs digital. Anyways, I added some of the components to the CAD assembly, and adjusted my case design in a few spots where components didn’t quite line up right. I also colored it a bit. (Better styling in the future including more rounded corners). Decided on making the official name to PolarisPad. (Named after the star, not the SC ship :)
I did a bit more to the project for today. I think that I’m now done with the physical design for PolarisPad now; at least for the initial version. I added the knob to the assembly, as well as the project name and designer credit (Me. It’s on the bottom). I then added some things to the silkscreen layer of the PCB, including a joke relating to the OLED, the name of the device, a QR code linking to the GitHub repo, credit to myself, and a fun little phrase.
It took way longer than it should have, but I finally figured out how to make QMK firmware for PolarisPad! This is just the basic version, which only includes the actual keys, not the rotary encoder, RGB underglow, or OLED. However, I’m choosing to wait to program those until I have the components on hand since trying to program something to create a visual effect without being able to see that effect doesn’t go too well. All I have left is to package everything for the GitHub page and ship it! Then I’ll be able to receive all the components to assemble the physical thing and finalize the firmware.
PolarisPad has SHIPPED!!! What is it? Well, PolarisPad is a Macropad designed for space combat in games such as Star Citizen and No Man’s Sky. It includes 8 keys with RGB underglow, a rotary encoder, and a small OLED display. Once it is approved and I receive the parts, I will begin the assembly and do some firmware updates. It is possible that I will decide to modify the firmware or case before then, but if not, I’ll be taking a short break from working on projects until it arrives.
I received my parts, verified my case files, and am now printing the V1 case. Now I’m just waiting on my PCB and soldering stuff to arrive. It’s all coming together now. I will also be modifying firmware at that point to properly animate the screen.
Now that I have the PCB, I soldered everything together. I apparently managed to flip the display’s connector in my PCB design, so mine has some wires instead of the headers, but I’m going to update the design to fix that. next up is testing the basic firmware and then making it better.
Almost done fixing firmware. I got the keys working as well as rgb cycling. Once I get the OLED display working, I’ll just have to make some case adjustments and it will be ready to ship!
It’s about time to ship! I finished the firmware, assembled it the rest of the way, and updated my GitHub page, as well as make a short demo video of using it in-game.
Ships:
Hello everyone! Meet PolarisPad, a macropad designed to be used for flight controls in space games. It currently supports Star Citizen with it’s keymap, but could easily be used for a different game as well. This was both my Hackpad entry, as well as my first ever hardware project that I’ve finished. It’s been a journey and definitely has not gone entirely according to plan throughout the process. (Mine has some messy internal wiring to fix an error, but the design has been updated to correct this) This project has been a great way to get into hardware design and now I have many more ideas for things to make! Make sure you check out my demo video in which I use it for some basic ship functions in-game....
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1793296552.3328075
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1793382952.3328075
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54755
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Personal Website by @rayyans4890 | Stardance
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rayyans4890
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:23:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I Made a simple and decentish website for the personal site project it was quite simple to make this since there werent any like hard animations to add or hard features that required coding i was able to do this in an hour comfortably and easily", "repo": "https://github.com/rayyans4890-png/Websitee", "demo": "https://rayyans4890-png.github.io/Websitee/"}]...
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[{"post_id": 58969, "ts": "202 [{"post_id": 58969, "ts": "2026-08-31T15:20:03Z", "hours": 0.9872, "text": "Made a simple website for the personalized site project tbh it was quite easy to make i added some features of my own such as miny blogs some facts aobut myself and even mentioned some of my projects"}]...
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Title: Personal Website by @rayyans4890 | Stardanc Title: Personal Website by @rayyans4890 | Stardance
Devlogs:
Made a simple website for the personalized site project tbh it was quite easy to make i added some features of my own such as miny blogs some facts aobut myself and even mentioned some of my projects
Ships:
I Made a simple and decentish website for the personal site project it was quite simple to make this since there werent any like hard animations to add or hard features that required coding i was able to do this in an hour comfortably and easily...
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1792878452.774786
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1793742452.774786
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49679
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The Dropper 3D Game (Cosmic) by @Ali-was-taken | S The Dropper 3D Game (Cosmic) by @Ali-was-taken | Stardance...
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Ali-was-taken
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1
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17.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T15:18:41Z", "hours": 17.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 3D dropper game from scratch using online tutorials and hours of coding, the game is about an astronaut jumping through giant ‘craters’ and uses that low-gravity trait to avoid objects that may come in its way to reach the other side of planets. Controls: Classic WASD for movement. Space bar to drop drown. Mouse to look around. Some of the main issues I did face with development were coding up the main POV camera, so I did copy a script for that 😅. I also needed help designing the interface so I used the good old GPT, but everything beyond that is completely coded yours truly. Honestly I really enjoyed developing this game, and the fact that this platform basically pays you to do that, was a real motivator there. I am looking forwards to make even more projects soon! Thank you for Reading this/Playing my game :)", "repo": "https://github.com/Alishayan41879/Playground-Z", "demo": ""}]...
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[{"post_id": 58924, "ts": "202 [{"post_id": 58924, "ts": "2026-08-31T14:20:57Z", "hours": 1.5656, "text": "Devlog#8 | Game Published! I fixed all my last bugs, now that I finished I’ve published the game on itch.io. You can try it right here: https://prohunter10m.itch.io/cosmic-zipper-3d"}, {"post_id": 57881, "ts": "2026-08-30T06:28:21Z", "hours": 5.4033, "text": "Devlog#7 | Added Death & Respawn Mechanics & Levels. Finally finished adding hitboxes and repawn-on-death mechanic to the game, and finished renovating all the level. The game is very playable now, and will be published very soon! I am just considering adding a few touches and maybe gamemodes as a cherry on top . (Do give me suggestions)"}, {"post_id": 53938, "ts": "2026-08-24T17:17:33Z", "hours": 1.8925, "text": "Devlog#6 | Added freefall mechanics and movement I know it’s been a while, but I’ve finally found the time to add the main mechanics to the game, I have a feeling it’s going to be playable soon! Here’s what the gameplay should look like:"}, {"post_id": 51072, "ts": "2026-08-20T15:36:05Z", "hours": 2.8742, "text": "Devlog#5 | Level Designs! Yesssssss I finally finished some of the level designs, it look really long cuz I literally had to code every single entity (and yes some of them spin 🌀). I hope you guys like the designs 🥲."}, {"post_id": 50264, "ts": "2026-08-19T12:58:18Z", "hours": 1.9297, "text": "Devlog#3 | Fixed Camera Issue & Added movement I finally fixed the camera issue since last devlog, and managed to code up movement inputs (only took 2 hours TvT👍). Also added a little bit of color, which I hope looks nice."}, {"post_id": 49513, "ts": "2026-08-18T11:58:16Z", "hours": 1.0403, "text": "Devlog#3 | Camera System & Level building. I’ve managed to build the first 2 dropper levels, and so I started working on the camera system… But the camera just won’t rotate in the y-axis whatsoever. Don’t worry tho, I’ve not given up (yet) ima restart this tomorrow T-T"}, {"post_id": 48735, "ts": "2026-08-17T08:22:45Z", "hours": 1.5564, "text": "Devlog#2 | Added Interface and Map. Just finished adding a whole map giving space-vibes, aswell as the interface showing info. I wanted to add a layer to the pov to make it look a little retro (space-cam vibe), but it just didn’t work :P. Anyway lmk, if y’all have any suggestions!"}, {"post_id": 48246, "ts": "2026-08-16T15:29:48Z", "hours": 0.525, "text": "Just Started Working on it, here’s the interface! More updates soon!"}]...
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Title: The Dropper 3D Game (Cosmic) by @Ali-was-ta Title: The Dropper 3D Game (Cosmic) by @Ali-was-taken | Stardance
Devlogs:
Just Started Working on it, here’s the interface! More updates soon!
Devlog#2 | Added Interface and Map. Just finished adding a whole map giving space-vibes, aswell as the interface showing info. I wanted to add a layer to the pov to make it look a little retro (space-cam vibe), but it just didn’t work :P. Anyway lmk, if y’all have any suggestions!
Devlog#3 | Camera System & Level building. I’ve managed to build the first 2 dropper levels, and so I started working on the camera system… But the camera just won’t rotate in the y-axis whatsoever. Don’t worry tho, I’ve not given up (yet) ima restart this tomorrow T-T
Devlog#3 | Fixed Camera Issue & Added movement I finally fixed the camera issue since last devlog, and managed to code up movement inputs (only took 2 hours TvT👍). Also added a little bit of color, which I hope looks nice.
Devlog#5 | Level Designs! Yesssssss I finally finished some of the level designs, it look really long cuz I literally had to code every single entity (and yes some of them spin 🌀). I hope you guys like the designs 🥲.
Devlog#6 | Added freefall mechanics and movement I know it’s been a while, but I’ve finally found the time to add the main mechanics to the game, I have a feeling it’s going to be playable soon! Here’s what the gameplay should look like:
Devlog#7 | Added Death & Respawn Mechanics & Levels. Finally finished adding hitboxes and repawn-on-death mechanic to the game, and finished renovating all the level. The game is very playable now, and will be published very soon! I am just considering adding a few touches and maybe gamemodes as a cherry on top . (Do give me suggestions)
Devlog#8 | Game Published! I fixed all my last bugs, now that I finished I’ve published the game on itch.io. You can try it right here: https://prohunter10m.itch.io/cosmic-zipper-3d
Ships:
I made a 3D dropper game from scratch using online tutorials and hours of coding, the game is about an astronaut jumping through giant ‘craters’ and uses that low-gravity trait to avoid objects that may come in its way to reach the other side of planets. Controls: Classic WASD for movement. Space bar to drop drown. Mouse to look around. Some of the main issues I did face with development were coding up the main POV camera, so I did copy a script for that 😅. I also needed help designing the interface so I used the good old GPT, but everything beyond that is completely coded yours truly. Honestly I really enjoyed developing this game, and the fact that this platform basically pays you to do that, was a real motivator there. I am looking forwards to make even more projects soon! Thank you for Reading this/Playing my game :)...
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1793296583.2591493
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1793382983.2591493
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55654
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dot dot dot by @hoshi | Stardance
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hoshi
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1
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3.0
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:56:03Z", "hours": 3.0, "multiplier": 6.72, "payout": 20, "blessing": "neutral", "text": "I just made this project because I was bored and I had like two to three hours. Basically, in this game, you start as a small dot that follows your cursor. Avoid bigger dots and eat smaller dots to grow bigger. You also have powers such as shields (auto saves your life) and shockwaves (reduces all the dots’s radius by 50%), those cannot be acquired during the game, so once you use it, it is over for that game. Try to get the lowest time!", "repo": "https://github.com/uuukye/dot", "demo": "https://uuukye.github.io/dot/"}]...
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[{"post_id": 58957, "ts": "202 [{"post_id": 58957, "ts": "2026-08-31T14:55:38Z", "hours": 0.3408, "text": "bug fixes again (screen resize and others)"}, {"post_id": 58513, "ts": "2026-08-30T22:59:42Z", "hours": 0.3217, "text": "ig im done"}, {"post_id": 58500, "ts": "2026-08-30T22:36:56Z", "hours": 0.9836, "text": "finished the basic powerups, ig its ready to ship after the leaderboard function and a few more changes :D"}, {"post_id": 57626, "ts": "2026-08-29T20:37:44Z", "hours": 1.0514, "text": "finished the basic game structure, you start as a small dot and eat smaller dots to survive and grow (avoid bigger dots), I might add some twists if I have time"}, {"post_id": 57020, "ts": "2026-08-29T02:55:42Z", "hours": 0.2961, "text": "starting project"}]...
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Title: dot dot dot by @hoshi | Stardance
Devlogs: Title: dot dot dot by @hoshi | Stardance
Devlogs:
starting project
finished the basic game structure, you start as a small dot and eat smaller dots to survive and grow (avoid bigger dots), I might add some twists if I have time
finished the basic powerups, ig its ready to ship after the leaderboard function and a few more changes :D
ig im done
bug fixes again (screen resize and others)
Ships:
I just made this project because I was bored and I had like two to three hours. Basically, in this game, you start as a small dot that follows your cursor. Avoid bigger dots and eat smaller dots to grow bigger. You also have powers such as shields (auto saves your life) and shockwaves (reduces all the dots’s radius by 50%), those cannot be acquired during the game, so once you use it, it is over for that game. Try to get the lowest time!...
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1793246075.8709857
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1793332475.8709857
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26881
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My very own WebOS by @Matesz | Stardance
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Matesz
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1
|
84.16
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:46:39Z", "hours": 81.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built.", "repo": "https://github.com/mateszko090214/WebOS", "demo": "https://web-void-os.netlify.app"}]...
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[{"post_id": 74630, "ts": "202 [{"post_id": 74630, "ts": "2026-09-27T20:24:35Z", "hours": 3.1597, "text": "updated the z-index in css"}, {"post_id": 58195, "ts": "2026-08-30T15:29:40Z", "hours": 7.3572, "text": "VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker."}, {"post_id": 55604, "ts": "2026-08-27T15:43:13Z", "hours": 9.8389, "text": "VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization"}, {"post_id": 53154, "ts": "2026-08-23T16:18:22Z", "hours": 9.2947, "text": "VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 46944, "ts": "2026-08-14T14:47:10Z", "hours": 12.2797, "text": "VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 45288, "ts": "2026-08-11T17:31:34Z", "hours": 12.7103, "text": "VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 39211, "ts": "2026-08-02T01:01:18Z", "hours": 8.0097, "text": "VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app"}, {"post_id": 37275, "ts": "2026-07-29T21:16:31Z", "hours": 4.0828, "text": "Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now."}, {"post_id": 35440, "ts": "2026-07-26T21:05:00Z", "hours": 4.2733, "text": "This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app"}, {"post_id": 29773, "ts": "2026-07-16T21:27:45Z", "hours": 10.4378, "text": "RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added \"degauss\" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new \"Retro Inspector\" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained \"persistence\" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add \"TV mode\" with overscan, color bleed, and RF noise"}, {"post_id": 24336, "ts": "2026-07-07T20:56:38Z", "hours": 1.4333, "text": "My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”"}, {"post_id": 18490, "ts": "2026-06-29T17:32:22Z", "hours": 1.4903, "text": "i am working on a Retro theme WebOS"}]...
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Title: My very own WebOS by @Matesz | Stardance
D Title: My very own WebOS by @Matesz | Stardance
Devlogs:
i am working on a Retro theme WebOS
My very own WebOS A week ago I released v2.0. Now here’s v3.0 “Synthwave Edition.” A complete desktop OS simulation that runs in a single HTML file, built with vanilla JavaScript. No build step, no npm, no Webpack — just open it in your browser and it works. What’s changed since v2.0? The numbers speak for themselves: 13 apps → 30+ apps (Calendar, Weather, Music Player, Mail, Chat, Notes, System Monitor, Password Vault, Tetris, Pong, Breakout, + Doom-Like FPS) 3 themes → 6 phosphor themes (Pink, Purple, White, and more) 4 wallpapers → 10 animated wallpapers (Rain, Snow, Fire, VHS, Galaxy, 3D Grid…) Added AES-GCM encryption (Web Crypto API) for the Password Vault IndexedDB instead of localStorage’s 5MB limit (50MB+) PWA — installable as a standalone app, works offline Voice commands — “open terminal,” “shutdown,” “lock”… Window snap zones (Windows-style drag to edge) Favorite feature: Game Launcher I also built in an Unreal Engine integration system. If you have a WebGL build of your game, drop in the .wasm + .js + .data files, and the launcher automatically handles highscores, system requirements, and the gallery. The architecture 14 logical modules, all in one file: Bus — Pub/sub event system IDB — IndexedDB wrapper Crypto — Web Crypto API Kernel — Luna Service Bus IPC emulation FS — Virtual filesystem (recycle bin, drag & drop) OS — Orchestrator (boot, login, windows) …and 8 more ~3,500 lines of code. ~85KB. 0 dependencies. What I fixed Six significant bugs found during the v2.0 review: Settings Green option was always “selected” (typo in the code) Browser app’s inline onclick=“navigator()” — this was calling the navigator Web API, not a function (classic mistake) Music Player beat interval cleanup memory leak Tetris piece null reference on game over Voice listener leak through the Bus 60fps mousemove → throttled to 50ms (60% less CPU usage) v3.1 roadmap Multiplayer over WebRTC (Snake, Pong, Doom) Real audio file playback in the Music Player Drag-from-desktop to taskbar (pin apps) Undo/redo in the text editor Gamepad API support for all games Plugin system for community apps Try it out mateszko090214.github.io/WebOS Full code, docs, and roadmap are up on GitHub. If you like it, drop a star! “Bringing the 80s back to your browser, one pixel at a time.”
RetroWebOS Just pushed a major retro-theming update that dials the nostalgia to 11. This isn't just a skin change—it's a full immersion retrofit. What's new in the Retro Edition: • Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) • Scanline intensity now dynamically responds to brightness (like real phosphor decay) • Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact • Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity • Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash • Shutdown animation includes realistic power-down surge and fading glow • System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips • Added "degauss" command to Terminal that temporarily warps the display (with recovery animation) Favorite feature: The new "Retro Inspector" DevTool It lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics. The architecture tweaks: • ThemeEngine now accepts spectral power distributions for accurate phosphor emulation • Audio.js added noise generators for tape hiss and RF interference • WindowManager gained "persistence" option that leaves ghost images when dragging (like long-persistence phosphor) • FS.js now stores theme preferences per-user in IndexedDB with encrypted backup What I fixed: • Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) • Wallpaper slideshow paused when opening settings menu (z-index conflict) • Terminal bell sound was too sharp—now filtered through CRT speaker simulation • Cursor blink rate wasn't respecting system accessibility settings • Fixed a race condition where desktop icons would momentarily snap to grid on theme change v0.9 roadmap (Retro polish): • Add "TV mode" with overscan, color bleed, and RF noise
This is a side project of the Retro OS. Download the Retro OS from my GitHub : https://github.com/mateszko090214/WebOS.gitRetroWebOSJust pushed a major retro-theming update that dials the nostalgia to 11. This isn’t just a skin change—it’s a full immersion retrofit.What’s new in the Retro Edition:• Authentic CRT curvature simulation (using CSS transforms + filters, not canvas)• Scanline intensity now dynamically responds to brightness (like real phosphor decay)• Added 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact• Terminal now supports true CGA/EGA/VGA color palettes with customizable intensity• Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash• Shutdown animation includes realistic power-down surge and fading glow• System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips• Added “degauss” command to Terminal that temporarily warps the display (with recovery animation)Favorite feature: The new “Retro Inspector” DevToolIt lets you toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time while seeing the performance impact overlay. Pure CSS solutions mean these effects stay under 2ms frame cost even on integrated graphics.The architecture tweaks:• ThemeEngine now accepts spectral power distributions for accurate phosphor emulation• Audio.js added noise generators for tape hiss and RF interference• WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor)• FS.js now stores theme preferences per-user in IndexedDB with encrypted backupWhat I fixed:• Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta)• Wallpaper slideshow paused when opening settings menu (z-index conflict)• Terminal bell sound was too sharp—now filtered through CRT speaker simulation• Cursor blink rate wasn’t respecting system accessibility settings• Fixed a race condition where desktop icons would momentarily snap to grid on theme changev0.91 roadmap (Retro polish):• Add “TV mode” with overscan, color bleed, and RF noise and i want you to especialy point out this is a side project of it. download the retro os you find on my github. And you can try my side project void os here https://web-void-os.netlify.app
Persistence (Puter) — files, notes, kanban, mail, calendar, distro log, dotfiles, settings, installed Store apps, and achievements now survive a reload. No backend involved. Window edge-snapping + real drag-and-drop file moves — these were literally sitting in the fake todo.txt inside VoidOS’s own filesystem, so I built them and marked them done in-universe. CRT scanline mode, matrix-rain terminal effect (RetroOS) — toggle in Settings, or type matrix in the terminal. A CPU-reactive pet, idle-based Store additions, Konami code, rainbow logo, cursor trail (MewoOS). 8 new apps, all in the Store: Color Lab, Sudoku, Distro Tracker, Dotfiles Sync, Mail, Task Manager, Calendar, Achievements. 27 apps total now.
VoidOS Retro - Changelog [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes This is a side project of the Retro OS. Download the Retro OS from: https://github.com/mateszko090214/WebOS.git You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.94] - Video Backgrounds & Boot Enhancements Added Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers: IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v0.95] Type Description Updated README.md and DEVLOG.md to have a more professional presentation with tables and structured information Enhanced documentation clarity and readability [v0.94] - Video Backgrounds & Boot Enhancements Added Type Description Video background live wallpaper options (YouTube embeds) with fallback to procedural starfield Enhanced boot sequence with detailed systemd-like boot logs (Journal Service, udev, etc.) Persistence layer status detection shown in boot logs Enhanced Type Description Live wallpaper system to support video modes alongside procedural ones Boot process realism with simulated system initialization Background video fallback to starfield if embed fails to load [v0.93] - Live Wallpaper & Polish Update Added Type Description Custom hand-drawn cursor sprite for authentic retro feel Enhanced desktop styling with border radius and deep box shadow Procedural live wallpaper system (starfield, matrix rain, plasma waves) Enhanced titlebar with pulsing indicators and uppercase text Improved scrollbar styling throughout all applications Retro beveled button styling for windows and menus Live wallpaper toggle in Settings > Display Added Achievements app to the Store (tracks unlocked easter eggs) Enhanced Type Description Terminal utilities with additional commands and better history Files app drag-and-drop functionality between folders Settings app with live wallpaper selector Achievement system integration with toast notifications Performance optimizations to rendering loops Fixed Type Description Minor alignment issues in titlebar elements Improved persistence layer reliability Fixed occasional flicker in CRT effects during rapid theme changes [v0.92] - Major Retro-Theming Update Added Type Description Authentic CRT curvature simulation (using CSS transforms + filters, not canvas) Scanline intensity that dynamically responds to brightness (like real phosphor decay) 4 vintage wallpapers IBM green terminal, Apple II monitor, VT100 amber, and RGB composite artifact Terminal support for true CGA/EGA/VGA color palettes with customizable intensity Boot sequence rewritten to mimic POST beeps + memory count + BIOS splash Shutdown animation with realistic power-down surge and fading glow System sounds regenerated using Web Audio API to emulate SN76489 and AY-3-8910 chips “Degauss” command to Terminal that temporarily warps the display (with recovery animation) Favorite Feature: Retro Inspector DevTool Type Description Toggle individual CRT effects (scanlines, curvature, bloom, phosphor bloom, chromatic shift) in real-time Performance impact overlay showing frame cost Pure CSS solution keeps effects under 2ms frame cost even on integrated graphics Architecture Tweaks Type Description ThemeEngine now accepts spectral power distributions for accurate phosphor emulation Audio.js added noise generators for tape hiss and RF interference WindowManager gained “persistence” option that leaves ghost images when dragging (like long-persistence phosphor) FS.js now stores theme preferences per-user in IndexedDB with encrypted backup Fixed Type Description Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) Wallpaper slideshow paused when opening settings menu (z-index conflict) Terminal bell sound was too sharp—now filtered through CRT speaker simulation Cursor blink rate wasn’t respecting system accessibility settings Fixed a race condition where desktop icons would momentarily snap to grid on theme change Notes You can try VoidOS Retro live at: https://web-void-os.netlify.app
VoidOS Retro - Changelog [v2.5.0] - Phosphor Edition Added Type Description Advanced Live Wallpaper System Procedural generation (starfield, matrix rain, plasma waves) with YouTube video backgrounds and intelligent fallback Comprehensive Boot Sequence Detailed systemd-like boot logs showing service initialization, persistence layer status detection Enhanced Visual Effects Authentic CRT curvature simulation, dynamic scanline intensity, chromatic aberration, bloom/glow, phosphor persistence Degauss Command Terminal command that temporarily warps display with recovery animation Retro Inspector DevTool Real-time toggling of individual CRT effects with performance impact overlay 6 Built-in Phosphor Themes Green (classic terminal), Blue, Pink, Purple, White, and custom colors Vintage Wallpaper Collection 4 authentic wallpapers: IBM green terminal, Apple II monitor, VT100 amber, RGB composite artifact ThemeEngine Improvements Accepts spectral power distributions for accurate phosphor emulation True Terminal Color Support CGA/EGA/VGA palettes with customizable intensity System Sound Regeneration Web Audio API emulation of SN76489 and AY-3-8910 chips Enhanced Boot Animation POST beeps + memory count + BIOS splash simulation Realistic Shutdown Sequence Power-down surge with fading glow animation Accessibility Improvements Cursor blink rate respecting system settings, terminal bell filtered through CRT speaker Enhanced Type Description Live Wallpaper System Now supports video modes alongside procedural ones with automatic fallback Boot Process Realism Simulated system initialization with detailed service logging Theme Switching Dynamic theme persistence via IndexedDB Terminal Utilities Additional commands and improved history Desktop Styling Border radius, deep box shadow, enhanced titlebar with pulsing indicators Window Management Persistence option for ghost images when dragging, snap-to-edges functionality Filesystem Virtual FileSystem with persistence via browser storage (falls back to session-only) Application Suite Pre-loaded apps including Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Window Switcher Easter Eggs System Konami code (confetti burst), Matrix rain terminal command, Rainbow mode (brand click) Performance Optimizations Rendering loop improvements, pure CSS solutions for effects under 2ms frame cost Settings App Comprehensive customization with live wallpaper selector, theme picker, and system controls Fixed Type Description Theme Color Bleed Purple theme had incorrect green channel bleed (was mixing blue+red instead of proper magenta) UI Layering Wallpaper slideshow paused when opening settings menu (z-index conflict resolved) Terminal Audio Terminal bell sound was too sharp—now filtered through CRT speaker simulation Accessibility Cursor blink rate now respects system accessibility settings Theme Transition Race Fixed condition where desktop icons would momentarily snap to grid on theme change Persistence Reliability Improved persistence layer reliability for cross-session data retention CRT Flicker Fixed occasional flicker in CRT effects during rapid theme changes [v0.96] - Text Editor Enhancement Update Added Type Description Find and Replace Functionality Ctrl+F for find, Ctrl+H for replace with options for single/all occurrences and case-sensitive search Go To Line Navigation Ctrl+G to jump to specific line numbers with input validation Enhanced Syntax Highlighting Added support for JSON and Python languages, improved existing language definitions Current Line Highlighting Visual indicator of cursor line with subtle highlighting Improved Keyboard Shortcuts Integrated find/replace/go-to-line with standard text editor shortcuts Enhanced Type Description Text Editor Application Overall usability and functionality approaching modern code editor standards Developer Experience Enhanced built-in tools for webOS system development and customization
VoidOS Retro - Changelog [v2.7.0] - Hyprland, Gadgets & Sound Added: Hyprland blur + rainbow border, system sounds, power-on gate, redesigned boot & login screens, 8-direction window resize, draggable gadgets (Clock/System/Signal/Sticky Note), touch & pen support, full keyboard accessibility, music shuffle/repeat, drag-and-drop music import, dock magnification, genie window animation, backup export/import, PWA offline support, favicon/meta tags, richer neofetch. Changed: Pointer Events for all drag/resize, consistent hover states app-wide, better Weather/Calendar UI, fixed version number display. Fixed: “Forget Saved Data” did nothing (undefined API), Gallery ignored requested image, unreachable achievement, broken default wallpaper, music/wallpaper detection failing under file:// , silent music playback under file:// , README merge-conflict markers, missing fallback manifest files. [v2.6.0] - Wallpaper & Music Update Added: Photo wallpapers with parallax drift, custom wallpaper upload, labeled thumbnails, bundled music/ folder with auto-detection (GitHub Pages API, directory listing, tracks.txt fallback). Changed: Split single-file app into index.html / style.css / script.js ; default wallpaper now a photo. Fixed: Live wallpaper canvas was hiding photo wallpapers underneath. [v2.5.0] - Phosphor Edition Added: Procedural + video live wallpapers, detailed boot sequence, CRT effects (curvature, scanlines, chromatic aberration, bloom), Degauss command, Retro Inspector devtool, 6 phosphor themes, 4 vintage wallpapers, CGA/EGA/VGA color support, synthesized chip sounds, realistic shutdown sequence, accessibility tweaks. Enhanced: Video live wallpapers, boot realism, theme persistence, terminal commands, window management (snap/ghost), virtual filesystem, full app suite (Terminal, Files, Editor, Calculator, Music, Notes, Gallery, Store, Weather, Timer, Kanban, Spotlight, Switcher), Easter eggs (Konami, Matrix rain, Rainbow mode), performance, Settings app. Fixed: Purple theme color bleed, wallpaper/settings z-index conflict, harsh terminal bell, cursor blink accessibility, theme-change icon snap, persistence reliability, CRT flicker.
updated the z-index in css
Ships:
I built my own web-based OS simulation called VoidOS a complete desktop environment that runs entirely in the browser from a single HTML file, no build tools, no npm, no backend. It’s got draggable, resizable windows, a taskbar, boot/login sequences, and a full suite of over 30 apps: Terminal, Files, Text Editor, Calculator, Music Player, Notes, Gallery, Mail, Calendar, Kanban, Weather, Settings, a few games (Tetris, Pong, Breakout, even a Doom-like FPS), and more. It leans hard into a retro CRT aesthetic scanlines, screen curvature, phosphor glow, chromatic aberration all done with pure CSS so it stays performant. The whole thing is vanilla JavaScript around 3,500 lines, ~85KB, zero dependencies organized into clean logical modules (an event bus, an IndexedDB wrapper, a virtual filesystem, a window manager, etc.) that mimic how a real OS is architected. I’m especially proud of the boot sequence and sound design I used the Web Audio API to synthesize authentic old-chip system sounds instead of using sample files. Being dysgraphic made this project harder than it might look writing and organizing all the code, comments, and documentation takes me a lot more effort and time than it does for most people, so just pushing through devlog after devlog was its own challenge. On the technical side, getting the CRT effects to look authentic without tanking performance was tricky too I ended up building a “Retro Inspector” devtool so I could toggle individual effects and watch the frame-cost impact in real time. Persistence was another hard one: making windows, files, notes, and settings survive a page reload without a backend meant building my own filesystem layer on top of IndexedDB. I also had to track down some nasty bugs along the way, like a memory leak in the music player’s beat interval and a mousemove listener firing on every frame until I throttled it. You can try it live in the browser, no install needed everything (files, notes, settings) is saved locally via IndexedDB, so it’ll persist between visits on the same browser. Try dragging windows around, snapping them to screen edges, opening a few apps from the dock/desktop, and poking around Settings to switch themes and wallpapers. The full source and devlog history are on GitHub if you want to see how it’s built....
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1793274775.3730855
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1793361175.3730855
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56354
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Chess by @Tommy9876543213 | Stardance
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Tommy9876543213
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1
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2.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:41:52Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simple local play chess app in Micro Python for Numworks Calculators. It took me a total of 5 hours testing, coding, and bugfixing, so I hope you enjoy it!", "repo": "https://github.com/Tommy9876543213/Numworks-Chess", "demo": "https://my.numworks.com/python/tommycongram/chess"}]...
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[{"post_id": 58938, "ts": "202 [{"post_id": 58938, "ts": "2026-08-31T14:36:01Z", "hours": 0.3, "text": "Slightly improved most of the icons, I feel like they are a little better now. This will probably be the last update I do to this project so I can start another. After about 5 hours of work it is done (Even though hackatime only recorded like 2 hours it took me 5 as it also doesn’t record me testing it physically on my calculator, nor the time it didn’t record because I didn’t know how to set it up)"}, {"post_id": 58639, "ts": "2026-08-31T03:57:21Z", "hours": 1.5375, "text": "Just finished adding castling, promotions, en passant, and even small icons. The queenside castling was causing me so many problems just for it to be that I forgot a pair of brackets (I spent about an hour trying to figure out the problem). I’d say this project is pretty much complete now, though I might add draw by repetition, and some other things later, also possibly improve the icons."}, {"post_id": 58587, "ts": "2026-08-31T01:46:38Z", "hours": 0.2564, "text": "Version 1 of the Chess is finally working! It took way longer than the recorded 15 minutes, but because this is my first time using hackatime I had so much trouble and in reality I’ve spent about 2h30 on it but most of the time didn’t get recorded, then I realised I didn’t even have it as a project which is why it says only about 15m are logged."}]...
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Title: Chess by @Tommy9876543213 | Stardance
Devl Title: Chess by @Tommy9876543213 | Stardance
Devlogs:
Version 1 of the Chess is finally working! It took way longer than the recorded 15 minutes, but because this is my first time using hackatime I had so much trouble and in reality I’ve spent about 2h30 on it but most of the time didn’t get recorded, then I realised I didn’t even have it as a project which is why it says only about 15m are logged.
Just finished adding castling, promotions, en passant, and even small icons. The queenside castling was causing me so many problems just for it to be that I forgot a pair of brackets (I spent about an hour trying to figure out the problem). I’d say this project is pretty much complete now, though I might add draw by repetition, and some other things later, also possibly improve the icons.
Slightly improved most of the icons, I feel like they are a little better now. This will probably be the last update I do to this project so I can start another. After about 5 hours of work it is done (Even though hackatime only recorded like 2 hours it took me 5 as it also doesn’t record me testing it physically on my calculator, nor the time it didn’t record because I didn’t know how to set it up)
Ships:
I made a simple local play chess app in Micro Python for Numworks Calculators. It took me a total of 5 hours testing, coding, and bugfixing, so I hope you enjoy it!...
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1793303299.5555062
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1793389699.5555062
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56777
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HmmOS by @lukas_56376 | Stardance
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lukas_56376
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1
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7.0
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23
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:41:00Z", "hours": 7.0, "multiplier": 6.72, "payout": 23, "blessing": "neutral", "text": "Welcome to HmmOS. An operating system that takes a moment after every click before it actually does something, as it has too think about it hmm. This is WebOS 2, with 3 new games!", "repo": "https://github.com/Lukas-56376/HmmOS", "demo": "https://lukas-56376.github.io/HmmOS/"}]...
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[{"post_id": 58928, "ts": "202 [{"post_id": 58928, "ts": "2026-08-31T14:25:07Z", "hours": 6.8814, "text": "Wow, a whole new CSS"}]...
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Title: HmmOS by @lukas_56376 | Stardance
Devlogs: Title: HmmOS by @lukas_56376 | Stardance
Devlogs:
Wow, a whole new CSS
Ships:
Welcome to HmmOS. An operating system that takes a moment after every click before it actually does something, as it has too think about it hmm. This is WebOS 2, with 3 new games!...
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1792878731.5990217
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1793742731.5990217
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23593
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My very own WebOS by @tryingmybest | Stardance
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tryingmybest
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2
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11.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:25:48Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added on new features for my F1OS, faced challenges mainly related to time management to get the work done due to schools starting. Other than that faced a lot of bugs in making the F1 wiki but the process was definitely fun. When your testing or using this, just have F-un (pun intended - un means one in french)", "repo": "https://github.com/MasterClassmate3004/cricket-os-main", "demo": "https://formula-one-os.vercel.app/"}, {"ship_num": 2, "ts": "2026-06-30T08:26:42Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a WebOS themed on Formula 1. The idea was to connect to engineering marvels together, the computer and the F1 car, and so giving the WebOS a f1 touch was extremely fun. I had fun working on this and yeah added different features related to f1, more coming soon in the next ship", "repo": "https://github.com/MasterClassmate3004/cricket-os-main", "demo": "https://formula-one-os.vercel.app/"}]...
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[{"post_id": 58920, "ts": "202 [{"post_id": 58920, "ts": "2026-08-31T14:18:32Z", "hours": 6.1047, "text": "Added the last set of features and fixed some other bugs: NEW wiki app that contains information about all your favourite drivers and teams new settings app to mimic controls like a F1 car (it’s more like a place holder) the apps are now draggable on the home screen changed a bit of app icons, updated the F1 calendar with winners and other changes that took place"}, {"post_id": 38090, "ts": "2026-07-31T09:41:36Z", "hours": 1.135, "text": "Calculator app addition Added a new f1-themed calculator application for our web based operating system, includes an easter egg where entering the driver’s number shows its name later…"}, {"post_id": 21786, "ts": "2026-07-03T22:00:26Z", "hours": 0.5364, "text": "more bugs and fixes for the webOS, trying to add more features now"}, {"post_id": 19072, "ts": "2026-06-30T08:24:36Z", "hours": 0.6017, "text": "F1-WebOS We are back people! With more refinements and bug fixes this time, we have a proper driver lineup, all the 11 constructor teams to choose from, easter eggs and much more! I dont know how to describe it! just try it out people, and share more ideas of what more features we can add “Simply lovely”"}, {"post_id": 18384, "ts": "2026-06-29T14:57:10Z", "hours": 0.8458, "text": "After landing page shared in devlog 1, completed creating my own WebOS related to formula 1, added timings, 3 applications related to f1 for now, one shows information about the constructor’s team you have selected, the other is telemetry info with lap times of different drivers and the 3rd one is the f1 calendar ofc. check it out and tell me whats your favourite f1 team"}, {"post_id": 14244, "ts": "2026-06-23T08:10:09Z", "hours": 1.2378, "text": "Working on creating the ultimate F1 Operating System! Imagine turning ur laptop into the F1 car and F1-like theme with all the telemetry data, fast rebooting and the F1 styled apps. Worked on the landing page for the F1 app, current v1-2, will need more refinement as and when continued. Pls share feedback and I hope yall like it!"}]...
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Title: My very own WebOS by @tryingmybest | Starda Title: My very own WebOS by @tryingmybest | Stardance
Devlogs:
Working on creating the ultimate F1 Operating System! Imagine turning ur laptop into the F1 car and F1-like theme with all the telemetry data, fast rebooting and the F1 styled apps. Worked on the landing page for the F1 app, current v1-2, will need more refinement as and when continued. Pls share feedback and I hope yall like it!
After landing page shared in devlog 1, completed creating my own WebOS related to formula 1, added timings, 3 applications related to f1 for now, one shows information about the constructor’s team you have selected, the other is telemetry info with lap times of different drivers and the 3rd one is the f1 calendar ofc. check it out and tell me whats your favourite f1 team
F1-WebOS We are back people! With more refinements and bug fixes this time, we have a proper driver lineup, all the 11 constructor teams to choose from, easter eggs and much more! I dont know how to describe it! just try it out people, and share more ideas of what more features we can add “Simply lovely”
more bugs and fixes for the webOS, trying to add more features now
Calculator app addition Added a new f1-themed calculator application for our web based operating system, includes an easter egg where entering the driver’s number shows its name later…
Added the last set of features and fixed some other bugs: NEW wiki app that contains information about all your favourite drivers and teams new settings app to mimic controls like a F1 car (it’s more like a place holder) the apps are now draggable on the home screen changed a bit of app icons, updated the F1 calendar with winners and other changes that took place
Ships:
I have made a WebOS themed on Formula 1. The idea was to connect to engineering marvels together, the computer and the F1 car, and so giving the WebOS a f1 touch was extremely fun. I had fun working on this and yeah added different features related to f1, more coming soon in the next ship
Added on new features for my F1OS, faced challenges mainly related to time management to get the work done due to schools starting. Other than that faced a lot of bugs in making the F1 wiki but the process was definitely fun. When your testing or using this, just have F-un (pun intended - un means one in french)...
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1793307004.0042593
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1793393404.0042593
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56762
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Retromail by @saidcim | Stardance
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saidcim
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1
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:25:48Z", "hours": 1.0, "multiplier": 1.28, "payout": 1, "blessing": "neutral", "text": "Retro Mail 95 is a working Gmail client with the interface of a 1995 desktop application Behind the nostalgia it is a real mail client. It authenticates with Google over OAuth 2.0 and uses the Gmail REST API to list and search messages across Inbox, Starred, Sent, Drafts, Spam, Archive and All Mail; render plain-text and HTML bodies (sanitized, sandboxed, with inline images inlined as data URLs); compose, reply and forward; archive, star and mark read/unread; and poll for new mail in the background. Two constraints shaped the project: Zero dependencies. The entire backend is one Python file built on the standard library — http.server , urllib , base64 , email . There is no pip install , no Node build step and no framework. Cloning the repo and running python server.py is the whole setup. Nothing leaves your machine. There is no hosted backend. The server binds to localhost , OAuth tokens are written to a git-ignored file next to the script, and the app requests only the gmail.modify and gmail.send scopes — so by construction it cannot delete a message or empty your trash, no matter what goes wrong. The live demo runs the exact same frontend against sample messages, so you can explore the interface — folders, search, reading pane, compose, archive, star — without connecting an account. Built with: Vanilla JavaScript · CSS · Python 3 (standard library only) · Gmail API v1 · OAuth 2.0", "repo": "https://github.com/saidcim/Retro-Mail-95", "demo": "https://saidcim.github.io/Retro-Mail-95/"}]...
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[{"post_id": 58922, "ts": "202 [{"post_id": 58922, "ts": "2026-08-31T14:20:50Z", "hours": 0.8672, "text": "I’ve been staring at my inbox for years. One evening, I was thinking about a strange question: what if my inbox was put on a floppy disk back in 1995? That’s how I wrote Retro Mail 95a real email client that appears to be from that decade: blue title bar, working menu bar, the whole shebang. I managed to do this solely with CSS without any systems or images. The main challenge was ensuring everything was perfectly aligned; even two pixels off makes it look unrealistic. I began by designing the user interface with simulated emails, which proved to be an excellent decision. After that, I linked it to its backenda single Python file utilizing only the standard library, requiring no additional installations or dependencies. This was quite a task, in particular implementing the OAuth 2. 0 loopback flow myself, which consumed about 60 lines of code. Still, I am pleased that the application cannot delete emails. It only has read permissions and requests permission to modify and send emails, but there’s no mechanism to delete anything. Several aspects consumed most of my time: enabling the app to process HTML emails safely, troubleshooting a strange bug that corrupting the app after a week, and implementing polling for new emails without annoyance. Due to its dependency on native protocols, the app cannot be hosted online. But, I successfully created a demo that functions on GitHub Pages. This demo uses the same frontend code but employs simulated data. I am quite satisfied with the results. Feel free to try the demoit functions even when you’re not logged in, with the ability to browse folders search compose star archive, close the window, and re-open it by double-clicking the icon."}]...
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Title: Retromail by @saidcim | Stardance
Devlogs: Title: Retromail by @saidcim | Stardance
Devlogs:
I’ve been staring at my inbox for years. One evening, I was thinking about a strange question: what if my inbox was put on a floppy disk back in 1995? That’s how I wrote Retro Mail 95a real email client that appears to be from that decade: blue title bar, working menu bar, the whole shebang. I managed to do this solely with CSS without any systems or images. The main challenge was ensuring everything was perfectly aligned; even two pixels off makes it look unrealistic. I began by designing the user interface with simulated emails, which proved to be an excellent decision. After that, I linked it to its backenda single Python file utilizing only the standard library, requiring no additional installations or dependencies. This was quite a task, in particular implementing the OAuth 2. 0 loopback flow myself, which consumed about 60 lines of code. Still, I am pleased that the application cannot delete emails. It only has read permissions and requests permission to modify and send emails, but there’s no mechanism to delete anything. Several aspects consumed most of my time: enabling the app to process HTML emails safely, troubleshooting a strange bug that corrupting the app after a week, and implementing polling for new emails without annoyance. Due to its dependency on native protocols, the app cannot be hosted online. But, I successfully created a demo that functions on GitHub Pages. This demo uses the same frontend code but employs simulated data. I am quite satisfied with the results. Feel free to try the demoit functions even when you’re not logged in, with the ability to browse folders search compose star archive, close the window, and re-open it by double-clicking the icon.
Ships:
Retro Mail 95 is a working Gmail client with the interface of a 1995 desktop application Behind the nostalgia it is a real mail client. It authenticates with Google over OAuth 2.0 and uses the Gmail REST API to list and search messages across Inbox, Starred, Sent, Drafts, Spam, Archive and All Mail; render plain-text and HTML bodies (sanitized, sandboxed, with inline images inlined as data URLs); compose, reply and forward; archive, star and mark read/unread; and poll for new mail in the background. Two constraints shaped the project: Zero dependencies. The entire backend is one Python file built on the standard library — http.server , urllib , base64 , email . There is no pip install , no Node build step and no framework. Cloning the repo and running python server.py is the whole setup. Nothing leaves your machine. There is no hosted backend. The server binds to localhost , OAuth tokens are written to a git-ignored file next to the script, and the app requests only the gmail.modify and gmail.send scopes — so by construction it cannot delete a message or empty your trash, no matter what goes wrong. The live demo runs the exact same frontend against sample messages, so you can explore the interface — folders, search, reading pane, compose, archive, star — without connecting an account. Built with: Vanilla JavaScript · CSS · Python 3 (standard library only) · Gmail API v1 · OAuth 2.0...
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1792878730.7868826
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1793742730.7868826
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56771
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A Chatting website by @suchaz7539 | Stardance
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suchaz7539
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1
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21.56
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:22:07Z", "hours": 21.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A texting app to use it: 1,Login or signup(between you and me you can use fake emails but that’s a secret😉) 2,find someone u want to talk to in the Contacts Tab 3,you can only send texts and images 4,if you want you can setup a profile picture", "repo": "https://github.com/surafel7539/Chat-app", "demo": "https://chatapp123-six.vercel.app/"}]...
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[{"post_id": 61438, "ts": "202 [{"post_id": 61438, "ts": "2026-09-04T11:00:48Z", "hours": 0.5592, "text": "To the reviewers at stardance i have shipped my project over 5 times and you are saying that i used ai above 30% because of the design, but like i said in my README.md i copied the design from another dev, so please check it out for me, Thank You"}, {"post_id": 58916, "ts": "2026-08-31T14:16:37Z", "hours": 20.8844, "text": "A Texting Website"}]...
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Title: A Chatting website by @suchaz7539 | Stardan Title: A Chatting website by @suchaz7539 | Stardance
Devlogs:
A Texting Website
To the reviewers at stardance i have shipped my project over 5 times and you are saying that i used ai above 30% because of the design, but like i said in my README.md i copied the design from another dev, so please check it out for me, Thank You
Ships:
A texting app to use it: 1,Login or signup(between you and me you can use fake emails but that’s a secret😉) 2,find someone u want to talk to in the Contacts Tab 3,you can only send texts and images 4,if you want you can setup a profile picture...
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1793141732.4479961
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1793228132.4479961
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41344
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Project Showcase of Club by @supercoolcodinggirl | Project Showcase of Club by @supercoolcodinggirl | Stardance...
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supercoolcodinggirl
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1
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3.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:03:56Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "created a simple website showing off the games and websites my club members made in the last year. intention is to show new members what they can do in my school’s hackclub.", "repo": "https://github.com/zoebiscuit/clubgames", "demo": "https://zoebiscuit.github.io/clubgames/"}]...
|
[{"post_id": 51035, "ts": "202 [{"post_id": 51035, "ts": "2026-08-20T14:59:36Z", "hours": 0.7178, "text": "I added a sunbeam announcement for my club. it pops up like an advertisement."}, {"post_id": 37007, "ts": "2026-07-29T13:42:32Z", "hours": 0.4989, "text": "Added a Websites section my magnificent friend told me i should show the websites people made in the club. so i did. you just scroll further down to see it C:"}, {"post_id": 36820, "ts": "2026-07-29T03:33:35Z", "hours": 1.4119, "text": "hi. i made dis. it is a website that shows all the cool projects people made in my club. the intention is that during freshman invasion, kids and parents can play the games and realize “wait hey, i can so make that” and “comp sci is so fun omg.” im shifting worlds with this projects. changing lives. changing landscapes. pivoting ecosystems. gn"}]...
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Title: Project Showcase of Club by @supercoolcodin Title: Project Showcase of Club by @supercoolcodinggirl | Stardance
Devlogs:
hi. i made dis. it is a website that shows all the cool projects people made in my club. the intention is that during freshman invasion, kids and parents can play the games and realize “wait hey, i can so make that” and “comp sci is so fun omg.” im shifting worlds with this projects. changing lives. changing landscapes. pivoting ecosystems. gn
Added a Websites section my magnificent friend told me i should show the websites people made in the club. so i did. you just scroll further down to see it C:
I added a sunbeam announcement for my club. it pops up like an advertisement.
Ships:
created a simple website showing off the games and websites my club members made in the last year. intention is to show new members what they can do in my school’s hackclub....
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1793256827.2483478
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1793343227.2483478
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54649
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Vid Transcribe by @rnabilaltamis14 | Stardance
|
rnabilaltamis14
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1
|
41.05
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:01:17Z", "hours": 39.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made an AI video transcriber, the most chalangging part is , making new UI and connecting electron foor the apps, also about the AI call model, what am i proud of? The results!, this is my first dekstop apps with my storage at the edge (128 gb), what should people know?, if you are confused with the problem, same with me :V", "repo": "https://github.com/Rahmat-Altamis/vid-transcriber", "demo": "https://github.com/Rahmat-Altamis/vid-transcriber/releases/tag/v1.1.1"}]...
|
[{"post_id": 83173, "ts": "202 [{"post_id": 83173, "ts": "2026-10-27T04:09:05Z", "hours": 0.6692, "text": "last devlog? helllo its probably my last devlog post, what i changed? uhh from.exe to .appimage and now its full local and no yt dlp after many issues with it"}, {"post_id": 73078, "ts": "2026-09-24T10:22:43Z", "hours": 1.3842, "text": "dunno"}, {"post_id": 58905, "ts": "2026-08-31T13:57:33Z", "hours": 1.0389, "text": "finished finnaly i come at this place everything is done and running, wish me luck at shipping XD"}, {"post_id": 58698, "ts": "2026-08-31T07:00:20Z", "hours": 8.9872, "text": "WRONG UI WRONG UI 😂😂 quick update - currently making into electron and js thankyou LOL"}, {"post_id": 57195, "ts": "2026-08-29T09:36:32Z", "hours": 9.4803, "text": "recycling old UI day 4 of building this, currently the progress been good, probably tomrrow shipping. quick update: -UI in progress -backend 80% done planning to change provider and i will make it into an app (yes real .exe app) via electron"}, {"post_id": 56453, "ts": "2026-08-28T06:56:59Z", "hours": 9.8128, "text": "some files are done hello!, after some crazy prototyping and experiment with my little captioner.py about the structure currently im moving to divide the files for more cleaner view not a hundred lines of code in 1 file"}, {"post_id": 55070, "ts": "2026-08-26T14:37:19Z", "hours": 9.8978, "text": "making the base, also some code layout design : -groq client for groq client of course -fireworks client for fw client -server.py for web -dashboard.html for dashboard -captioner.py for main pipeline some chaos in pipeline here XD"}]...
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Title: Vid Transcribe by @rnabilaltamis14 | Starda Title: Vid Transcribe by @rnabilaltamis14 | Stardance
Devlogs:
making the base, also some code layout design : -groq client for groq client of course -fireworks client for fw client -server.py for web -dashboard.html for dashboard -captioner.py for main pipeline some chaos in pipeline here XD
some files are done hello!, after some crazy prototyping and experiment with my little captioner.py about the structure currently im moving to divide the files for more cleaner view not a hundred lines of code in 1 file
recycling old UI day 4 of building this, currently the progress been good, probably tomrrow shipping. quick update: -UI in progress -backend 80% done planning to change provider and i will make it into an app (yes real .exe app) via electron
WRONG UI WRONG UI 😂😂 quick update - currently making into electron and js thankyou LOL
finished finnaly i come at this place everything is done and running, wish me luck at shipping XD
dunno
last devlog? helllo its probably my last devlog post, what i changed? uhh from.exe to .appimage and now its full local and no yt dlp after many issues with it
Ships:
i made an AI video transcriber, the most chalangging part is , making new UI and connecting electron foor the apps, also about the AI call model, what am i proud of? The results!, this is my first dekstop apps with my storage at the edge (128 gb), what should people know?, if you are confused with the problem, same with me :V...
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1793253083.3931153
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1793339483.3931153
|
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22609
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Pretty Simple File Sharing Protocol by @brny | Sta Pretty Simple File Sharing Protocol by @brny | Stardance...
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brny
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1
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11.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:01:01Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a custom encrypted file sharing protocol in rust. This was overall a great learning project that helped me learn how threads, networking, files, tls and hashes work. I am hoping to continue the development of this project in the future and keep improving it.", "repo": "https://github.com/angrypig555/psfsp", "demo": "https://github.com/angrypig555/psfsp/releases"}]...
|
[{"post_id": 58896, "ts": "202 [{"post_id": 58896, "ts": "2026-08-31T13:48:57Z", "hours": 2.6442, "text": "Final devlog! This is my final devlog before shipping this project! There hasn’t been a devlog in a really long time so i decided to do one now. New features: File uploading from client to server Cross platform build script Fixed a bug where the client doesn’t gracefully close the connection This update doesn’t have any huge notable changes beside these 2. The GUI doesn’t support uploading due to how the library works but you can upload files from the CLI. Thank you for reading this devlog here’s an image of the build script in action"}, {"post_id": 14506, "ts": "2026-06-23T17:26:15Z", "hours": 2.6492, "text": "There’s now a GUI There has been 1 huge addition made to psfsp and it’s that there is a GUI now. It is not a traditional GUI, but it more resembles electron, using a library called tauri which uses the system webview but allows you to call rust functions from the app. Currently the app shows the available files and allows you to download files from the server but the code is a bit buggy on the networking side and shows error messages when it’s completely fine Goals: Fixing all the current bugs Better styling File compression"}, {"post_id": 13111, "ts": "2026-06-21T13:25:42Z", "hours": 2.4506, "text": "IT’S NOW ENCRYPTED!!! There have been a lot of new updates and improvements to psfsp. Here’s all of them: Added a better UI for the client side Fixed bug where if the file is larger, verifying the hashes would fail. Added the ability to query the files available and, the big one Added username and password authentication - Added TLS encryption so everything is encrypted including your password and username and the files you download The TLS certificates are generated locally on the first startup and saved to the home folder. They are self signed and do not depend on a machine name. Future goals: Graphical User Interface for the client (current) Ability to delete, rename and upload files Compression Key based authentication Control panel for the server DDOS protection That’s it for now"}, {"post_id": 12642, "ts": "2026-06-20T17:27:31Z", "hours": 3.2772, "text": "hashes are cool It’s new devlog time. There have been a ton of features added to pretty simple file sharing protocol. - First of all, you can share files. Second of all, files are hashed to verify their integrity What are some of the future goals? Username / password authentication Encryption Docker container Currently known bugs If you put the END byte in the file being sent, it will be interpreted as the end of the file and will result in a broken download What’s the goal of this program? This is meant to be a replacement for the dated FTP protocol, and even a competitor though there is a long way to go."}, {"post_id": 12110, "ts": "2026-06-19T19:38:04Z", "hours": 0.2675, "text": "PSFSP is a custom file sharing protocol built completely from scratch. It would reroute every new connection to a new thread on an ephemeral port, and send the data in chunks along with hashes. I currently started writing the definitions for the bytes and the documentation for them but also set up cargo and other stuff."}]...
|
Title: Pretty Simple File Sharing Protocol by @brn Title: Pretty Simple File Sharing Protocol by @brny | Stardance
Devlogs:
PSFSP is a custom file sharing protocol built completely from scratch. It would reroute every new connection to a new thread on an ephemeral port, and send the data in chunks along with hashes. I currently started writing the definitions for the bytes and the documentation for them but also set up cargo and other stuff.
hashes are cool It’s new devlog time. There have been a ton of features added to pretty simple file sharing protocol. - First of all, you can share files. Second of all, files are hashed to verify their integrity What are some of the future goals? Username / password authentication Encryption Docker container Currently known bugs If you put the END byte in the file being sent, it will be interpreted as the end of the file and will result in a broken download What’s the goal of this program? This is meant to be a replacement for the dated FTP protocol, and even a competitor though there is a long way to go.
IT’S NOW ENCRYPTED!!! There have been a lot of new updates and improvements to psfsp. Here’s all of them: Added a better UI for the client side Fixed bug where if the file is larger, verifying the hashes would fail. Added the ability to query the files available and, the big one Added username and password authentication - Added TLS encryption so everything is encrypted including your password and username and the files you download The TLS certificates are generated locally on the first startup and saved to the home folder. They are self signed and do not depend on a machine name. Future goals: Graphical User Interface for the client (current) Ability to delete, rename and upload files Compression Key based authentication Control panel for the server DDOS protection That’s it for now
There’s now a GUI There has been 1 huge addition made to psfsp and it’s that there is a GUI now. It is not a traditional GUI, but it more resembles electron, using a library called tauri which uses the system webview but allows you to call rust functions from the app. Currently the app shows the available files and allows you to download files from the server but the code is a bit buggy on the networking side and shows error messages when it’s completely fine Goals: Fixing all the current bugs Better styling File compression
Final devlog! This is my final devlog before shipping this project! There hasn’t been a devlog in a really long time so i decided to do one now. New features: File uploading from client to server Cross platform build script Fixed a bug where the client doesn’t gracefully close the connection This update doesn’t have any huge notable changes beside these 2. The GUI doesn’t support uploading due to how the library works but you can upload files from the CLI. Thank you for reading this devlog here’s an image of the build script in action
Ships:
I made a custom encrypted file sharing protocol in rust. This was overall a great learning project that helped me learn how threads, networking, files, tls and hashes work. I am hoping to continue the development of this project in the future and keep improving it....
|
1793242515.4253159
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1793328915.4253159
|
|
54989
|
custom-tab by @Tallurisaikumar | Stardance
|
Tallurisaikumar
|
1
|
51.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:58:53Z", "hours": 51.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made I created a custom new tab page called Space Pulse . It’s a compact personal dashboard featuring a NASA APOD image slider, search bar, shortcuts, sticky notes, and an emoji-based profile section. What was challenging The biggest challenge was fitting all the features together without making the interface feel cluttered. I also had to make sure notes, shortcuts, and profile data were saved correctly using local storage while keeping the page feeling personal rather than like a generic dashboard. What I’m proud of I’m most proud that Space Pulse is a functional project that I could actually use every day. The personalized shortcuts, notes, and emoji profile give it its own character, while the NASA imagery adds a nice visual touch without taking away from the overall design. What people should know before trying it out Space Pulse requires JavaScript to be enabled in the browser. Notes, shortcuts, and profile settings are stored locally, so they will be lost if the browser’s local storage is cleared. The NASA APOD image updates daily, and when an image is unavailable or the APOD is a video, a fallback background is displayed instead.", "repo": "https://github.com/tallurisai9346-beep/MY-TAB", "demo": "https://my-tab-six.vercel.app/"}]...
|
[{"post_id": 58611, "ts": "202 [{"post_id": 58611, "ts": "2026-08-31T02:50:50Z", "hours": 7.28, "text": "Failure teaches more than success. Actually i am bad at write the notes so i used ai to wrote my readme.md file but due to the ai usage my project got rejected 3 times i am completely frutrated and i deleted all my readme.md file and created a new start writing the whole by analysing others reame.md file noting all the required headings everything now i learned how to write the readme.md file and i feel more confident than before that i can able write by my own . I am thanking stardance to reject my project multiple times so that i learned from it .Finally my readme.md file is complete cleared all my project is cool"}, {"post_id": 58144, "ts": "2026-08-30T14:31:03Z", "hours": 8.9236, "text": "Devlog – Review & RecoveryThe Stardance review highlighted two issues: my demo was behind Vercel’s login protection, and my README needed an AI usage note. 🔒I disabled Deployment Protection, redeployed the site, and added a clear AI Usage section explaining how ChatGPT assisted while I reviewed and refined everything myself. ✍️After resolving a Git merge conflict and pushing the latest changes, the demo became publicly accessible again. 🌐One small fix unlocked the project for everyone. 🚀"}, {"post_id": 57837, "ts": "2026-08-30T04:22:43Z", "hours": 10.5608, "text": "this one of the day image"}, {"post_id": 57357, "ts": "2026-08-29T14:07:07Z", "hours": 5.1358, "text": "Today I worked on my space-themed dashboard and added a few features to make it feel more useful and interactive. 🚀 The dashboard now has a web search option, quick-access links, sticky notes, and a NASA Astronomy Picture of the Day section that updates with space-related content. 🌌 I also focused on keeping the design simple and clean while giving it a futuristic space look. It’s starting to feel less like a basic homepage and more like my own personal space hub. ✨ Next, I want to improve the responsiveness, smooth out the interactions, and add a few more useful features. 🌠"}, {"post_id": 57172, "ts": "2026-08-29T08:41:13Z", "hours": 3.8408, "text": "🔭 Devlog #4 – Exploring the Universe, One Date at a TimeToday my space dashboard became even more interactive. 🚀 I added a Search APOD button alongside a 📅 date picker, allowing users to travel through NASA’s archive and discover Astronomy Pictures of the Day from any past date. 🌌 With just one click, the website fetches and displays a new image or video along with its title, date, and explanation, making every search feel like uncovering a hidden story from the universe. ✨ This small feature transformed the site from a static viewer into an explorer’s portal, giving users the freedom to revisit unforgettable moments in space history. 🌠 Next, I’ll polish the experience with smoother loading, better error handling, and deploy the project to GitHub Pages. 🌍"}, {"post_id": 57038, "ts": "2026-08-29T03:31:46Z", "hours": 8.5431, "text": "Bringing My Space Dashboard to LifeToday I transformed my APOD website from a simple demo into a polished space experience. 🚀 I designed a two-column layout with the NASA image/video on the left and the title, date, and explanation on the right for a clean, readable interface. ✨ To create a futuristic feel, I added a dark blue-purple space gradient and a glowing glassmorphism card that makes the APOD appear to float in space. 🌌 I also made the explanation panel scrollable so long NASA descriptions stay easy to read. 📖 To match the “Give Your Website a Pulse” theme, I built an animated CSS pulse bar with a glowing green ECG effect that adds subtle life to the page. 💚 Next, I’ll improve the user experience with better loading and error states before deploying the project on GitHub Pages. 🌍"}, {"post_id": 56803, "ts": "2026-08-28T18:34:09Z", "hours": 2.4581, "text": "Turning the Dashboard into a Real Traveler Hub 🌍✨ Today I moved beyond the NASA section and started building the personal dashboard experience. 🧭 I added a Quick Access area for saving useful links, a Sticky Notes section for keeping small reminders, and an emoji picker to give the dashboard a little personality. 📝🔗😊 I also connected these features to localStorage, so my notes and links stay saved even after refreshing the page. 🔒💾 The goal now is to make everything feel less like a collection of features and more like one smooth, futuristic traveler workspace. 🚀🌌 Next up: polishing the UI, animations, and responsive mobile experience. 📱✨"}, {"post_id": 56445, "ts": "2026-08-28T06:38:26Z", "hours": 3.8667, "text": "H1 – Giving My Website a Pulse Today I started building my My Tab project with Vite. I got the local server running and connected the NASA APOD API. 🌌 I also added my API key to .env and made sure .env is in .gitignore so the key isn’t pushed to GitHub. 🔒 Next, I’m working on the UI and getting the daily NASA image, title, date, and explanation onto the page. 🚀 Your project is using Vite and already has the NASA APOD section, search, quick links, and sticky notes in the UI."}]...
|
Title: custom-tab by @Tallurisaikumar | Stardance
Title: custom-tab by @Tallurisaikumar | Stardance
Devlogs:
H1 – Giving My Website a Pulse Today I started building my My Tab project with Vite. I got the local server running and connected the NASA APOD API. 🌌 I also added my API key to .env and made sure .env is in .gitignore so the key isn’t pushed to GitHub. 🔒 Next, I’m working on the UI and getting the daily NASA image, title, date, and explanation onto the page. 🚀 Your project is using Vite and already has the NASA APOD section, search, quick links, and sticky notes in the UI.
Turning the Dashboard into a Real Traveler Hub 🌍✨ Today I moved beyond the NASA section and started building the personal dashboard experience. 🧭 I added a Quick Access area for saving useful links, a Sticky Notes section for keeping small reminders, and an emoji picker to give the dashboard a little personality. 📝🔗😊 I also connected these features to localStorage, so my notes and links stay saved even after refreshing the page. 🔒💾 The goal now is to make everything feel less like a collection of features and more like one smooth, futuristic traveler workspace. 🚀🌌 Next up: polishing the UI, animations, and responsive mobile experience. 📱✨
Bringing My Space Dashboard to LifeToday I transformed my APOD website from a simple demo into a polished space experience. 🚀 I designed a two-column layout with the NASA image/video on the left and the title, date, and explanation on the right for a clean, readable interface. ✨ To create a futuristic feel, I added a dark blue-purple space gradient and a glowing glassmorphism card that makes the APOD appear to float in space. 🌌 I also made the explanation panel scrollable so long NASA descriptions stay easy to read. 📖 To match the “Give Your Website a Pulse” theme, I built an animated CSS pulse bar with a glowing green ECG effect that adds subtle life to the page. 💚 Next, I’ll improve the user experience with better loading and error states before deploying the project on GitHub Pages. 🌍
🔭 Devlog #4 – Exploring the Universe, One Date at a TimeToday my space dashboard became even more interactive. 🚀 I added a Search APOD button alongside a 📅 date picker, allowing users to travel through NASA’s archive and discover Astronomy Pictures of the Day from any past date. 🌌 With just one click, the website fetches and displays a new image or video along with its title, date, and explanation, making every search feel like uncovering a hidden story from the universe. ✨ This small feature transformed the site from a static viewer into an explorer’s portal, giving users the freedom to revisit unforgettable moments in space history. 🌠 Next, I’ll polish the experience with smoother loading, better error handling, and deploy the project to GitHub Pages. 🌍
Today I worked on my space-themed dashboard and added a few features to make it feel more useful and interactive. 🚀 The dashboard now has a web search option, quick-access links, sticky notes, and a NASA Astronomy Picture of the Day section that updates with space-related content. 🌌 I also focused on keeping the design simple and clean while giving it a futuristic space look. It’s starting to feel less like a basic homepage and more like my own personal space hub. ✨ Next, I want to improve the responsiveness, smooth out the interactions, and add a few more useful features. 🌠
this one of the day image
Devlog – Review & RecoveryThe Stardance review highlighted two issues: my demo was behind Vercel’s login protection, and my README needed an AI usage note. 🔒I disabled Deployment Protection, redeployed the site, and added a clear AI Usage section explaining how ChatGPT assisted while I reviewed and refined everything myself. ✍️After resolving a Git merge conflict and pushing the latest changes, the demo became publicly accessible again. 🌐One small fix unlocked the project for everyone. 🚀
Failure teaches more than success. Actually i am bad at write the notes so i used ai to wrote my readme.md file but due to the ai usage my project got rejected 3 times i am completely frutrated and i deleted all my readme.md file and created a new start writing the whole by analysing others reame.md file noting all the required headings everything now i learned how to write the readme.md file and i feel more confident than before that i can able write by my own . I am thanking stardance to reject my project multiple times so that i learned from it .Finally my readme.md file is complete cleared all my project is cool
Ships:
What I made I created a custom new tab page called Space Pulse . It’s a compact personal dashboard featuring a NASA APOD image slider, search bar, shortcuts, sticky notes, and an emoji-based profile section. What was challenging The biggest challenge was fitting all the features together without making the interface feel cluttered. I also had to make sure notes, shortcuts, and profile data were saved correctly using local storage while keeping the page feeling personal rather than like a generic dashboard. What I’m proud of I’m most proud that Space Pulse is a functional project that I could actually use every day. The personalized shortcuts, notes, and emoji profile give it its own character, while the NASA imagery adds a nice visual touch without taking away from the overall design. What people should know before trying it out Space Pulse requires JavaScript to be enabled in the browser. Notes, shortcuts, and profile settings are stored locally, so they will be lost if the browser’s local storage is cleared. The NASA APOD image updates daily, and when an image is unavailable or the APOD is a video, a fallback background is displayed instead....
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1792878506.3492012
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1793742506.3492012
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56758
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TO-DO list app by @poudelsamriddha46 | Stardance
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poudelsamriddha46
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1
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12.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:54:00Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple to do list app i made . I faced some problems with the js while working on it . It’s Feature is that here is category of the work we can list our task in their suitable category", "repo": "https://github.com/Samriddha-Poudel/To-Do-App", "demo": "https://samriddha-poudel.github.io/To-Do-App/"}]...
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[{"post_id": 58899, "ts": "202 [{"post_id": 58899, "ts": "2026-08-31T13:50:17Z", "hours": 12.2167, "text": "This project i have worked a little bit ago for the another ysws but there i faced some problems and i am submitting my project here"}]...
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Title: TO-DO list app by @poudelsamriddha46 | Star Title: TO-DO list app by @poudelsamriddha46 | Stardance
Devlogs:
This project i have worked a little bit ago for the another ysws but there i faced some problems and i am submitting my project here
Ships:
This is a simple to do list app i made . I faced some problems with the js while working on it . It’s Feature is that here is category of the work we can list our task in their suitable category...
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1793141723.5652695
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1793228123.5652695
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54390
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Line Sledder by @LoginlikeLogan | Stardance
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LoginlikeLogan
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1
|
21.6
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:43:09Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I made a fun Line Sledder Game that is pretty much a recreation of line rider. This game is pretty fun to play and I hope you guys enjoy it!", "repo": "https://github.com/Logdegret/LineSledder", "demo": "https://logdegret.github.io/LineSledder/"}]...
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[{"post_id": 59283, "ts": "202 [{"post_id": 59283, "ts": "2026-09-01T00:03:18Z", "hours": 2.5975, "text": "Guys I had to rewrite some code since there were some formatting issues. Also i have rewrote the read me"}, {"post_id": 58854, "ts": "2026-08-31T13:07:49Z", "hours": 1.3683, "text": "Here is the final product!! Ive added mutli sledder and more modes!"}, {"post_id": 58506, "ts": "2026-08-30T22:46:59Z", "hours": 1.8267, "text": "Here is our new savior!!! We have a more detailed character and better physics!!"}, {"post_id": 58422, "ts": "2026-08-30T20:38:38Z", "hours": 2.2817, "text": "I added a pre scene and music to the game. I will make the game look more cartoony!!"}, {"post_id": 58201, "ts": "2026-08-30T15:42:41Z", "hours": 2.305, "text": "I made a loading screen for the game and moved time controls to the bottom"}, {"post_id": 57470, "ts": "2026-08-29T16:59:26Z", "hours": 0.5258, "text": "Ive added physics to the character!"}, {"post_id": 56997, "ts": "2026-08-29T02:04:59Z", "hours": 0.7667, "text": "This will probably be the last part before i get into the graphical side of things! I added record function to it. Stay Tuned!!"}, {"post_id": 56905, "ts": "2026-08-28T22:24:38Z", "hours": 3.0747, "text": "I have been working super duper hard lately trying to get as many hours in as possible. Here is the result so far: Ive added more functions to time and save/load tracks. Hopefully i can get to the graphical side of things soon!"}, {"post_id": 56671, "ts": "2026-08-28T15:05:27Z", "hours": 6.5317, "text": "So I worked really hard last night to get a prototype running of line sledder. Its literally just line rider but you can add music to beat sync it. What do you guys think?"}]...
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Title: Line Sledder by @LoginlikeLogan | Stardance Title: Line Sledder by @LoginlikeLogan | Stardance
Devlogs:
So I worked really hard last night to get a prototype running of line sledder. Its literally just line rider but you can add music to beat sync it. What do you guys think?
I have been working super duper hard lately trying to get as many hours in as possible. Here is the result so far: Ive added more functions to time and save/load tracks. Hopefully i can get to the graphical side of things soon!
This will probably be the last part before i get into the graphical side of things! I added record function to it. Stay Tuned!!
Ive added physics to the character!
I made a loading screen for the game and moved time controls to the bottom
I added a pre scene and music to the game. I will make the game look more cartoony!!
Here is our new savior!!! We have a more detailed character and better physics!!
Here is the final product!! Ive added mutli sledder and more modes!
Guys I had to rewrite some code since there were some formatting issues. Also i have rewrote the read me
Ships:
So I made a fun Line Sledder Game that is pretty much a recreation of line rider. This game is pretty fun to play and I hope you guys enjoy it!...
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1792875204.3605049
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1793739204.3605049
|
|
56750
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The-Cathedral by @spandanbaralbk | Stardance
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spandanbaralbk
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1
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11.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:34:01Z", "hours": 11.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "There still are bugs like the new cathderal button doesnt work, there isnt any walking controls you have to use auto walk for that function. Built with: = Three.js Web Audion API and Javascript", "repo": "https://github.com/spandanbaralbk/Cathaderal", "demo": "https://eternalcathedral.netlify.app/"}]...
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[{"post_id": 58877, "ts": "202 [{"post_id": 58877, "ts": "2026-08-31T13:30:32Z", "hours": 11.2089, "text": "working on a website where there is a randomized cathedral generation, There is a faint sound using Web audio api"}]...
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Title: The-Cathedral by @spandanbaralbk | Stardanc Title: The-Cathedral by @spandanbaralbk | Stardance
Devlogs:
working on a website where there is a randomized cathedral generation, There is a faint sound using Web audio api
Ships:
There still are bugs like the new cathderal button doesnt work, there isnt any walking controls you have to use auto walk for that function. Built with: = Three.js Web Audion API and Javascript...
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1792878729.9634123
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1793742729.9634123
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55754
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taskzenX by @200xcc | Stardance
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200xcc
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1
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1.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:22:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built TaskZen for students who wastes their time. So with this program they will be able to focus on studying and not forgetting their homeworks.In this app i added a feauture called focus mode which has pomodoro timer and calm musics and you can plan your days for next month using its calendar for upcoming exams. Feel free to suggest feedbacks on what should i need to add next please🙌🏻 I know my program has some issues but we can improve it with you guys🙌🙌🤝", "repo": "https://github.com/200xcc1/taskxzen", "demo": "https://taskxzen.netlify.app/"}]...
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[{"post_id": 58749, "ts": "202 [{"post_id": 58749, "ts": "2026-08-31T09:49:22Z", "hours": 0.3553, "text": "i build its dashboard you can see it through the link in the comments!!"}, {"post_id": 58740, "ts": "2026-08-31T09:22:23Z", "hours": 0.6683, "text": "👋🫱🫲Now i’m working on the index files and the inside of the program itself🔥🔥"}]...
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Title: taskzenX by @200xcc | Stardance
Devlogs:
👋 Title: taskzenX by @200xcc | Stardance
Devlogs:
👋🫱🫲Now i’m working on the index files and the inside of the program itself🔥🔥
i build its dashboard you can see it through the link in the comments!!
Ships:
I built TaskZen for students who wastes their time. So with this program they will be able to focus on studying and not forgetting their homeworks.In this app i added a feauture called focus mode which has pomodoro timer and calm musics and you can plan your days for next month using its calendar for upcoming exams. Feel free to suggest feedbacks on what should i need to add next please🙌🏻 I know my program has some issues but we can improve it with you guys🙌🙌🤝...
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1793253383.7226691
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1793339783.7226691
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56693
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Sally The Slack Bot by @erenay | Stardance
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erenay
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:18:12Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’m shipping my first slack bot, Sally, it’s little bot with 3 commands which you can try right now at #bot-spam @ Hack Club Slack. I deployed the bot to Nest so it works 24/7 and should always respond to your requests", "repo": "https://github.com/erenaywastaken/sallybot", "demo": "https://hackclub.enterprise.slack.com/archives/C0P5NE354"}]...
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[{"post_id": 58847, "ts": "202 [{"post_id": 58847, "ts": "2026-08-31T13:00:23Z", "hours": 1.0419, "text": "I just finished my first silly Slack bot “Sally”! Maybe I will add more features to it in the future.. Art source: https://www.instagram.com/quartzstash/"}]...
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Title: Sally The Slack Bot by @erenay | Stardance
Title: Sally The Slack Bot by @erenay | Stardance
Devlogs:
I just finished my first silly Slack bot “Sally”! Maybe I will add more features to it in the future.. Art source: https://www.instagram.com/quartzstash/
Ships:
I’m shipping my first slack bot, Sally, it’s little bot with 3 commands which you can try right now at #bot-spam @ Hack Club Slack. I deployed the bot to Nest so it works 24/7 and should always respond to your requests...
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1793138110.9643784
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1793224510.9643784
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|
55760
|
Personal Site by @swargaraj | Stardance
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swargaraj
|
1
|
7.0
|
21
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T13:09:37Z", "hours": 7.0, "multiplier": 2.93, "payout": 21, "blessing": "neutral", "text": "Shipping my personal site! It’s a simple, minimal page, there’s honestly not much going on, and that’s intentional. I prefer things clean and simple, without adding stuff just for the sake of it. Thank You", "repo": "https://gitlab.com/swrg/web", "demo": "https://swrg.dev"}]...
|
[{"post_id": 58850, "ts": "202 [{"post_id": 58850, "ts": "2026-08-31T13:02:58Z", "hours": 1.6175, "text": "Added micro animation to links hover"}, {"post_id": 58596, "ts": "2026-08-31T02:18:34Z", "hours": 2.2528, "text": "day 3: added hover underline animation and copy feedback component"}, {"post_id": 57878, "ts": "2026-08-30T06:14:19Z", "hours": 2.2186, "text": "day 2: added favicon and connect section"}, {"post_id": 57269, "ts": "2026-08-29T11:36:52Z", "hours": 1.0711, "text": "finally started working on my personal site today"}]...
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Title: Personal Site by @swargaraj | Stardance
De Title: Personal Site by @swargaraj | Stardance
Devlogs:
finally started working on my personal site today
day 2: added favicon and connect section
day 3: added hover underline animation and copy feedback component
Added micro animation to links hover
Ships:
Shipping my personal site! It’s a simple, minimal page, there’s honestly not much going on, and that’s intentional. I prefer things clean and simple, without adding stuff just for the sake of it. Thank You...
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1792875267.066502
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1793739267.066502
|
|
8801
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Soundrise by @lenny8 | Stardance
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lenny8
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1
|
7.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T12:52:41Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A simple free Spotify Alarm App for IOS which wakes you up with a random song out of a album or a playlist. It was really difficult making a live acitivity and playing the downloaded mp3 instead of the regular ringtone", "repo": "https://github.com/lnny8/alarm", "demo": "https://raw.githubusercontent.com/lnny8/alarm/refs/heads/main/demo.txt"}]...
|
[{"post_id": 58840, "ts": "202 [{"post_id": 58840, "ts": "2026-08-31T12:51:51Z", "hours": 0.4753, "text": "Songs work now by being downloaded in a 30s format in a local folder by the deezer api"}, {"post_id": 4333, "ts": "2026-06-07T16:42:34Z", "hours": 0.8656, "text": "new better icon, new and more clear layout and UI, new section with “Next alarm in…” and display how many sleep cycles that are. Also adjusted some details in the playlist creation."}, {"post_id": 4173, "ts": "2026-06-07T12:09:50Z", "hours": 3.1519, "text": "Updated the majority of the UI, made a custom appIcon matching the name “Soundrise”, new playlist logic: You can import playlist from Spotify or just directly create them in the app. All the song snippets then get saved locally via the deezer api for a 30s preview so it can get played with the AlarmKit for IOS. Also added a new Volume Section with a Option for a gradually increasing volume."}, {"post_id": 3694, "ts": "2026-06-06T18:58:52Z", "hours": 2.4131, "text": "Simple working demo with the Apple Alarmkit and Spotify Integration - You can now make alarms, select the wakeup time, select songs from your top 50 most streamed songs when logged in with Spotify. Currently I programmed it in my native language, which I will change soon."}]...
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Title: Soundrise by @lenny8 | Stardance
Devlogs:
Title: Soundrise by @lenny8 | Stardance
Devlogs:
Simple working demo with the Apple Alarmkit and Spotify Integration - You can now make alarms, select the wakeup time, select songs from your top 50 most streamed songs when logged in with Spotify. Currently I programmed it in my native language, which I will change soon.
Updated the majority of the UI, made a custom appIcon matching the name “Soundrise”, new playlist logic: You can import playlist from Spotify or just directly create them in the app. All the song snippets then get saved locally via the deezer api for a 30s preview so it can get played with the AlarmKit for IOS. Also added a new Volume Section with a Option for a gradually increasing volume.
new better icon, new and more clear layout and UI, new section with “Next alarm in…” and display how many sleep cycles that are. Also adjusted some details in the playlist creation.
Songs work now by being downloaded in a 30s format in a local folder by the deezer api
Ships:
A simple free Spotify Alarm App for IOS which wakes you up with a random song out of a album or a playlist. It was really difficult making a live acitivity and playing the downloaded mp3 instead of the regular ringtone...
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1793260536.4171648
|
1793346936.4171648
|