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40822
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Zenith's Story by @Zeniths_story | Stardance
|
Zeniths_story
|
1
|
45.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T21:35:59Z", "hours": 45.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal site with: links to my (basically never posted on) socials mini intro list of hobbies & interests/fandoms current projects highlighted on main page basic intros to all our headmates projects/art we have finished or are working on space for us to rant about our life (still wip) space for us to go in-depth about all the stories we’re writing As a personal site there will always be something to add and particurally the next step would be to make it look good on mobile. For now it works to give information. :)", "repo": "https://github.com/zeniths-story/Zeniths-Site", "demo": "https://zeniths-story.github.io/Zeniths-Site/"}]...
|
[{"post_id": 54764, "ts": "202 [{"post_id": 54764, "ts": "2026-08-25T21:23:40Z", "hours": 9.5053, "text": "Zenith’s Story (Site) Devlog #7 Pretty sure I’m ready to ship! The front page current projects are now automated. Links to my profile on most socials have been added. You can now click on a project to spotlight it. If it has multiple pictures, you can now click through them. Tapestry has been hidden for now as I fill in info but you can still reach it if you want."}, {"post_id": 50668, "ts": "2026-08-19T23:03:35Z", "hours": 7.3253, "text": "Zenith’s Story (Site) Devlog #6 After a couple bugs with the Projects tab it should be fully functional now! Also made a Blog tab for no real reason. Couple posts there if you want to read them. Also the headmate number on the front page is automated by how many headmates are in the Headmates tab. Tapestry is still pretty bare bones so I might disable it while getting the info in."}, {"post_id": 45997, "ts": "2026-08-12T20:49:24Z", "hours": 8.0308, "text": "Zenith’s Story (Site) Devlog #5 After a lot of trial and error (and error and bug and error) the projects tab now works! I’m going to bring some past projects into it to see how it handles more than two projects and it should be ready to ship!"}, {"post_id": 40921, "ts": "2026-08-04T19:11:16Z", "hours": 8.1442, "text": "Zenith’s Story (site) Devlog #4 all headmates have basic info and most have pictures. Still working on the projects tab & tapestry stuff"}, {"post_id": 39714, "ts": "2026-08-02T20:59:00Z", "hours": 6.8356, "text": "Zenith’s Story (Site) Devlog #3 Switching between pages has been fully implemented. Tapestry color scheme is Semi-Finalized. Headmate info has been put in. Now to make it pretty…"}, {"post_id": 36720, "ts": "2026-07-28T23:21:15Z", "hours": 2.5153, "text": "Zenith’s Story (site) Devlog #2 You can now switch between tabs (on the homepage) and I added the Tapestry page. …The color scheme is temporary."}, {"post_id": 36095, "ts": "2026-07-27T23:31:32Z", "hours": 2.2681, "text": "Zenith’s Story (Site) Devlog #1 The first photo is what it looked like this morning and the second is what it looks like now. “Meet The Headmates!” currently doesn’t work, but we plan to change that. We currently plan for several more tabs as well as putting our projects in the “Current Projects” sections. (White borders are temporary)"}]...
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Title: Zenith's Story by @Zeniths_story | Star Title: Zenith's Story by @Zeniths_story | Stardance
Devlogs:
Zenith’s Story (Site) Devlog #1 The first photo is what it looked like this morning and the second is what it looks like now. “Meet The Headmates!” currently doesn’t work, but we plan to change that. We currently plan for several more tabs as well as putting our projects in the “Current Projects” sections. (White borders are temporary)
Zenith’s Story (site) Devlog #2 You can now switch between tabs (on the homepage) and I added the Tapestry page. …The color scheme is temporary.
Zenith’s Story (Site) Devlog #3 Switching between pages has been fully implemented. Tapestry color scheme is Semi-Finalized. Headmate info has been put in. Now to make it pretty…
Zenith’s Story (site) Devlog #4 all headmates have basic info and most have pictures. Still working on the projects tab & tapestry stuff
Zenith’s Story (Site) Devlog #5 After a lot of trial and error (and error and bug and error) the projects tab now works! I’m going to bring some past projects into it to see how it handles more than two projects and it should be ready to ship!
Zenith’s Story (Site) Devlog #6 After a couple bugs with the Projects tab it should be fully functional now! Also made a Blog tab for no real reason. Couple posts there if you want to read them. Also the headmate number on the front page is automated by how many headmates are in the Headmates tab. Tapestry is still pretty bare bones so I might disable it while getting the info in.
Zenith’s Story (Site) Devlog #7 Pretty sure I’m ready to ship! The front page current projects are now automated. Links to my profile on most socials have been added. You can now click on a project to spotlight it. If it has multiple pictures, you can now click through them. Tapestry has been hidden for now as I fill in info but you can still reach it if you want.
Ships:
I made a personal site with: links to my (basically never posted on) socials mini intro list of hobbies & interests/fandoms current projects highlighted on main page basic intros to all our headmates projects/art we have finished or are working on space for us to rant about our life (still wip) space for us to go in-depth about all the stories we’re writing As a personal site there will always be something to add and particurally the next step would be to make it look good on mobile. For now it works to give information. :)...
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1793116041.3103008
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1793202441.3103008
|
|
41257
|
Recess game by @nikhil_nagaraj | Stardance
|
nikhil_nagaraj
|
1
|
45.0
|
166
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-13T19:50:53Z", "hours": 45.0, "multiplier": 3.88, "payout": 166, "blessing": "neutral", "text": "I made a recess-simulating game inspired by the recess we used to have in elementary school. It was tricky to figure out enemy AI.", "repo": "https://github.com/Infernodude777/4square", "demo": "https://infernodude777.github.io/4square/"}]...
|
[{"post_id": 46509, "ts": "202 [{"post_id": 46509, "ts": "2026-08-13T19:46:35Z", "hours": 3.9958, "text": "added finishing touches"}, {"post_id": 46007, "ts": "2026-08-12T21:22:17Z", "hours": 1.8328, "text": "almost done, just finishing up and fixing some bugs"}, {"post_id": 45941, "ts": "2026-08-12T19:07:22Z", "hours": 3.6092, "text": "added functional side stuff like a swing and bench and minor tweaks and improvements"}, {"post_id": 45559, "ts": "2026-08-12T04:13:26Z", "hours": 9.4856, "text": "added MANY more game modes (dodgeball, tag, gaga ball, wallball, etc"}, {"post_id": 44996, "ts": "2026-08-11T04:03:02Z", "hours": 1.5519, "text": "minor improvements"}, {"post_id": 39553, "ts": "2026-08-02T16:14:02Z", "hours": 12.3347, "text": "Massive overhaul incoming"}, {"post_id": 37661, "ts": "2026-07-30T15:35:25Z", "hours": 2.5336, "text": "Added a new mode (tetherball). I plan to add more recess modes like wallball and tag in the future"}, {"post_id": 37032, "ts": "2026-07-29T14:35:05Z", "hours": 6.8764, "text": "finished a base version of the 4 square game"}, {"post_id": 36859, "ts": "2026-07-29T05:57:37Z", "hours": 3.025, "text": "Set up a basic version of the game in vscode and made an MVP version of the game. I am using tsx for the root game to challenge myself and also to help me learn typescript."}]...
|
Title: Recess game by @nikhil_nagaraj | Stardance
Title: Recess game by @nikhil_nagaraj | Stardance
Devlogs:
Set up a basic version of the game in vscode and made an MVP version of the game. I am using tsx for the root game to challenge myself and also to help me learn typescript.
finished a base version of the 4 square game
Added a new mode (tetherball). I plan to add more recess modes like wallball and tag in the future
Massive overhaul incoming
minor improvements
added MANY more game modes (dodgeball, tag, gaga ball, wallball, etc
added functional side stuff like a swing and bench and minor tweaks and improvements
almost done, just finishing up and fixing some bugs
added finishing touches
Ships:
I made a recess-simulating game inspired by the recess we used to have in elementary school. It was tricky to figure out enemy AI....
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1792878549.9625595
|
1793742549.9625595
|
|
43234
|
Nike website by @Alan_X | Stardance
|
Alan_X
|
3
|
45.0
|
398
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-12T11:18:15Z", "hours": 25.0, "multiplier": 13.62, "payout": 343, "blessing": "neutral", "text": "I corrected all the errors from the first ship in voting pool, to make it more polished again and have a much more better UI. The most challenging part was to go and learn some concepts that I used here especially JS. It was tedious, an as school started again it did not help. To test the project you just have to click on the Try project link. For those on mobile devices, I advise you to set your browser to desktop mode and turn it landscape for maximal experience I’m very proud of the UI and to see how far I went with this project is so fulfilling.", "repo": "https://github.com/onanaalan69-ctrl/Nike-website", "demo": "https://nike-website-gilt.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-26T18:27:10Z", "hours": 10.0, "multiplier": 5.5, "payout": 55, "blessing": "neutral", "text": "To the previous ship, I added more posts to the feed to make it more compelling to scroll through and a JS animation to change the theme of the landing page. I added two sections to the shoe page: In the first, you can see the releases from Converse, as it is a subbranch of Nike. The second concerns the releases from the Air Jordan line. Writing the code for the animation was very complex, as I had to go and learn back some concepts. That is why that index.html took me so much time. Just for a single animation T~T. Also, finding the exact image and text for the post was very tiring. Now the feed is much more fulfilling, to read and I’m so happy with that. Moreover, the diversity with the converse and Jordan makes it more satisfying. Something I advise when testing, click the swoosh on the landing page.", "repo": "https://github.com/onanaalan69-ctrl/Nike-website", "demo": "https://nike-website-gilt.vercel.app/"}, {"ship_num": 3, "ts": "2026-08-21T18:55:39Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello guys, I made a website to presents Nike’s products. The websites does feature only shoes for now, and is made of 3 active pages (the landing, the shoe section and the collaborations) The greatest challenge was the CSS. Having this done when I had still very little experience with CSS was difficult. But the most difficult to do was surely the animation with the javaScript code block. I literally had to ask advice from 15+ peers to get it ready for ship. Nevertheless, that is also one my top fulfilling achievements. I am also proud of how the colors change with the product displayed. Oh, I almost forgot! Click on the small swoosh in the nav bar to go back to landing page, and on the big one to change theme.", "repo": "https://github.com/onanaalan69-ctrl/Nike-website", "demo": "https://nike-website-gilt.vercel.app/"}]...
|
[{"post_id": 66280, "ts": "202 [{"post_id": 66280, "ts": "2026-09-12T00:55:46Z", "hours": 1.0908, "text": "The results will reflect the dedication and work done on a task I am finally shipping my project for the second time under vote pool after more than +15 hours of constant improvement. I based this new Nike website on the feedbacks I read over and over to understand the reviewers point of view, the other great websites here in stardance and my own introspection. I won’t say much as today was entirely dedicated to debugging the code and correcting UI. Thanks to all those who helped found the spelling errors and those who followed the progression of my work up to this stage. I had a 5.50x last ship, so I am expecting much more. Keep up and Aspire greatness!"}, {"post_id": 63854, "ts": "2026-09-07T20:44:44Z", "hours": 4.4319, "text": "Get Prestige out of the equation. What people buy is the story! When during the researches for the different items, I often see how there is a whole story behind each shoe, making it even more valuable. And I taught, why not have a section dedicated to Nike’s story? At first I thought that every knew about those stories, but after a small survey (less than a 1000 people), only ~17% knew about this. I went on and did this beautiful “Genesis”. I want to note that I am trying as much as possible to reduce AI text, as it was one of the review critics. So, the section is 100% AI free text and the total AI text is now less than 10% and I am very proud of that :D. During this coding session, I also: Added another group of posts for hydrating bottles Fixed some image bugs that failed to display when I went online Here is a call for all people reaching up to here. I am trying to correct all the typos errors in the site, and I need your help for that. Please take a minute to just check a single page and share with people you know. This post will make more than 20 views and I am sure we can make it to find any error. Input them in the comments, TIA. Click here"}, {"post_id": 61788, "ts": "2026-09-04T21:23:41Z", "hours": 5.1894, "text": "You remember when I said all the stuffs in my website were mostly what people know about ? Well, I added more stuffs than just shoes…again Today I added a section called “Sports Daily”. It features some of the sport tools that Nike produces like the balls. I started introducing the Soccer balls (using soccer for my Americans buddies :D) and the Basket balls. The interface is not yet operational so, if you’ve any suggestions to better it I am full ears. It was so much effort to search for all the balls and writing the text based on the official data set. All the text written here is human written, or copied from an official data set. During this session I also: Added more posts to the other pages that I felt really light and does not create the illusion of feed. As always, constructive feedback is welcomed. I will push these modifs in the repo soon."}, {"post_id": 60900, "ts": "2026-09-03T15:32:28Z", "hours": 4.3531, "text": "If you’ve an idea that seems feasible, work on it. If you succeed: Great Job! Else you’ll have tried! This is the lesson I learned the hard way when I wanted to add a magnetic_heart animation in the Nike website using JS. After spending +2hours of hard coding JS lines, and opening a handful of sites on how to do that, I succeeded, but not in the site (In a test site I created to see if I mastered the concept). Even Gemini could not help me out. It’s a loss, but a beautiful one. I learnt new JS concepts and I have tried at least. I left the codeblock in my repo just as reminder of that lesson. During the session I also: Added 5 more posts to the organization.html Updated the image links so we can see them online Removed some README.md dispalys that did not fit me Adjusted the links to like the posts and remove the false “Buy” links Removed the “Get yours here lines to make the interface better I am not abandoning the possibility of adding another JS animation or just an implementation. I keep up!"}, {"post_id": 59706, "ts": "2026-09-01T17:10:18Z", "hours": 5.2636, "text": "We often tend to see the black dot on a white sheet of paper, and forget of all the white space around I was once more reviewing my website and the feedbacks I had from the last ship. One of them is that my website is to focus on the common stuffs we know about Nike (though the reviewer said they learnt new stuffs). So I did a page in the collab section on the organizations that collaborate with Nike and what they do a little bit. I also: Diversified the feed more by adding more female figures and athletes that are in sports that are not very known. Correct the major readability error in some posts. Greatly reduced the average amount of words per posts and started writing them by myself. Centered most of the titles that looked weird and added some paddings Added more posts to make the feed more scrollable (I will always do this. It helps ensuring diversity and compelling feed) This is a small plus for those who make it up till here! If you get to visit the site (not now, but soon), visit the collab between Billie Eilish and Nike. There is a small animation I want to see if it fits."}, {"post_id": 58308, "ts": "2026-08-30T18:00:04Z", "hours": 4.8394, "text": "The first thing the user sees decides if they stay on the site, or leave! I entered my website, and I did not want to continue exploring it. Just from the landing page. Why would I expect people to love what I did, when I don’t even like it myself ? So, I decided to arrange that landing page. I added a background image, that represents Nike. It features its stars and logos. I also made the links to be more attractive and intuitive to the user. I removed the trash intro text that was there, making the site vapid. I also: I added more posts to the feed to make it more consistent, I corrected all the grammar errors of the pages, Made the animation clear for the user to change theme, I updated the README.md to suit the changes I did in the session. As always, constructive feedback is always welcomed. Thanks for reading!"}, {"post_id": 55075, "ts": "2026-08-26T14:45:14Z", "hours": 5.175, "text": "We on go I remember when I put the last word for Jordan section. During these hours, I added more items to the feed to make it more consistent and compelling to scroll through. I also refined the structure of the landing page and took the decision to only leave the JS to change color of landing page. I think what took me so long, is to search the text that I think that fits best the shoe and the colors that match the main theme. Anyway, you can try it with the demo link in the README.md and constructive feedback is always welcomed !"}, {"post_id": 54028, "ts": "2026-08-24T19:37:39Z", "hours": 4.7642, "text": "EXHAUSTING This is the word that resumes this 4 hours coding session I had. So, what was that exhausting ? That is the interesting part. I did all the time trying to: Building a javaScript to change the theme of the landing page. It is important for me, but I had to read dozen of documented pages T-T I also added the number of posts in the feed. Yeah the “feed” is that main section where the user sees the products I added a functional link to the 💓 icon to send an email of appreciation to me Most importantly, I did my README.md entirely back, as I went through the the resources(according to it, my README.md sucked T-T) And it was extremely tedious as I had to revise my bases first. But I am so proud of the result. I advice you to just give it a try in the demo link. As you know constructive feedback is always welcomed"}, {"post_id": 51849, "ts": "2026-08-21T18:30:38Z", "hours": 2.0303, "text": "Final Devlog before first ship To end the first part of this coding journey I had to “find 10,000 ways that won’t work”. In other words, I to start over and over to make that one block javaScript code to run as I wanted. Now you can change the theme of the landing page by clicking on the swoosh (Try it out. I find it fun ;D). I think I will implement this is in one of my web design projects. I profited of the fire on my fingers (a way to say inspiration. Don’t worry) to change the structure of the site’s presentation. I want to ship the project first before adding complete modifications for the second ship."}, {"post_id": 46004, "ts": "2026-08-12T21:06:11Z", "hours": 0.8356, "text": "Devlog #02 I decided to restructure the presentation of the website, and a new manner of presenting it. This method will recquire me to introduce JavaScript and make the animations more lively. I’m keeping you updated on the advancement guys #Aspiregreatness"}, {"post_id": 41153, "ts": "2026-08-05T05:57:38Z", "hours": 0.9786, "text": "Devlog #01 Today I published a demo of my website online: It was quite tedious since it was my first time, and the to and fro movements from VS code to Github, passing through Vercel was a great challenge. I had to do it before going to my morning activities. I added inside a section talking about Jannick Sinner too, so tennis fans may visit and give me some constructive feedback. Link in demo. #Aspiregreatness"}, {"post_id": 39746, "ts": "2026-08-02T22:13:34Z", "hours": 6.5506, "text": "This is were I’m upto with the Nike website. Is it nice enough :D"}]...
|
Title: Nike website by @Alan_X | Stardance
Devlog Title: Nike website by @Alan_X | Stardance
Devlogs:
This is were I’m upto with the Nike website. Is it nice enough :D
Devlog #01 Today I published a demo of my website online: It was quite tedious since it was my first time, and the to and fro movements from VS code to Github, passing through Vercel was a great challenge. I had to do it before going to my morning activities. I added inside a section talking about Jannick Sinner too, so tennis fans may visit and give me some constructive feedback. Link in demo. #Aspiregreatness
Devlog #02 I decided to restructure the presentation of the website, and a new manner of presenting it. This method will recquire me to introduce JavaScript and make the animations more lively. I’m keeping you updated on the advancement guys #Aspiregreatness
Final Devlog before first ship To end the first part of this coding journey I had to “find 10,000 ways that won’t work”. In other words, I to start over and over to make that one block javaScript code to run as I wanted. Now you can change the theme of the landing page by clicking on the swoosh (Try it out. I find it fun ;D). I think I will implement this is in one of my web design projects. I profited of the fire on my fingers (a way to say inspiration. Don’t worry) to change the structure of the site’s presentation. I want to ship the project first before adding complete modifications for the second ship.
EXHAUSTING This is the word that resumes this 4 hours coding session I had. So, what was that exhausting ? That is the interesting part. I did all the time trying to: Building a javaScript to change the theme of the landing page. It is important for me, but I had to read dozen of documented pages T-T I also added the number of posts in the feed. Yeah the “feed” is that main section where the user sees the products I added a functional link to the 💓 icon to send an email of appreciation to me Most importantly, I did my README.md entirely back, as I went through the the resources(according to it, my README.md sucked T-T) And it was extremely tedious as I had to revise my bases first. But I am so proud of the result. I advice you to just give it a try in the demo link. As you know constructive feedback is always welcomed
We on go I remember when I put the last word for Jordan section. During these hours, I added more items to the feed to make it more consistent and compelling to scroll through. I also refined the structure of the landing page and took the decision to only leave the JS to change color of landing page. I think what took me so long, is to search the text that I think that fits best the shoe and the colors that match the main theme. Anyway, you can try it with the demo link in the README.md and constructive feedback is always welcomed !
The first thing the user sees decides if they stay on the site, or leave! I entered my website, and I did not want to continue exploring it. Just from the landing page. Why would I expect people to love what I did, when I don’t even like it myself ? So, I decided to arrange that landing page. I added a background image, that represents Nike. It features its stars and logos. I also made the links to be more attractive and intuitive to the user. I removed the trash intro text that was there, making the site vapid. I also: I added more posts to the feed to make it more consistent, I corrected all the grammar errors of the pages, Made the animation clear for the user to change theme, I updated the README.md to suit the changes I did in the session. As always, constructive feedback is always welcomed. Thanks for reading!
We often tend to see the black dot on a white sheet of paper, and forget of all the white space around I was once more reviewing my website and the feedbacks I had from the last ship. One of them is that my website is to focus on the common stuffs we know about Nike (though the reviewer said they learnt new stuffs). So I did a page in the collab section on the organizations that collaborate with Nike and what they do a little bit. I also: Diversified the feed more by adding more female figures and athletes that are in sports that are not very known. Correct the major readability error in some posts. Greatly reduced the average amount of words per posts and started writing them by myself. Centered most of the titles that looked weird and added some paddings Added more posts to make the feed more scrollable (I will always do this. It helps ensuring diversity and compelling feed) This is a small plus for those who make it up till here! If you get to visit the site (not now, but soon), visit the collab between Billie Eilish and Nike. There is a small animation I want to see if it fits.
If you’ve an idea that seems feasible, work on it. If you succeed: Great Job! Else you’ll have tried! This is the lesson I learned the hard way when I wanted to add a magnetic_heart animation in the Nike website using JS. After spending +2hours of hard coding JS lines, and opening a handful of sites on how to do that, I succeeded, but not in the site (In a test site I created to see if I mastered the concept). Even Gemini could not help me out. It’s a loss, but a beautiful one. I learnt new JS concepts and I have tried at least. I left the codeblock in my repo just as reminder of that lesson. During the session I also: Added 5 more posts to the organization.html Updated the image links so we can see them online Removed some README.md dispalys that did not fit me Adjusted the links to like the posts and remove the false “Buy” links Removed the “Get yours here lines to make the interface better I am not abandoning the possibility of adding another JS animation or just an implementation. I keep up!
You remember when I said all the stuffs in my website were mostly what people know about ? Well, I added more stuffs than just shoes…again Today I added a section called “Sports Daily”. It features some of the sport tools that Nike produces like the balls. I started introducing the Soccer balls (using soccer for my Americans buddies :D) and the Basket balls. The interface is not yet operational so, if you’ve any suggestions to better it I am full ears. It was so much effort to search for all the balls and writing the text based on the official data set. All the text written here is human written, or copied from an official data set. During this session I also: Added more posts to the other pages that I felt really light and does not create the illusion of feed. As always, constructive feedback is welcomed. I will push these modifs in the repo soon.
Get Prestige out of the equation. What people buy is the story! When during the researches for the different items, I often see how there is a whole story behind each shoe, making it even more valuable. And I taught, why not have a section dedicated to Nike’s story? At first I thought that every knew about those stories, but after a small survey (less than a 1000 people), only ~17% knew about this. I went on and did this beautiful “Genesis”. I want to note that I am trying as much as possible to reduce AI text, as it was one of the review critics. So, the section is 100% AI free text and the total AI text is now less than 10% and I am very proud of that :D. During this coding session, I also: Added another group of posts for hydrating bottles Fixed some image bugs that failed to display when I went online Here is a call for all people reaching up to here. I am trying to correct all the typos errors in the site, and I need your help for that. Please take a minute to just check a single page and share with people you know. This post will make more than 20 views and I am sure we can make it to find any error. Input them in the comments, TIA. Click here
The results will reflect the dedication and work done on a task I am finally shipping my project for the second time under vote pool after more than +15 hours of constant improvement. I based this new Nike website on the feedbacks I read over and over to understand the reviewers point of view, the other great websites here in stardance and my own introspection. I won’t say much as today was entirely dedicated to debugging the code and correcting UI. Thanks to all those who helped found the spelling errors and those who followed the progression of my work up to this stage. I had a 5.50x last ship, so I am expecting much more. Keep up and Aspire greatness!
Ships:
Hello guys, I made a website to presents Nike’s products. The websites does feature only shoes for now, and is made of 3 active pages (the landing, the shoe section and the collaborations) The greatest challenge was the CSS. Having this done when I had still very little experience with CSS was difficult. But the most difficult to do was surely the animation with the javaScript code block. I literally had to ask advice from 15+ peers to get it ready for ship. Nevertheless, that is also one my top fulfilling achievements. I am also proud of how the colors change with the product displayed. Oh, I almost forgot! Click on the small swoosh in the nav bar to go back to landing page, and on the big one to change theme.
To the previous ship, I added more posts to the feed to make it more compelling to scroll through and a JS animation to change the theme of the landing page. I added two sections to the shoe page: In the first, you can see the releases from Converse, as it is a subbranch of Nike. The second concerns the releases from the Air Jordan line. Writing the code for the animation was very complex, as I had to go and learn back some concepts. That is why that index.html took me so much time. Just for a single animation T~T. Also, finding the exact image and text for the post was very tiring. Now the feed is much more fulfilling, to read and I’m so happy with that. Moreover, the diversity with the converse and Jordan makes it more satisfying. Something I advise when testing, click the swoosh on the landing page.
I corrected all the errors from the first ship in voting pool, to make it more polished again and have a much more better UI. The most challenging part was to go and learn some concepts that I used here especially JS. It was tedious, an as school started again it did not help. To test the project you just have to click on the Try project link. For those on mobile devices, I advise you to set your browser to desktop mode and turn it landscape for maximal experience I’m very proud of the UI and to see how far I went with this project is so fulfilling....
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1793130445.9048104
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1793216845.9048104
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64143
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BlueberryLinux by @zsigisti | Stardance
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zsigisti
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1
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45.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T16:40:36Z", "hours": 45.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Blueberry Linux is a source-built rolling x86-64 server distro I’ve been working on since May. It isn’t a respin of anything. It has its own package manager (bpm, written in Rust with streaming installs and SHA-256 verification), its own package format, and its own signed repository using an Ed25519 signature over the index. There are 225 package recipes so far, from glibc and binutils upward. It’s also self-hosted in the real sense. The base system is built from Blueberry packages using the Blueberry toolchain, and if a build falls back to a foreign bootstrap, that’s considered a build failure rather than a successful build. I came back to the project after about a month away and spent some time auditing the live infrastructure before getting back to development. I fixed the repository issues I found, published nine package updates, and built something new: you can now try Blueberry directly in your browser at https://try.blueberrylinux.org . The hardest part of this round was actually a near miss. There’s an old copy of bpmrepo.sh sitting on the repository host that predates serial support. It doesn’t emit the |serial| line. It was sitting there looking perfectly usable, and it would have worked. The problem is that using it would have silently removed rollback protection from the signed repository index. Nothing would have obviously failed. The index would still have been signed and the repository would still have worked. I only caught it because I went back and checked what my own client actually expects instead of assuming the existing tool was the right one. The browser shell also had two bugs that took a bit of debugging. First, pty.fork() already calls setsid(), so I was calling it a second time. That resulted in EPERM and killed every session immediately after launch. Then the xterm CDN URLs started returning 404s. The frontend failed before it could even display the actual error, so from the user’s perspective it just sat there saying “connecting…”. I vendored the assets locally and changed the frontend to report asset loading failures properly. The part I’m happiest with is how the browser environment is built. The thing you’re running in the browser is actually assembled from the same packages the distro itself uses. The isolation is also verified rather than assumed. From inside a live session, the router, the hypervisor, and 1.1.1.1 are all unreachable, and only three PIDs are visible. If you want to try it, open https://try.blueberrylinux.org . It’s a real shell on a real Blueberry rootfs. There’s no network access, nothing persists between sessions, and each session is limited to ten minutes. The source is available here: https://github.com/zsigisti/blueberry", "repo": "https://github.com/zsigisti/blueberry", "demo": "https://try.blueberrylinux.org/"}]...
|
[{"post_id": 71299, "ts": "202 [{"post_id": 71299, "ts": "2026-09-20T16:21:40Z", "hours": 45.3069, "text": "Came back to Blueberry after a month and audited the live infrastructure before writing any code.State of the system: the distro is healthy. 225 recipes, valid index signature, and the main mirror is serving real packages.There were two actual issues.The published bpm.index was dated 31 July, so it was seven weeks stale. The other was blueberry-build.timer on the repo host, which had failed every hour since 29 June — 2,217 consecutive failures — because it was still trying to run blueberry-build-server.sh. I deleted that script during the .bpm migration and never disabled the unit.I also initially thought repo1 was broken. It isn’t. Its index is 0 bytes because it’s the BUR community mirror and nothing has been approved there yet. Nginx correctly returns 404 at the origin. That one was just me reading the state incorrectly.Both actual issues are now fixed.I disabled the timer rather than bringing the old script back. I also republished the index with a fresh serial using tools/release/repo-publish.sh. It re-indexes remotely using the hardened bpmrepo.sh, including a count-floor check, timestamped backup, and atomic index + signature swap.I almost used the wrong script. /opt/blueberry/tools/bpmrepo.sh is an orphaned copy from before serial support was added and doesn’t emit the |serial| line. Publishing with that one would have silently removed rollback protection from the signed index.I also did an upstream sweep. 110 of the 225 packages are currently outdated. The first scan hit 11 GitHub HTTP errors because of unauthenticated API rate limiting. Passing a token brought that down to one.I bumped and built nine packages from the current sources and published them:tzdata 2026b -> 2026dcurl 8.21 -> 8.22libcap 2.73 -> 2.78libxml2wireless-regdbless 668 -> 710jq 1.8.2htop 3.5.3nano 8.7.1All nine were built using the Blueberry toolchain with no bootstrap fallback. The changes are on branch pkg-bump-2026-09-20.Three automatic bumps produced incorrect source URLs. ca-certificates tried to fetch a 2026-08 PEM from the 2026-05 path, and expat tried to fetch 2.8.4 from the R_2_8_2 tag. Those were left unpublished rather than shipping the wrong tarball.sqlite needs a manual bump. openssl 3.4.6 -> 4.0.2, perl 5.40 -> 5.44, and gettext 0.26 -> 1.0 are ABI-level changes, so those will get separate passes.There’s also something new: you can try Blueberry directly in your browser. https://try.blueberrylinux.orgNo install and no signup. It’s a real shell running on a real Blueberry rootfs. The rootfs is about 480 MB, assembled by walking the dependency closure from bpm.index and pulling the packages directly from the live mirror. It contains 41 packages, including bpm 1.11.6.The frontend is xterm.js, with an aiohttp WebSocket connected to a PTY, served through Cloudflare.Each session gets an overlay over a read-only rootfs, its own network, PID, mount, and UTS namespaces, a 32 MB tmpfs, and a hard 10-minute limit. There are 12 concurrent sessions allowed, and sessions are torn down when the client disconnects.I also verified the isolation from inside a live session. The router, hypervisor, and 1.1.1.1 are unreachable, and only three PIDs are visible.There were two bugs while building the browser shell.First, pty.fork() already calls setsid(), so my additional setsid() call failed with EPERM and killed every session during startup. The server reported “operation not permitted” and closed the WebSocket before the shell even started.Second, the xterm CDN URLs were returning 404s. The page failed before it could report the error and just sat on “connecting…”. I vendored the assets locally and changed the frontend to report asset load failures explicitly.So the current state is: the repository is publishing again, the dead build timer is gone, the first batch of package updates is built and published, and Blueberry now has a browser-accessible shell for trying out the system without installing anything."}]...
|
Title: BlueberryLinux by @zsigisti | Stardance
De Title: BlueberryLinux by @zsigisti | Stardance
Devlogs:
Came back to Blueberry after a month and audited the live infrastructure before writing any code.State of the system: the distro is healthy. 225 recipes, valid index signature, and the main mirror is serving real packages.There were two actual issues.The published bpm.index was dated 31 July, so it was seven weeks stale. The other was blueberry-build.timer on the repo host, which had failed every hour since 29 June — 2,217 consecutive failures — because it was still trying to run blueberry-build-server.sh. I deleted that script during the .bpm migration and never disabled the unit.I also initially thought repo1 was broken. It isn’t. Its index is 0 bytes because it’s the BUR community mirror and nothing has been approved there yet. Nginx correctly returns 404 at the origin. That one was just me reading the state incorrectly.Both actual issues are now fixed.I disabled the timer rather than bringing the old script back. I also republished the index with a fresh serial using tools/release/repo-publish.sh. It re-indexes remotely using the hardened bpmrepo.sh, including a count-floor check, timestamped backup, and atomic index + signature swap.I almost used the wrong script. /opt/blueberry/tools/bpmrepo.sh is an orphaned copy from before serial support was added and doesn’t emit the |serial| line. Publishing with that one would have silently removed rollback protection from the signed index.I also did an upstream sweep. 110 of the 225 packages are currently outdated. The first scan hit 11 GitHub HTTP errors because of unauthenticated API rate limiting. Passing a token brought that down to one.I bumped and built nine packages from the current sources and published them:tzdata 2026b -> 2026dcurl 8.21 -> 8.22libcap 2.73 -> 2.78libxml2wireless-regdbless 668 -> 710jq 1.8.2htop 3.5.3nano 8.7.1All nine were built using the Blueberry toolchain with no bootstrap fallback. The changes are on branch pkg-bump-2026-09-20.Three automatic bumps produced incorrect source URLs. ca-certificates tried to fetch a 2026-08 PEM from the 2026-05 path, and expat tried to fetch 2.8.4 from the R_2_8_2 tag. Those were left unpublished rather than shipping the wrong tarball.sqlite needs a manual bump. openssl 3.4.6 -> 4.0.2, perl 5.40 -> 5.44, and gettext 0.26 -> 1.0 are ABI-level changes, so those will get separate passes.There’s also something new: you can try Blueberry directly in your browser. https://try.blueberrylinux.orgNo install and no signup. It’s a real shell running on a real Blueberry rootfs. The rootfs is about 480 MB, assembled by walking the dependency closure from bpm.index and pulling the packages directly from the live mirror. It contains 41 packages, including bpm 1.11.6.The frontend is xterm.js, with an aiohttp WebSocket connected to a PTY, served through Cloudflare.Each session gets an overlay over a read-only rootfs, its own network, PID, mount, and UTS namespaces, a 32 MB tmpfs, and a hard 10-minute limit. There are 12 concurrent sessions allowed, and sessions are torn down when the client disconnects.I also verified the isolation from inside a live session. The router, hypervisor, and 1.1.1.1 are unreachable, and only three PIDs are visible.There were two bugs while building the browser shell.First, pty.fork() already calls setsid(), so my additional setsid() call failed with EPERM and killed every session during startup. The server reported “operation not permitted” and closed the WebSocket before the shell even started.Second, the xterm CDN URLs were returning 404s. The page failed before it could report the error and just sat on “connecting…”. I vendored the assets locally and changed the frontend to report asset load failures explicitly.So the current state is: the repository is publishing again, the dead build timer is gone, the first batch of package updates is built and published, and Blueberry now has a browser-accessible shell for trying out the system without installing anything.
Ships:
Blueberry Linux is a source-built rolling x86-64 server distro I’ve been working on since May. It isn’t a respin of anything. It has its own package manager (bpm, written in Rust with streaming installs and SHA-256 verification), its own package format, and its own signed repository using an Ed25519 signature over the index. There are 225 package recipes so far, from glibc and binutils upward. It’s also self-hosted in the real sense. The base system is built from Blueberry packages using the Blueberry toolchain, and if a build falls back to a foreign bootstrap, that’s considered a build failure rather than a successful build. I came back to the project after about a month away and spent some time auditing the live infrastructure before getting back to development. I fixed the repository issues I found, published nine package updates, and built something new: you can now try Blueberry directly in your browser at https://try.blueberrylinux.org . The hardest part of this round was actually a near miss. There’s an old copy of bpmrepo.sh sitting on the repository host that predates serial support. It doesn’t emit the |serial| line. It was sitting there looking perfectly usable, and it would have worked. The problem is that using it would have silently removed rollback protection from the signed repository index. Nothing would have obviously failed. The index would still have been signed and the repository would still have worked. I only caught it because I went back and checked what my own client actually expects instead of assuming the existing tool was the right one. The browser shell also had two bugs that took a bit of debugging. First, pty.fork() already calls setsid(), so I was calling it a second time. That resulted in EPERM and killed every session immediately after launch. Then the xterm CDN URLs started returning 404s. The frontend failed before it could even display the actual error, so from the user’s perspective it just sat there saying “connecting…”. I vendored the assets locally and changed the frontend to report asset loading failures properly. The part I’m happiest with is how the browser environment is built. The thing you’re running in the browser is actually assembled from the same packages the distro itself uses. The isolation is also verified rather than assumed. From inside a live session, the router, the hypervisor, and 1.1.1.1 are all unreachable, and only three PIDs are visible. If you want to try it, open https://try.blueberrylinux.org . It’s a real shell on a real Blueberry rootfs. There’s no network access, nothing persists between sessions, and each session is limited to ten minutes. The source is available here: https://github.com/zsigisti/blueberry...
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1793213507.7538493
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1793299907.7538493
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13006
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Toluene by @smatt | Stardance
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smatt
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0
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44.88
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0
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[]
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[{"post_id": 39800, "ts": "202 [{"post_id": 39800, "ts": "2026-08-03T00:58:30Z", "hours": 6.395, "text": "my safe pointer let me down ;-; turns out i cant use the WindowSafe class so easily. the destructor gets called when an instance needs to be relocated in a vector… now i’m using shared_ptr s again, because i found where the object slicing was happening before! besides troubles with that, i made many writing functions, like hline , or box , or fill . i can also move around with move ! the mainwin has its own instance so i have to handle less edge cases. i also changed names so they are consistent. before i handled echoing and console input with curses.h functions, so i added mine for Tui . there are a bunch more details, but i don’t wanna yap, because they’re not important. what’s important is that i think these functions work, but not in this screenshot!"}, {"post_id": 36765, "ts": "2026-07-29T01:06:33Z", "hours": 2.7853, "text": "drawing and safety? i’ve made drawing functions so tui windows draw in order and properly get their draw() member called! i’ve also put window pointers inside a class which makes sure to delete the pointer AND SET IT TO nullptr when the class is destructed. as a cherry on top InputEvent s have a new bool valid (by default 0) so i know if an input is empty because of an error, or actually means something. i hope it will serve its purpose for now! i also had this neat little bug. ncurses may or may not have encountered an error, but i’m not sure ’cuz of the TESTING!!!!’s…"}, {"post_id": 34405, "ts": "2026-07-25T02:48:52Z", "hours": 3.1603, "text": "rendering and… GDB. today i implemented rendering for tui, tried cleaning up code and documentation, and had trouble with using shared_ptr s to store window references. no lifetime guarantee anymore… i replaced them with regular pointers instead, and ill just give them to the tui, which will also delete them. good for temporary popups and constant visuals! copies or instances within the tui aren’t so robust… i gotta admit though. figuring out shared_ptr s slice classes took me way. too. LONG. in the image below you can see an accurate depiction of how i felt doing that! … in more detail though, i intend the tui to store pointers which point to dynamically allocated windows made with new . however, the pointers will be inside a class, and though the class allows full access to the pointer, the destructor makes sure to delete the store pointer. dynamically allocated windows are good because temporary, unimportant windows (like popups, or a dropdown) can be created locally and just added to the tui, they don’t have to be kept in members or vectors, and they’ll stay alive!! yippers! but if you want a pointer in a member or vector, thats no problem! this is much easier than hacky solutions with shared_ptr s, or instances, let alone copies in the tui… all of that though, just to allow classes which inherit Toluene::Window to override base functions. i think it will be okay, though! woah, uh, this is a bit of a long devlog. it… may be because i’m really unsure whether this “ creative ” solution will work… and cuz i’m angry. and tired"}, {"post_id": 33804, "ts": "2026-07-24T01:05:52Z", "hours": 2.5347, "text": "got windows (as in text boxes) for the tui working. should’ve been like 20 more lines in a couple of minutes, ended up falling into endless debugging hell. call stack did not help one bit. nor did the decompiled library and assembly code. pro tip: always use make_shared() to make shared_ptrs."}, {"post_id": 32668, "ts": "2026-07-21T23:40:48Z", "hours": 3.7739, "text": "so… i have been feeling really demotivated for a long time now, and so i did very little work. mainly because it turns out planning out software is really damn hard, and structuring, and everything is really hard to wrap my head around it. i also have some more personal stuff, like loneliness, to deal with, but that’s not important what IS important is that i know how ill make tui work, and i’ve done a bit of cleaning up, making core stuff, and added more features. they’re minor though i have very little to show, so ill just show a bit of code"}, {"post_id": 15361, "ts": "2026-06-24T23:40:47Z", "hours": 2.9361, "text": "started work on making the text user interface do something. ncurses is a pain to work with, but i managed to get wide characters working too! also, i learnt you can put parameter names in header files… so imma do that now. in the screenshot below you can see unicode working!… and the code is beautiful ."}, {"post_id": 14475, "ts": "2026-06-23T16:36:55Z", "hours": 3.8183, "text": "i spent time in Slovenia, visiting stuff like Vintgar gorge and Planica zipline. boohoo, could’ve used that time for toluene 😒 ok to be fair vintgar is beautiful in retrospect luckily i had my laptop! i cleaned up a lot of code, mostly relating to the audio backend, and now im starting with the tui… and im struggling really hard (just look at the time). … but it’s fine! ill probably handle it…"}, {"post_id": 12233, "ts": "2026-06-19T23:34:56Z", "hours": 1.4408, "text": "SOUND! this program officially makes sound! after looking at raw disassembles, library code and trying out random c++ nonsense, it’s worth it! my audio streams work (although very barebones), and i quickly made a funny sound with interaction :D"}, {"post_id": 12132, "ts": "2026-06-19T20:31:26Z", "hours": 1.5475, "text": "??? i have been trying to get the audio streams to start, but i get some really weird runtime exceptions, or aborts, or something? im trying to debug the issues, but..?"}, {"post_id": 11655, "ts": "2026-06-19T00:10:58Z", "hours": 3.9061, "text": "did a lot of work! a lot of annoying work . its 2:10am . two git commits, for things like making casts, and opening/closing audio stream stuff. i also fixed a function to get audio devices, which was a pain. i can (maybe) successfully open an audio stream with my wrapper!- but it doesn’t make sound yet, gotta add that. my code for everything is a mess, and it’s getting worse, but i’ll get to it one day! before that, here’s a demonstration of some kinda (albeit empty) audio stream coming into existence:"}, {"post_id": 10635, "ts": "2026-06-17T14:22:10Z", "hours": 3.1517, "text": "i am COMPLETELY rethinking my knowledge of c++. i thought i had an idea of what references, or pointers were, and how i should use them, but ive been struggling and procrastinating the last few days because of how confused i am. this is just PAIN! ive done close to NOTHING!"}, {"post_id": 8277, "ts": "2026-06-13T19:23:25Z", "hours": 4.1017, "text": "first tangible progress! modified the inner workings, but you can also now choose a wanted audio api and it will detect devices! making it wasn’t too smooth, seems my c++ knowledge is rustier than i thought… the linker didn’t like what i was doing, especially with constructors and destructors. nonetheless, here is an actual recording of something working :D"}, {"post_id": 7067, "ts": "2026-06-11T20:46:19Z", "hours": 5.3308, "text": "spent 3h tugging with cmake, trying to get it to cooperate, contemplated giving up on libraries altogether, and wanted to just give up on the idea of cross-platform as well. ncurses is a curse. wanted to get help, but too socially anxious to actually ask stuff, and the only time i sent anything i was ignored ;-; . writing the wrapper for a backend audio engine was annoying, i wanna work with RtAudio, but in case i ever wanna switch, i wanna make it easy for myself. unfortunately, that includes a lot of writing, and learning headers, which is something i didnt know i didnt know. i can work with this for now though. heres a successful build message with nice code above :D"}]...
|
Title: Toluene by @smatt | Stardance
Devlogs:
spe Title: Toluene by @smatt | Stardance
Devlogs:
spent 3h tugging with cmake, trying to get it to cooperate, contemplated giving up on libraries altogether, and wanted to just give up on the idea of cross-platform as well. ncurses is a curse. wanted to get help, but too socially anxious to actually ask stuff, and the only time i sent anything i was ignored ;-; . writing the wrapper for a backend audio engine was annoying, i wanna work with RtAudio, but in case i ever wanna switch, i wanna make it easy for myself. unfortunately, that includes a lot of writing, and learning headers, which is something i didnt know i didnt know. i can work with this for now though. heres a successful build message with nice code above :D
first tangible progress! modified the inner workings, but you can also now choose a wanted audio api and it will detect devices! making it wasn’t too smooth, seems my c++ knowledge is rustier than i thought… the linker didn’t like what i was doing, especially with constructors and destructors. nonetheless, here is an actual recording of something working :D
i am COMPLETELY rethinking my knowledge of c++. i thought i had an idea of what references, or pointers were, and how i should use them, but ive been struggling and procrastinating the last few days because of how confused i am. this is just PAIN! ive done close to NOTHING!
did a lot of work! a lot of annoying work . its 2:10am . two git commits, for things like making casts, and opening/closing audio stream stuff. i also fixed a function to get audio devices, which was a pain. i can (maybe) successfully open an audio stream with my wrapper!- but it doesn’t make sound yet, gotta add that. my code for everything is a mess, and it’s getting worse, but i’ll get to it one day! before that, here’s a demonstration of some kinda (albeit empty) audio stream coming into existence:
??? i have been trying to get the audio streams to start, but i get some really weird runtime exceptions, or aborts, or something? im trying to debug the issues, but..?
SOUND! this program officially makes sound! after looking at raw disassembles, library code and trying out random c++ nonsense, it’s worth it! my audio streams work (although very barebones), and i quickly made a funny sound with interaction :D
i spent time in Slovenia, visiting stuff like Vintgar gorge and Planica zipline. boohoo, could’ve used that time for toluene 😒 ok to be fair vintgar is beautiful in retrospect luckily i had my laptop! i cleaned up a lot of code, mostly relating to the audio backend, and now im starting with the tui… and im struggling really hard (just look at the time). … but it’s fine! ill probably handle it…
started work on making the text user interface do something. ncurses is a pain to work with, but i managed to get wide characters working too! also, i learnt you can put parameter names in header files… so imma do that now. in the screenshot below you can see unicode working!… and the code is beautiful .
so… i have been feeling really demotivated for a long time now, and so i did very little work. mainly because it turns out planning out software is really damn hard, and structuring, and everything is really hard to wrap my head around it. i also have some more personal stuff, like loneliness, to deal with, but that’s not important what IS important is that i know how ill make tui work, and i’ve done a bit of cleaning up, making core stuff, and added more features. they’re minor though i have very little to show, so ill just show a bit of code
got windows (as in text boxes) for the tui working. should’ve been like 20 more lines in a couple of minutes, ended up falling into endless debugging hell. call stack did not help one bit. nor did the decompiled library and assembly code. pro tip: always use make_shared() to make shared_ptrs.
rendering and… GDB. today i implemented rendering for tui, tried cleaning up code and documentation, and had trouble with using shared_ptr s to store window references. no lifetime guarantee anymore… i replaced them with regular pointers instead, and ill just give them to the tui, which will also delete them. good for temporary popups and constant visuals! copies or instances within the tui aren’t so robust… i gotta admit though. figuring out shared_ptr s slice classes took me way. too. LONG. in the image below you can see an accurate depiction of how i felt doing that! … in more detail though, i intend the tui to store pointers which point to dynamically allocated windows made with new . however, the pointers will be inside a class, and though the class allows full access to the pointer, the destructor makes sure to delete the store pointer. dynamically allocated windows are good because temporary, unimportant windows (like popups, or a dropdown) can be created locally and just added to the tui, they don’t have to be kept in members or vectors, and they’ll stay alive!! yippers! but if you want a pointer in a member or vector, thats no problem! this is much easier than hacky solutions with shared_ptr s, or instances, let alone copies in the tui… all of that though, just to allow classes which inherit Toluene::Window to override base functions. i think it will be okay, though! woah, uh, this is a bit of a long devlog. it… may be because i’m really unsure whether this “ creative ” solution will work… and cuz i’m angry. and tired
drawing and safety? i’ve made drawing functions so tui windows draw in order and properly get their draw() member called! i’ve also put window pointers inside a class which makes sure to delete the pointer AND SET IT TO nullptr when the class is destructed. as a cherry on top InputEvent s have a new bool valid (by default 0) so i know if an input is empty because of an error, or actually means something. i hope it will serve its purpose for now! i also had this neat little bug. ncurses may or may not have encountered an error, but i’m not sure ’cuz of the TESTING!!!!’s…
my safe pointer let me down ;-; turns out i cant use the WindowSafe class so easily. the destructor gets called when an instance needs to be relocated in a vector… now i’m using shared_ptr s again, because i found where the object slicing was happening before! besides troubles with that, i made many writing functions, like hline , or box , or fill . i can also move around with move ! the mainwin has its own instance so i have to handle less edge cases. i also changed names so they are consistent. before i handled echoing and console input with curses.h functions, so i added mine for Tui . there are a bunch more details, but i don’t wanna yap, because they’re not important. what’s important is that i think these functions work, but not in this screenshot!...
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1792587309.8710952
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1793192109.8710952
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754
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better clouds by @orangishcat | Stardance
|
orangishcat
|
1
|
44.83
|
531
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T04:49:17Z", "hours": 32.0, "multiplier": 18.69, "payout": 531, "blessing": "neutral", "text": "it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!", "repo": "https://github.com/Qendolin/better-clouds", "demo": "https://modrinth.com/mod/better-clouds"}]...
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[{"post_id": 67713, "ts": "202 [{"post_id": 67713, "ts": "2026-09-13T22:17:41Z", "hours": 12.8278, "text": "I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like"}, {"post_id": 18980, "ts": "2026-06-30T04:43:00Z", "hours": 0.3833, "text": "i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)"}, {"post_id": 18414, "ts": "2026-06-29T15:41:30Z", "hours": 2.8464, "text": "Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated"}, {"post_id": 15563, "ts": "2026-06-25T09:35:53Z", "hours": 6.9383, "text": "added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there"}, {"post_id": 12390, "ts": "2026-06-20T06:59:27Z", "hours": 1.5831, "text": "made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase"}, {"post_id": 10514, "ts": "2026-06-17T08:17:49Z", "hours": 4.5678, "text": "updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life"}, {"post_id": 3311, "ts": "2026-06-06T05:33:35Z", "hours": 1.7572, "text": "Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers."}, {"post_id": 2456, "ts": "2026-06-04T23:08:15Z", "hours": 2.0006, "text": "I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation."}, {"post_id": 639, "ts": "2026-06-02T04:56:28Z", "hours": 2.9128, "text": "the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…"}, {"post_id": 183, "ts": "2026-06-01T06:23:52Z", "hours": 9.4714, "text": "spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)"}]...
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Title: better clouds by @orangishcat | Stardance
Title: better clouds by @orangishcat | Stardance
Devlogs:
spent like 12h getting the blaze3d renderer to work. long story short, the opengl renderer is a mess and I’m doing pretty much a full rewrite to get it to work on blaze3d. it’s taking extremely long but i’m happy because i’m learning a lot about graphics. the core functionality kinda works but there are all sorts of bugs, and a bunch of features are missing. some of them i probably just won’t be adding back. the old opengl renderer used a three shader setup: a coverage shader (establishes positions and colors of each cloud cube) a shading shader (recolors each cloud cube based on saturation, sunlight, and other properties) a depth shader (changes the transparency for each pixel based on how many cubes are overlapping) …wait what, why do you need all that? i assume order-independent transparency? whatever, i’m not doing allat, hopefully a simple cube drawing will work and blaze3d can handle the transparency stuff right now i have just one fragment shader and one vertex shader, basically the rendering setup possible. hopefully i don’t need anything else, considering i’m literally drawing just cubes… p.s. vulkan renderer so cool! performance is a lot better than opengl on my mac p.p.s cool formula: gl_Position = ProjMat * ViewMat * vec4(pos, 1) (ball knowledge required)
the renderer looks good again! i added back the light gradient sampling, so the clouds actually turn orange during sunset and go dark at night time like they used to. btw, I spent like 3 hours reading through https://open.gl/ . it’s a great tutorial, and i applied pretty much all of the graphics concepts i learned to this project! i’m using blaze3d instead of opengl this time, but the concepts still apply. how the algorithm works based on the time of day, it samples a color from this texture , where the white part of the texture produces the bright fluffy daytime clouds, the dark part produces the dark nighttime clouds, and the remaining orange and light blue produce the amazing cloud colors shown in the image during sunset and sunrise! i can’t explain the formula too much in detail, cuz i kinda just copied the math from the old code…
I’m preparing for 26.2 release! I updated the mod to 26.2 pre-4, as well as YACL 3.9.4 which also just came out earlier today. NeoForge is also out but I’m too lazy to setup their custom repo for prerelease builds so I will fix NF support when 26.2 releases. I fixed a really annoying bug that was making the cloud ripple effect way larger in magnitude than it was supposed to be (I sampled WorldPosition instead of WorldPosition - originOffset ) I added a hardcoded minimum brightness in the shader so that clouds will be just barely visible at nighttime. Also GLSL operations are element-wise which is pretty cool! Like you can do max(color.rgb, vec3(0.15)) and each element of the color vector will be element-wise compared with 0.15, and the bigger one will be chosen. Really elegant solution for my minimum brightness operation.
Added option in config screen to choose the renderer, Also added back frustum culling (where clouds don’t render behind the camera) Qendolin’s original algorithm for frustum culling was: compute the bounding box of a section of clouds (clouds are generated in sections with a chunk-like system). if the frustum of the camera (basically an object describing what part of the world the camera can see given a camera angle, position, and fov) can see the clouds, expand the bounding box with the next section of clouds else, render all the sections of clouds we can see, and skip this section if we can’t see it in other words: (original comment from the code) // This algorithm loops over chunks, which are in a line-by-line order. // When a visible chunk is found it's marked as a run start. The run continues until // the next non-visible chunk is found. At the end of a run the entire run is rendered as once. // This is possible due to the memory layout of the instance buffers.
updated to 26.2, and the blaze3d renderer I made works great on vulkan! the renderer was mostly done for weeks now, i just added neoforge back and that was mostly it. Iris was giving me problems as it hasn’t implemented reverse z yet. but i was able to fix that really easily because i kinda know what i’m doing now when touching graphics code! this woulda taken me forever if it were the first time i had to do this. also added longview support to 26.1.2 then declared it end of life
made the celestial body halo much bigger and more visible. i also added separate options for the sun and moon halo, and scaled the moon halo’s size based on the moon phase! also the way I change the halo size is kinda cursed. i’m using qendolin’s superellipse formula, and i only kinda understand how it works. // i still have no idea how this formula works but it seems to work fine float superellipse = ( ( 1.0 + ( 1.0 / 3.0 ) * ( pow ( cos ( 2.0 * projAngle ), 2.0 ))) * haloSize * ( 1.0 - abs ( superellipseFalloff )) - 1.0 ) * sign (- superellipseFalloff ); then i fit an exponential curve based on what halo size i wanted for which moon phase 💀 // larger value = smaller halo size float haloSize = dayTime () < config . shaderPreset (). sunsetEndTime ? 2.05f - config . sunHaloSizeMultiplier : ( float ) ( 5 * Math . pow ( 0.06217 , config . moonHaloSizeMultiplier * DimensionType . MOON_BRIGHTNESS_PER_PHASE [ moonPhase . index ()])); // curve fit for ideal moon halo size based on phase
added a bottom tint option that basically lets you create a gradient on your clouds i’m getting quite familiar with shaders and graphics code! this is one of my main goals for the project, and i’m glad it’s working out well! also fixed a bunch of bugs basic description of the bottom tint algorithm: vertex shader: tint interpolation progress = (y level of the cloud vertex) / (transition range percentage * cloud height range) fragment shader: color = lerp(bottomColor, topColor, tintInterpProgress) by default, the effect is much more subtle than this, but it is still there
Published 1.14.0 release! I renamed “Tint” -> “Top Color”, “Bottom Tint” -> “Bottom Color”, “Bottom Transition Range” -> “Color Transition End” also renamed the options keys too, with a migration thing that migrates the old options keys to the new ones ok ima take a break from this project for now! next up, probably a config system rewrite? i want to implement like discord roles thing, where: you start with a base config given a certain condition (e.g. dimension = minecraft:overworld), certain properties of the config are modified and repeat until you get dynamic clouds with your own defined conditions! or i might not do that idk it sounds kinda complicated
i’ve done what i’ve wanted to do for this project for now! i’ve polished up my devlogs, and gonna ship the project now. here’s a screenshot where i tried to make the clouds look realistic (they’re not supposed to look realistic, so this is very cursed)
I made a few bug fixes and am preparing for 26.3 migration. I also need to make sure the Blaze3D renderer gets feature parity soon. I’m using old reference images like this one to see what the old OpenGL renderer used to be like
Ships:
it’s been roughly 3 months since i’ve taken over the project, and it’s been going great! again, huge thanks to qendolin for letting me maintain his minecraft mod!...
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1793101846.8054929
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1793188246.8054929
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7860
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x44 by @heisenberg | Stardance
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heisenberg
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0
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44.8
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0
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[]
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[{"post_id": 60229, "ts": "202 [{"post_id": 60229, "ts": "2026-09-02T13:51:16Z", "hours": 11.7039, "text": "Devlog 6 Continuing x44 after 2 months. I was very busy with school work. Coming back to it after a long time, i am seeing that my initial design had the Rust build worker doing too much. The CF Worker pushed a job to a queue and sent a ping to the VPS over HTTP. The Rust build worker then had to authenticate against CF’s REST API, pull the queue message, execute the build, upload artifacts to R2, and acknowledge the message. This over complicated the system. The Architectural Change Instead of the rust build worker pulling jobs queues after the ping, I made the control-plane worker both queue producer and queue consumer. Now the Pipeline Looks like this:- When a project is created or a git push occurs the Worker records a queued row in D1 and pushes the build configuration into the queue. The Worker then takes 1 job from the queue and send the build configuration to the Rust build worker, If a build is running CF natively waits for it to be acknowledged-no custom logic for it Then the Rust build worker finally runs the build and upload the build output to R2.[I acknowledge the job even if the build fails to prevent retry loops] No frontend changes, see my IDE"}, {"post_id": 30109, "ts": "2026-07-17T12:54:56Z", "hours": 5.2083, "text": "Devlog 5 I finished the /new-project page and wrote some types. While testing I found a major bug, that if a build request comes to the build-worker while a build is running then the output files gets overwritten, resulting in a broken deployment. I could fix it by having the outputs of the build on separate folders and uploading them one by one. But this approach wasn’t utilising the queues. I will change the structure to something like this, [Github Webhook/Initial Deploy] -> [Control-plane] -> [Cloudflare Queue] -> [control-plane queue handler] -> this sends the build details to the build-worker after building it will update the status of the deployment. This was i don’t have to manage concurrency my self I am spending a lot of time in styling. hope it looks good :?) Nexxt Building what I just explained. Improve the bland dashboard."}, {"post_id": 27080, "ts": "2026-07-12T10:00:23Z", "hours": 10.2703, "text": "Devlog 4 - Build the structure of the dashboard Just build the layout of the dashboard and created a new page for creating new projects[design inspired by cloudflare]. You might be thinking that this should not take 10 hours and you are right. My first thought was to not to create a new page but a dialog box. But the combobox I used for selecting repo was not registering the clicks, i was working with keyboard tho. After trying to debug a lot, I asked AI why it was not working as intended. Because I had both base-ui and radix-ui wasted 4 hours on it and ended up creating a new page altogether Next: Complete the /new-project page Connect the builder with the backend Add a detail page for projects"}, {"post_id": 20740, "ts": "2026-07-02T13:01:51Z", "hours": 9.2825, "text": "Devlog #3 Changes Made the landing page for x44. Tho it was mostly generated by AI, I did the authentication and styling for the button. Set-up drizzle orm and wrote the schema for the database. Authentication(used better-auth) The problems I faced I tried to make my own authentication system, and realised after more than two hours of work that there is still a lot of work to be done to make it secure. And i can use that time to add more features. So I switched to better-auth it was a great decision according to me. And if you are in search of an authentication framework I recommend you to check better-auth once them have amazing documentation. To initialise better-auth in cf worker, I first needed to initialse drizzle and it requires a D1 instance which in only available in the context of a request. So I made a getAuth function const getAuth = ( ctx : Context ) => { const db = drizzle ( ctx . env . DB , { schema }) const auth = betterAuth ({ database : drizzleAdapter ( db , { provider : \" sqlite \" , schema })}) return auth } Currently working on dashboard(this is not by AI) If you have any suggestion please comment, and you can view the system architecture in the previous devlog[i am not yet sure about the subdomain routing part, so that is not drawn]. ✌️"}, {"post_id": 13592, "ts": "2026-06-22T08:32:27Z", "hours": 4.3369, "text": "This commit was a big one. The build-worker finally got a proper API layer, added Axum with an auth middleware so only authorized clients can trigger builds. The whole flow is now queue-driven: the worker pulls jobs from Cloudflare Queues, runs the Docker build, uploads output to R2, and acknowledges the message. Feels way more production ready. Also spun up the monorepo structure properly. Added apps/control-plane (Cloudflare Worker), apps/website (Vite frontend), and packages/db-schema for shared types. pnpm workspaces are configured, root package.json has a dev:backend script. Basic .gitignore in place. The most frustrating thing was that the Cloudflare Queue send function is not working. I’ve spent hours trying to debug it, messages aren’t showing up on the CF dashboard at all. The pull/ack endpoints seem fine, but pushing messages into the queue is a dead end. Hoping that actually deploying the control-plane worker might fix it,maybe it’s a local dev environment issue with wrangler. Either way, this is the main blocker right now. If anyone has hit this, I’d love to hear how you solved it. Git commit: https://github.com/xxeisenberg/x44/commit/9b1669bd7e935043367ba32c2abadc1428f80596"}, {"post_id": 5363, "ts": "2026-06-09T03:11:41Z", "hours": 3.995, "text": "I have built the docker image that will build the code and a rust program that will run the docker container and upload the build output to Cloudflare R2."}]...
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Title: x44 by @heisenberg | Stardance
Devlogs:
I Title: x44 by @heisenberg | Stardance
Devlogs:
I have built the docker image that will build the code and a rust program that will run the docker container and upload the build output to Cloudflare R2.
This commit was a big one. The build-worker finally got a proper API layer, added Axum with an auth middleware so only authorized clients can trigger builds. The whole flow is now queue-driven: the worker pulls jobs from Cloudflare Queues, runs the Docker build, uploads output to R2, and acknowledges the message. Feels way more production ready. Also spun up the monorepo structure properly. Added apps/control-plane (Cloudflare Worker), apps/website (Vite frontend), and packages/db-schema for shared types. pnpm workspaces are configured, root package.json has a dev:backend script. Basic .gitignore in place. The most frustrating thing was that the Cloudflare Queue send function is not working. I’ve spent hours trying to debug it, messages aren’t showing up on the CF dashboard at all. The pull/ack endpoints seem fine, but pushing messages into the queue is a dead end. Hoping that actually deploying the control-plane worker might fix it,maybe it’s a local dev environment issue with wrangler. Either way, this is the main blocker right now. If anyone has hit this, I’d love to hear how you solved it. Git commit: https://github.com/xxeisenberg/x44/commit/9b1669bd7e935043367ba32c2abadc1428f80596
Devlog #3 Changes Made the landing page for x44. Tho it was mostly generated by AI, I did the authentication and styling for the button. Set-up drizzle orm and wrote the schema for the database. Authentication(used better-auth) The problems I faced I tried to make my own authentication system, and realised after more than two hours of work that there is still a lot of work to be done to make it secure. And i can use that time to add more features. So I switched to better-auth it was a great decision according to me. And if you are in search of an authentication framework I recommend you to check better-auth once them have amazing documentation. To initialise better-auth in cf worker, I first needed to initialse drizzle and it requires a D1 instance which in only available in the context of a request. So I made a getAuth function const getAuth = ( ctx : Context ) => { const db = drizzle ( ctx . env . DB , { schema }) const auth = betterAuth ({ database : drizzleAdapter ( db , { provider : " sqlite " , schema })}) return auth } Currently working on dashboard(this is not by AI) If you have any suggestion please comment, and you can view the system architecture in the previous devlog[i am not yet sure about the subdomain routing part, so that is not drawn]. ✌️
Devlog 4 - Build the structure of the dashboard Just build the layout of the dashboard and created a new page for creating new projects[design inspired by cloudflare]. You might be thinking that this should not take 10 hours and you are right. My first thought was to not to create a new page but a dialog box. But the combobox I used for selecting repo was not registering the clicks, i was working with keyboard tho. After trying to debug a lot, I asked AI why it was not working as intended. Because I had both base-ui and radix-ui wasted 4 hours on it and ended up creating a new page altogether Next: Complete the /new-project page Connect the builder with the backend Add a detail page for projects
Devlog 5 I finished the /new-project page and wrote some types. While testing I found a major bug, that if a build request comes to the build-worker while a build is running then the output files gets overwritten, resulting in a broken deployment. I could fix it by having the outputs of the build on separate folders and uploading them one by one. But this approach wasn’t utilising the queues. I will change the structure to something like this, [Github Webhook/Initial Deploy] -> [Control-plane] -> [Cloudflare Queue] -> [control-plane queue handler] -> this sends the build details to the build-worker after building it will update the status of the deployment. This was i don’t have to manage concurrency my self I am spending a lot of time in styling. hope it looks good :?) Nexxt Building what I just explained. Improve the bland dashboard.
Devlog 6 Continuing x44 after 2 months. I was very busy with school work. Coming back to it after a long time, i am seeing that my initial design had the Rust build worker doing too much. The CF Worker pushed a job to a queue and sent a ping to the VPS over HTTP. The Rust build worker then had to authenticate against CF’s REST API, pull the queue message, execute the build, upload artifacts to R2, and acknowledge the message. This over complicated the system. The Architectural Change Instead of the rust build worker pulling jobs queues after the ping, I made the control-plane worker both queue producer and queue consumer. Now the Pipeline Looks like this:- When a project is created or a git push occurs the Worker records a queued row in D1 and pushes the build configuration into the queue. The Worker then takes 1 job from the queue and send the build configuration to the Rust build worker, If a build is running CF natively waits for it to be acknowledged-no custom logic for it Then the Rust build worker finally runs the build and upload the build output to R2.[I acknowledge the job even if the build fails to prevent retry loops] No frontend changes, see my IDE...
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1792637657.8521173
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1793242457.8521173
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579
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Runik - Just Run It by @uv | Stardance
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uv
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0
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44.74
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0
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[]
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[{"post_id": 67688, "ts": "202 [{"post_id": 67688, "ts": "2026-09-13T21:17:48Z", "hours": 1.0225, "text": "Finished proxy - but I can’t use it I finished writing the proxy. I had to: Retrieve the provided containers internal IP Generate a random IPv6 address within the given prefix and add it using netlink Start a proxy, listening at the generated IPv6 for each port, and proxying it to the containers IP. This works, but unfortunately I can’t use it! My server provider, datalix, gives a /64 subnet for each VPS, but what they don’t tell you is that you can only have 10 routed IPv6 addresses! This is not enough, and I have to manually add the addresses anyways. This means that I can’t listen on the generated IP address, and also that I can’t give each container an IP. This is a big problem, because some applications (like a minecraft server) require a plain TCP connection, which does not work behind a reverse proxy since there is no hostname passed. My only option is to rent a dedicated server, which I can’t afford right now. So now I will continue work on other parts of the project, like making it viable and easy to deploy different services, offer one click apps/database and potentially work on a way provision servers from the cloud. Commits: Retrieve container IPv4 address on expose command Finish proxy"}, {"post_id": 66762, "ts": "2026-09-12T17:28:10Z", "hours": 1.2539, "text": "Finished proxy communication Wrote a library to make receiving and sending messages really simple. Uses unix sockets so they are pretty fast. The server is started in the background, then different commands are received through channels. On the client, the connection is started in the background but c.Start() waits for the connection to change to connected. Then messages can be sent, but the connection has to be sustained using c.Wait() which waits until the server disconnects. Now I can start work on querying the docker container for its internal ip address and proxying it. Commit"}, {"post_id": 66189, "ts": "2026-09-11T21:06:12Z", "hours": 0.3208, "text": "Started work on the proxy API Not much to show, but I started writing code to create a unix socket to listen for messages. I’ll need to pass a container name, and array of ports to publish. I’ll also have to figure out how to pick new ipv6 addresses"}, {"post_id": 65549, "ts": "2026-09-10T19:14:29Z", "hours": 5.9189, "text": "long time no see I kinda hit a roadblock and waiting till I got past it until posting a devlog, but that never happened. That roadblock was trying to give each container a public ipv6 address. I was trying to get docker to expose ports on a specific ipv6 address on each container, but no matter what I did there still ended up being port conflicts. I found a better alternative now though, which is writing a proxy service that binds to an ipv6 address, and forwards the traffic to the containers internal ipv4 address. This works, but now I need to write an API so my virtual server can specify a container name and ports to forward to a public address, and dynamically create these addresses I still worked on other stuff though, so here’s what I have changed: (Sorry for massive devlog) The docker virtual server now syncs products automatically to the platform. Before it had to be done through a cURL command. Add a default postgres url to configuration Add a Key-Value input (UI library) Add support support for Key Value inputs to platform Allow users to configure volumes Simplify virtual server configuration by removing suboptions Allow regex validation for text inputs Fixes for KV Input: 1 , 2 Add a README Disable email verification by default Style scrollbar on chrome Make error message more detailed Allow users to specify port protocol with regex validation Add a database utility to makefile"}, {"post_id": 41559, "ts": "2026-08-05T21:05:59Z", "hours": 2.9108, "text": "Lotta Features!: Toasts, Container Recreation, and Ability to reconfigure services Added toast messages - needed a better way to show error messages so I implemented toasts. These were implemented using a MutationObserver, which watches an element for changes, in this case for new nodes being added to it. This lets me automatically remove toasts after a certain time and fade them out. Using a MutationObserver allows toasts to be added using HATEOS (HTMX) instead of only being able to create toasts from JavaScript. Added the ability to reconfigure services. Before only the value was shown, but now you can update configuration and save it. Added an API endpoint so virtual servers could request new service configuration. Also reworked code to use toasts, and generally improved code quality by moving code into separate functions Added the option to recreate containers. This is needed to update the container image, and/or refresh configuration, for example new ports or even a different image. This depended on the changes in 2. Toasts Reconfigure services Recreate containers"}, {"post_id": 40014, "ts": "2026-08-03T11:17:27Z", "hours": 2.4128, "text": "Feature: Service Actions Virtual servers can now list actions for the user. This is fully programmatic, so when the virtual server sends statistics and links, it also responds with a list of actions like: { \"label\" : \"Stop\" , \"code\" : \"stop_container\" , \"type\" : ui.ButtonTypeDanger , \"confirm\" : { \"title\" : \"Are you sure you want to stop this container?\" , \"description\" : \"Application data may be lost.\" , \"button_label\" : \"Confirm\" } } Each action has an optional and configurable confirmation dialog. Doing it like this allows the virtual server to have different actions based on the status of the container for example, like start if its stopped and stop/restart if its running. I also added a loading indicator to all buttons, which shows whenever a HTMX request is being made. Sort links by name (to prevent them shuffling) Add service actions"}, {"post_id": 37176, "ts": "2026-07-29T18:01:06Z", "hours": 1.7853, "text": "Feature: Service overview page Shows the status and utilisation of the container, and also the links. The links are found by parsing the containers labels and extracting the traefik rules. Fixed a few issues with the docker manager: Only one manager was started but the channel width was 5, meaning only one service was handled at a time. Now I start 5 managers, so 5 containers are handled at once. Made it so loading services at start runs in the background as well, so the API is available a lot quicker Each port uses a different service name in traefik, not sure if this was an issue but could of potentially caused problems when a service has multiple ports Also added loading indicator and status dot components. Next I’ll implement manual start/stop of containers (general action buttons), then service deletion and then volumes Service overview page Loading indicator/status dot"}, {"post_id": 36815, "ts": "2026-07-29T03:18:36Z", "hours": 1.5131, "text": "Feature: Fully automatic reverse proxy I added support for configuring ports, then implemented the Traefik reverse proxy giving each port a unique (non random - based on service id and port) subdomain. The service is given automatic TLS (error due to self signed cert - when I deploy I will have a domain and use letsencrypt) Next I need to add a better display, so the link shows in app Commit"}, {"post_id": 36772, "ts": "2026-07-29T01:20:38Z", "hours": 0.4367, "text": "Feature: Parse and store multi-input values I allowed configuration of multi inputs, to set the min and max values/length of number/text inputs I parsed and stored the values on the backend, so they are now available to the virtual server I need to: Allow updating configuration after creation Figure out how to implement a reverse proxy with variable subdomains to expose ports Configure multiinputs Add parsing + storage"}, {"post_id": 36755, "ts": "2026-07-29T00:50:03Z", "hours": 1.14, "text": "Feature: Multi-Inputs I added an input to my ui library that lets you add infinite entries. Supports text/number types. Also fixed an issue where modals could overflow the screen. Built this so I can have better configuration for my docker service, i.e to set ports and volumes. Haven’t implemented the backend storage for these but the components work Commit"}, {"post_id": 36544, "ts": "2026-07-28T18:47:35Z", "hours": 0.5611, "text": "Feature: Tabs The service page looked pretty bad so I added tabs to my UI library. Commit"}, {"post_id": 36526, "ts": "2026-07-28T18:11:50Z", "hours": 0.6992, "text": "Feature: View all your services Doesn’t show much rn Had a nightmare figuring out why the service list was overflowing the page. Solution was somehow to but min-width: 0 on the container 😭 Commit"}, {"post_id": 34029, "ts": "2026-07-24T13:28:14Z", "hours": 1.3494, "text": "Feature: Load existing on services on start + async container manager I added an endpoint to the platform API ( GET /api/services ) that returns all of the clients services. On start, the virtual server will request services to run, and start them one concurrently using golangs channel features (containers to run are added to a queue where up to five containers are handled at a time) Add async container manager Add API endpoint and start containers on virtual server start"}, {"post_id": 33744, "ts": "2026-07-23T22:00:55Z", "hours": 1.2117, "text": "Feature: Run docker images I implemented the very basics of running a docker container, and added a logs endpoint Definitely need to improve the UI for the service page, and make a tabs component. Also need to make stuff async so I don’t wait for the image to pull Commit"}, {"post_id": 33681, "ts": "2026-07-23T20:00:50Z", "hours": 0.7214, "text": "Feature: Configuration groups I added the ability to set configuration groups. These are purely visual. A virtual server may set whether the options are visible by default. For example to hide addons or advanced config options Commit"}, {"post_id": 33660, "ts": "2026-07-23T19:12:56Z", "hours": 3.5064, "text": "Feature: Order services I implemented the backend for ordering a service. Diagram explaining flow Text scored with red has not been implemented yet It works by Storing the service and configuration in a database Sending a request to the virtual server to run the service (signing the message so the virtual server can trust it) This setup is pretty complicated but it allows for virtual servers to run virtually anything and have configuration options for all of it. I have yet to implement: Per addon pricing (e.g +1 credit for +1 GB RAM) Configuration groups, which would allow for sections of configuration (e.g simple, advanced, and addons) Advanced options (required, selects etc) A proper virtual server that actually runs stuff A good service page Implement service orders Disable spinners on number inputs"}, {"post_id": 32519, "ts": "2026-07-21T19:08:31Z", "hours": 0.7511, "text": "WIP Feature: Get service modal I implemented a modal that loads on click, and has all the addons/options of the service. I need to style number inputs better, and make it so servers can set min/max values and lengths Commit"}, {"post_id": 32420, "ts": "2026-07-21T16:24:31Z", "hours": 2.4522, "text": "Feature: Programmatic services You can now add services through an API, using a generated client id and secret. A server would call the API, passing a list of products to sync. You pass a name, description, unique code, a price and a pricing schedule (per hour, day, or month). You can also add addons with options, currently only text or numbers (e.g for additional RAM). I also added a page to view all available services. Next I’ll implement “getting” the service Add services API + page Show credit price"}, {"post_id": 30182, "ts": "2026-07-17T15:30:18Z", "hours": 0.6244, "text": "Feature: Disable email verification Added an env variable ( MAIL_ENABLE ) that will disable any email sending and functions like verification. With this enabled, signing up will automatically mark the account as verified and sign them in, skipping the verify step. Did this so I can develop entirely locally and without internet, I’m on holiday in the Outer Hebrides where internet isn’t great. Writing this on a 7 hour ferry Also changed the flags field from bigint -> integer to save space, I won’t need 64 bits) Disable Email Verification Fix silliness"}, {"post_id": 24406, "ts": "2026-07-07T22:51:56Z", "hours": 0.4258, "text": "Feature: API client secret regeneration You can now regenerate the client secret. Mostly copied code from the confirm deletion, tweaked to show the new secret after. Also improved error handling so now it should show an error message if something fails instead of sending the error into the void Commit"}, {"post_id": 24382, "ts": "2026-07-07T22:06:34Z", "hours": 0.6533, "text": "Feature: Delete API clients + Danger button I added a delete action to API clients, with a confirmation modal. This needed a new button type, danger. Next I will add a regenerate action, and then I guess I will have to work on a products API Danger button API client deletion"}, {"post_id": 24250, "ts": "2026-07-07T18:06:29Z", "hours": 0.8303, "text": "Feature: API Client creation + Copy Button I added a page to view, manage and create API clients. This is what the past couple of devlogs have been leading up to, there was a lot of interactivity required for this. These will be used to programmatically set up “virtual servers”, which will be able to register “products” to the platform, and receive services to deploy, and they manage where to deploy them, for example on the current server, or provision a VPS, or to GKE, or a docker swarm. I’m designing it to be as flexible as possible. I also added a copy button component Need to implement actions next, probably just delete Copy button Fix issue where close modal buttons would submit form Add copy button to kitchen sink (UI demo) Add API clients"}, {"post_id": 24208, "ts": "2026-07-07T16:55:24Z", "hours": 1.7847, "text": "Feature: Tables + Modals I added tables and modals to my UI library. I needed these for my next platform update. Tables were more annoying to implement than you’d expect, the browser makes them pretty hard to style. Modals on the other hand were pretty quick to implement, I just used my existing card component. My UI library is coming together pretty quickly, I’ve now implemented most of the components you’d need for a interactive website! Tables Modals"}, {"post_id": 23647, "ts": "2026-07-06T18:46:04Z", "hours": 0.9703, "text": "Feature: Sign Out + Alerts I added the ability to sign out, added a favicon, created a standard layout component. I also added four types of alerts to my UI library, and the associated colours. I’ve designed everything to be themeable. I needed this for my next update Add Sign Out Disable logging of read config Add layout component and favicon Added alerts and colours Disable text wrapping in sidebar"}, {"post_id": 23143, "ts": "2026-07-05T22:25:33Z", "hours": 0.4675, "text": "Feature: Account page I added the account page that shows after sign in/up. Sign out is not implemented yet. I also updated the sidebar styling, adding a gap between links and differentiating between active and inactive links. Commit"}, {"post_id": 23115, "ts": "2026-07-05T21:27:55Z", "hours": 0.7358, "text": "Feature: Sign In I added a sign in page, implemented session tokens, and fixed a few bugs I also made it so you are automatically signed in after verifying your account. This is secure because a verification session is only made after signing in or creating an account. Honestly I thought this would take longer to implement, but I have done this a million times before. Next I’ll implement the account page. Implement sign in and sessions Make the code input required Fix error message when entering wrong code Make verification sign you in Cleanup/remove verification session after use"}, {"post_id": 23053, "ts": "2026-07-05T19:49:29Z", "hours": 1.7281, "text": "Feature: Verification emails When you create an account, an email with the verification code gets sent. You are redirected to a verification page, where you can enter the code, submit and your account gets marked as verified. The page after verification is not implemented. To do this, I: Added a hidden input to the code input that contains the actual value Set up mail sending using AWS SES (over SMTP) Added a flags column to users, and created a flagset with a verified and admin flag Created verification sessions, which store the code, an expiry date and a unique identifier Next, I’ll implement signing in (with sessions) Commit 1 - hidden input Commit 2 - verification sessions, emails and flags"}, {"post_id": 22447, "ts": "2026-07-04T22:23:38Z", "hours": 1.1489, "text": "Feature: Code input + Verify Page I built a verification page (server side stuff not implemented yet) and to do this I build a custom code input. It automatically focusses the next input when typing, or the previous when backspacing. I also added support for pasting codes. In the video demo, after pasting the focus doesn’t go to the last input but I have since fixed this. Next up, I’ll set up SMTP with AWS SES and get verification working on the server side. Commit 1 - Code input and verify page Commit 2 - Handle backspace and focus to next input when pasting"}, {"post_id": 21830, "ts": "2026-07-03T23:24:41Z", "hours": 1.2767, "text": "Feature: Sign up! There a fair bit of set up involved with this. I had to: Add config with environment variables Set up postgres database (automatic schema migration) Restructure again So now you can create an account. You can’t do anything yet, and I need to implement the next step of the flow, which is to verify your email. Commit 1 - Setup config, database and pretty logging Commit 2 - Slight restructure Commit 3 - Implement sign up (with HTMX)"}, {"post_id": 21782, "ts": "2026-07-03T21:44:10Z", "hours": 0.3444, "text": "Feature: Ghost buttons Also fixed an issue where link buttons got displayed differently due to left over styles from the browser on buttons. Commit"}, {"post_id": 21761, "ts": "2026-07-03T21:07:57Z", "hours": 0.7631, "text": "Inputs I added inputs to my UI library and added fields to my sign up form Probably won’t keep the background but its fun. Second attachment is one of my mockups from a long time ago that I might try make the UI look like. Commit"}, {"post_id": 21719, "ts": "2026-07-03T20:14:06Z", "hours": 0.6161, "text": "Start work on platform I’m starting work on the Runik platform interface. To do this I restructured the code, added a “Full Page Card” component and created a basic sign up page"}, {"post_id": 20967, "ts": "2026-07-02T18:15:56Z", "hours": 0.8025, "text": "Minimise sidebar I implemented the minimise button on the sidebar! It backs to local storage so works through refreshes and different pages. Also provides a way to display difference things based on if the sidebar is maximised or not Commit"}, {"post_id": 20892, "ts": "2026-07-02T16:52:25Z", "hours": 1.0878, "text": "Sidebar and icons support! Currently the minimise sidebar button doesn’t work. I also need to add a section for bottom links. Forgot to mention in my previous devlog, some time wasn’t tracked because I was experimenting with the helix editor. Also, this project is only using CSS, not tailwindcss. Although tailwindcss is nice, I miss CSS selectors and I find it a bit silly to have a build step for CSS. Commit"}, {"post_id": 20836, "ts": "2026-07-02T15:26:34Z", "hours": 0.515, "text": "UI Library I started working on a UI library. For my other projects I wrote the UI from scratch, where I was repeating a lot of code, or used Daisyui, which I never really liked the look of. So instead, I’m writing my own UI library for templ (a templating language for golang) so I can get it right this time. So far I’ve added buttons, button rows and cards, and a “kitchen sink” demo. There are three types of buttons, primary, secondary and accent, with nice animations. Button rows can also be aligned left, right, or center."}]...
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Title: Runik - Just Run It by @uv | Stardance
Dev Title: Runik - Just Run It by @uv | Stardance
Devlogs:
UI Library I started working on a UI library. For my other projects I wrote the UI from scratch, where I was repeating a lot of code, or used Daisyui, which I never really liked the look of. So instead, I’m writing my own UI library for templ (a templating language for golang) so I can get it right this time. So far I’ve added buttons, button rows and cards, and a “kitchen sink” demo. There are three types of buttons, primary, secondary and accent, with nice animations. Button rows can also be aligned left, right, or center.
Sidebar and icons support! Currently the minimise sidebar button doesn’t work. I also need to add a section for bottom links. Forgot to mention in my previous devlog, some time wasn’t tracked because I was experimenting with the helix editor. Also, this project is only using CSS, not tailwindcss. Although tailwindcss is nice, I miss CSS selectors and I find it a bit silly to have a build step for CSS. Commit
Minimise sidebar I implemented the minimise button on the sidebar! It backs to local storage so works through refreshes and different pages. Also provides a way to display difference things based on if the sidebar is maximised or not Commit
Start work on platform I’m starting work on the Runik platform interface. To do this I restructured the code, added a “Full Page Card” component and created a basic sign up page
Inputs I added inputs to my UI library and added fields to my sign up form Probably won’t keep the background but its fun. Second attachment is one of my mockups from a long time ago that I might try make the UI look like. Commit
Feature: Ghost buttons Also fixed an issue where link buttons got displayed differently due to left over styles from the browser on buttons. Commit
Feature: Sign up! There a fair bit of set up involved with this. I had to: Add config with environment variables Set up postgres database (automatic schema migration) Restructure again So now you can create an account. You can’t do anything yet, and I need to implement the next step of the flow, which is to verify your email. Commit 1 - Setup config, database and pretty logging Commit 2 - Slight restructure Commit 3 - Implement sign up (with HTMX)
Feature: Code input + Verify Page I built a verification page (server side stuff not implemented yet) and to do this I build a custom code input. It automatically focusses the next input when typing, or the previous when backspacing. I also added support for pasting codes. In the video demo, after pasting the focus doesn’t go to the last input but I have since fixed this. Next up, I’ll set up SMTP with AWS SES and get verification working on the server side. Commit 1 - Code input and verify page Commit 2 - Handle backspace and focus to next input when pasting
Feature: Verification emails When you create an account, an email with the verification code gets sent. You are redirected to a verification page, where you can enter the code, submit and your account gets marked as verified. The page after verification is not implemented. To do this, I: Added a hidden input to the code input that contains the actual value Set up mail sending using AWS SES (over SMTP) Added a flags column to users, and created a flagset with a verified and admin flag Created verification sessions, which store the code, an expiry date and a unique identifier Next, I’ll implement signing in (with sessions) Commit 1 - hidden input Commit 2 - verification sessions, emails and flags
Feature: Sign In I added a sign in page, implemented session tokens, and fixed a few bugs I also made it so you are automatically signed in after verifying your account. This is secure because a verification session is only made after signing in or creating an account. Honestly I thought this would take longer to implement, but I have done this a million times before. Next I’ll implement the account page. Implement sign in and sessions Make the code input required Fix error message when entering wrong code Make verification sign you in Cleanup/remove verification session after use
Feature: Account page I added the account page that shows after sign in/up. Sign out is not implemented yet. I also updated the sidebar styling, adding a gap between links and differentiating between active and inactive links. Commit
Feature: Sign Out + Alerts I added the ability to sign out, added a favicon, created a standard layout component. I also added four types of alerts to my UI library, and the associated colours. I’ve designed everything to be themeable. I needed this for my next update Add Sign Out Disable logging of read config Add layout component and favicon Added alerts and colours Disable text wrapping in sidebar
Feature: Tables + Modals I added tables and modals to my UI library. I needed these for my next platform update. Tables were more annoying to implement than you’d expect, the browser makes them pretty hard to style. Modals on the other hand were pretty quick to implement, I just used my existing card component. My UI library is coming together pretty quickly, I’ve now implemented most of the components you’d need for a interactive website! Tables Modals
Feature: API Client creation + Copy Button I added a page to view, manage and create API clients. This is what the past couple of devlogs have been leading up to, there was a lot of interactivity required for this. These will be used to programmatically set up “virtual servers”, which will be able to register “products” to the platform, and receive services to deploy, and they manage where to deploy them, for example on the current server, or provision a VPS, or to GKE, or a docker swarm. I’m designing it to be as flexible as possible. I also added a copy button component Need to implement actions next, probably just delete Copy button Fix issue where close modal buttons would submit form Add copy button to kitchen sink (UI demo) Add API clients
Feature: Delete API clients + Danger button I added a delete action to API clients, with a confirmation modal. This needed a new button type, danger. Next I will add a regenerate action, and then I guess I will have to work on a products API Danger button API client deletion
Feature: API client secret regeneration You can now regenerate the client secret. Mostly copied code from the confirm deletion, tweaked to show the new secret after. Also improved error handling so now it should show an error message if something fails instead of sending the error into the void Commit
Feature: Disable email verification Added an env variable ( MAIL_ENABLE ) that will disable any email sending and functions like verification. With this enabled, signing up will automatically mark the account as verified and sign them in, skipping the verify step. Did this so I can develop entirely locally and without internet, I’m on holiday in the Outer Hebrides where internet isn’t great. Writing this on a 7 hour ferry Also changed the flags field from bigint -> integer to save space, I won’t need 64 bits) Disable Email Verification Fix silliness
Feature: Programmatic services You can now add services through an API, using a generated client id and secret. A server would call the API, passing a list of products to sync. You pass a name, description, unique code, a price and a pricing schedule (per hour, day, or month). You can also add addons with options, currently only text or numbers (e.g for additional RAM). I also added a page to view all available services. Next I’ll implement “getting” the service Add services API + page Show credit price
WIP Feature: Get service modal I implemented a modal that loads on click, and has all the addons/options of the service. I need to style number inputs better, and make it so servers can set min/max values and lengths Commit
Feature: Order services I implemented the backend for ordering a service. Diagram explaining flow Text scored with red has not been implemented yet It works by Storing the service and configuration in a database Sending a request to the virtual server to run the service (signing the message so the virtual server can trust it) This setup is pretty complicated but it allows for virtual servers to run virtually anything and have configuration options for all of it. I have yet to implement: Per addon pricing (e.g +1 credit for +1 GB RAM) Configuration groups, which would allow for sections of configuration (e.g simple, advanced, and addons) Advanced options (required, selects etc) A proper virtual server that actually runs stuff A good service page Implement service orders Disable spinners on number inputs
Feature: Configuration groups I added the ability to set configuration groups. These are purely visual. A virtual server may set whether the options are visible by default. For example to hide addons or advanced config options Commit
Feature: Run docker images I implemented the very basics of running a docker container, and added a logs endpoint Definitely need to improve the UI for the service page, and make a tabs component. Also need to make stuff async so I don’t wait for the image to pull Commit
Feature: Load existing on services on start + async container manager I added an endpoint to the platform API ( GET /api/services ) that returns all of the clients services. On start, the virtual server will request services to run, and start them one concurrently using golangs channel features (containers to run are added to a queue where up to five containers are handled at a time) Add async container manager Add API endpoint and start containers on virtual server start
Feature: View all your services Doesn’t show much rn Had a nightmare figuring out why the service list was overflowing the page. Solution was somehow to but min-width: 0 on the container 😭 Commit
Feature: Tabs The service page looked pretty bad so I added tabs to my UI library. Commit
Feature: Multi-Inputs I added an input to my ui library that lets you add infinite entries. Supports text/number types. Also fixed an issue where modals could overflow the screen. Built this so I can have better configuration for my docker service, i.e to set ports and volumes. Haven’t implemented the backend storage for these but the components work Commit
Feature: Parse and store multi-input values I allowed configuration of multi inputs, to set the min and max values/length of number/text inputs I parsed and stored the values on the backend, so they are now available to the virtual server I need to: Allow updating configuration after creation Figure out how to implement a reverse proxy with variable subdomains to expose ports Configure multiinputs Add parsing + storage
Feature: Fully automatic reverse proxy I added support for configuring ports, then implemented the Traefik reverse proxy giving each port a unique (non random - based on service id and port) subdomain. The service is given automatic TLS (error due to self signed cert - when I deploy I will have a domain and use letsencrypt) Next I need to add a better display, so the link shows in app Commit
Feature: Service overview page Shows the status and utilisation of the container, and also the links. The links are found by parsing the containers labels and extracting the traefik rules. Fixed a few issues with the docker manager: Only one manager was started but the channel width was 5, meaning only one service was handled at a time. Now I start 5 managers, so 5 containers are handled at once. Made it so loading services at start runs in the background as well, so the API is available a lot quicker Each port uses a different service name in traefik, not sure if this was an issue but could of potentially caused problems when a service has multiple ports Also added loading indicator and status dot components. Next I’ll implement manual start/stop of containers (general action buttons), then service deletion and then volumes Service overview page Loading indicator/status dot
Feature: Service Actions Virtual servers can now list actions for the user. This is fully programmatic, so when the virtual server sends statistics and links, it also responds with a list of actions like: { "label" : "Stop" , "code" : "stop_container" , "type" : ui.ButtonTypeDanger , "confirm" : { "title" : "Are you sure you want to stop this container?" , "description" : "Application data may be lost." , "button_label" : "Confirm" } } Each action has an optional and configurable confirmation dialog. Doing it like this allows the virtual server to have different actions based on the status of the container for example, like start if its stopped and stop/restart if its running. I also added a loading indicator to all buttons, which shows whenever a HTMX request is being made. Sort links by name (to prevent them shuffling) Add service actions
Lotta Features!: Toasts, Container Recreation, and Ability to reconfigure services Added toast messages - needed a better way to show error messages so I implemented toasts. These were implemented using a MutationObserver, which watches an element for changes, in this case for new nodes being added to it. This lets me automatically remove toasts after a certain time and fade them out. Using a MutationObserver allows toasts to be added using HATEOS (HTMX) instead of only being able to create toasts from JavaScript. Added the ability to reconfigure services. Before only the value was shown, but now you can update configuration and save it. Added an API endpoint so virtual servers could request new service configuration. Also reworked code to use toasts, and generally improved code quality by moving code into separate functions Added the option to recreate containers. This is needed to update the container image, and/or refresh configuration, for example new ports or even a different image. This depended on the changes in 2. Toasts Reconfigure services Recreate containers
long time no see I kinda hit a roadblock and waiting till I got past it until posting a devlog, but that never happened. That roadblock was trying to give each container a public ipv6 address. I was trying to get docker to expose ports on a specific ipv6 address on each container, but no matter what I did there still ended up being port conflicts. I found a better alternative now though, which is writing a proxy service that binds to an ipv6 address, and forwards the traffic to the containers internal ipv4 address. This works, but now I need to write an API so my virtual server can specify a container name and ports to forward to a public address, and dynamically create these addresses I still worked on other stuff though, so here’s what I have changed: (Sorry for massive devlog) The docker virtual server now syncs products automatically to the platform. Before it had to be done through a cURL command. Add a default postgres url to configuration Add a Key-Value input (UI library) Add support support for Key Value inputs to platform Allow users to configure volumes Simplify virtual server configuration by removing suboptions Allow regex validation for text inputs Fixes for KV Input: 1 , 2 Add a README Disable email verification by default Style scrollbar on chrome Make error message more detailed Allow users to specify port protocol with regex validation Add a database utility to makefile
Started work on the proxy API Not much to show, but I started writing code to create a unix socket to listen for messages. I’ll need to pass a container name, and array of ports to publish. I’ll also have to figure out how to pick new ipv6 addresses
Finished proxy communication Wrote a library to make receiving and sending messages really simple. Uses unix sockets so they are pretty fast. The server is started in the background, then different commands are received through channels. On the client, the connection is started in the background but c.Start() waits for the connection to change to connected. Then messages can be sent, but the connection has to be sustained using c.Wait() which waits until the server disconnects. Now I can start work on querying the docker container for its internal ip address and proxying it. Commit
Finished proxy - but I can’t use it I finished writing the proxy. I had to: Retrieve the provided containers internal IP Generate a random IPv6 address within the given prefix and add it using netlink Start a proxy, listening at the generated IPv6 for each port, and proxying it to the containers IP. This works, but unfortunately I can’t use it! My server provider, datalix, gives a /64 subnet for each VPS, but what they don’t tell you is that you can only have 10 routed IPv6 addresses! This is not enough, and I have to manually add the addresses anyways. This means that I can’t listen on the generated IP address, and also that I can’t give each container an IP. This is a big problem, because some applications (like a minecraft server) require a plain TCP connection, which does not work behind a reverse proxy since there is no hostname passed. My only option is to rent a dedicated server, which I can’t afford right now. So now I will continue work on other parts of the project, like making it viable and easy to deploy different services, offer one click apps/database and potentially work on a way provision servers from the cloud. Commits: Retrieve container IPv4 address on expose command Finish proxy...
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Ship Talkers by @SeradedStripes | Stardance
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SeradedStripes
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1
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44.69
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676
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T09:59:54Z", "hours": 41.0, "multiplier": 13.61, "payout": 676, "blessing": "neutral", "text": "I made shiptalkers! A bot that originally allows you to compare your slack time to hackatime time. Previously it was shut down, but I have revived it! With many additions as well. It features a website with a bunch of aggregated stats, a cool api and sweet leaderboards. Even a search system! It processes all messages in hack club slack to calculate slack time. Although if you opt in to it storing your messages as well, it will be way more accurate and will stay updated faster.", "repo": "https://github.com/SeradedStripes/shiptalkers", "demo": "https://shiptalkers.kirze.de"}]...
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[{"post_id": 75302, "ts": "202 [{"post_id": 75302, "ts": "2026-09-29T18:01:58Z", "hours": 1.6317, "text": "Updates Quite a bit this time that are important. First up I added a link to the github in the header and fixed the bot to actually follow slack rate limtis. Added a board for linked accounts page. Big thing now. Added consent gated slack scraping. Basically fd told me i need people to opt in. And finally the last big thing I added channel blacklisting as a shipwright and a goi linked through OAuth so I had to blacklist all sw channels and goi channel as they have sensitive messages in them"}, {"post_id": 74418, "ts": "2026-09-27T11:00:42Z", "hours": 2.0608, "text": "Update time Been quite a bit since ship and i decided because of the stardance extension I’m going to do more devlogs. Mainly i added an opt out feature and realized the new defaults for scraping speeds were shit so i undid them. I then decided that because there were channels with fucking 3000 thread roots, i lowered the age limit of threads to 7 days instead of 30 days. I nuked opt out/opt in and nuked the manual apps needed for scraping. There is now an OAuth system with slack, you can link your account and it will scrape your messages in private channels you are in. works without this though. Added a max scraping per minute variable so i dont strain my internet connection a bunch. And finally I also added the [PRIVATE] and [ARCHIVED] badges to channels"}, {"post_id": 69557, "ts": "2026-09-17T09:48:52Z", "hours": 2.6625, "text": "Updates Should be final update before I ship Added all users and all channels boards Renamed Leaderboards to just Boards Normalized colum widths for those boards and added pagination We were hammering hackatime, it now has a hard limit of 50k hackatime reqs/day and 1req/sec Massive update to stats page so it displays more info and is more relevant. Changed total time to total hours where the time was hours and added total time in format of years/months/ etc. as well We sped up docker builds a bunch We retry known private hackatime users ever 30 days now Fixed a shared message-scrape lock The response when you ask the bot for time now includes a link to your/person your checking time ofs stats page I think thats about it"}, {"post_id": 68061, "ts": "2026-09-14T13:34:14Z", "hours": 3.9675, "text": "Updates Quite a bunch of updates this time, a lot of work has been done, and i feel like I was nearly killed by fd. Okay so Shiptalkers is now opt in. Most of this devlogs time was spent: Adding a message locator system, basically maps out where every message is instead of storing content of it Process messages without storing message content Backfill message content for users who opt in Add a custom shiptalkers id assigned to messages so we dont store sender id of each message. To opt in you can send “Opt In” in the shiptalkers channel Apart from that I migrated from in file SQL to a proper migrations system. General updates Added mobile support Massive cleanup of AGENTS.md 0 Full fetch and scrape all messages run in parrallel now. Archived channels card for stats page. Now persists thread rescans, added a thread timestamp index, persisted thread high-water marks. Reduced repeated history-wide scans Added durable consent backfill progress and fixed backfills blocking fresh message checks Fixed a per message update of the shared database counter row. It now updates per statement Score recomputation is now hourly instead of passly. I think thats about it. Main point of this is that we got scraping to be way faster, and we got opt in requirement."}, {"post_id": 64872, "ts": "2026-09-09T15:53:56Z", "hours": 2.1342, "text": "Updates Bunch of API related things this time Added api docs API key section in account tab and APIT key account endpoints Added CSRF support (lmao i dont know why i didnt have it before) Made the api key response be a popup in account page and centered it in a later commit Added Stats API endpoint Added Max Age to cookies Website and slack bot now share 1 source of truth for stats (stupid that i didnt have it like this already) Added granting perms to other api keys New user joins are now picked up in real time. Thats about it"}, {"post_id": 62009, "ts": "2026-09-05T06:41:19Z", "hours": 0.9625, "text": "Updates Really short devlog this time. Added Error logging for session_query Resumable channel sweeps Use a new action for build & deploys Workflows are also greatly increased with speed"}, {"post_id": 60402, "ts": "2026-09-02T18:19:48Z", "hours": 3.8992, "text": "Alot of updates this time Updates Brand new scraper crate separate from app, dk if I have mentioned it before in devlogs. It does slack and hackatime scraping all in one so we can have the main app deploys not interrupt scrapes. Updates^2 Added “a” keyword - Alias for “all time” Updated settings.rs and example.env to fit new defaults Fixed refresh_daily_stats failing on a second Fixed a bunch of ::bigint needing to be everywhere a sum() was decoded switched scraper to mimalloc allocator Replaced ts with real message_tis / 1000000 (I dont know if i put enough/too many zeros here) Fixed slack time recomputing in new postgredb Precomputes page stats now Removed a useless half-hourly job ON CONFLICT now only fires when counts actually change Added DB available probe to tests Better logging (disabled timestamps in logger) Added a mark_seen dedupe Updated hackatime sync logging to be less taking up all logs Added zstd + drop duplicate tables Removed zstd as postgre18-alpine does not come with it and I am not rescraping slack Only the scraper can init tables now I don’t think im missing anything else i did, If I am though then sorry gois Also see in one of the images below is total ram and cpu usage. somehow the postgre db is using over 4.5G of ram"}, {"post_id": 55696, "ts": "2026-08-27T17:39:34Z", "hours": 2.3453, "text": "Updates Mighta lowkey forgot to be doing devlogs again… Anyway Updates^2 Basically any keyword for time works now Cargo Chef is now used for docker Updated AGENTS.md No longer requires hackatime data to display slack time data. Ported everything from clickhouse to postgresql but havent deployed that yet You can now mention other people to get their stats I think thats it Might be wrong on that tho. Anyway I got better from being sick last week and im sick again Also used @mahad in screenshot below, def not an excuse just for a random pung"}, {"post_id": 50981, "ts": "2026-08-20T13:52:57Z", "hours": 1.0983, "text": "Updates We still sick (not much better today) but i got some work done Updates^2 Split a bunch of existing code into separate files for maintainability added font caching parallel resyncs (hackatime) More memory/CPU optimizations in the code (I lowkey forgot what i changed for this Thats it for now"}, {"post_id": 50495, "ts": "2026-08-19T17:34:53Z", "hours": 1.4911, "text": "A decent length devlog this time So recently I have been sick so i got less time. (Wish me to get better soon) Anyway enough of that, on to the changes: Updates Fixed authless hackatime syncing Using the spans api of hackatime so we get all data for time specific commands fix SQL and rust helper dividing by 1000000 Wrapped the entire sum(if(…)) in toUInt64(), which fixed the slack bot reporting wrong time from public hackatime syncing change. It makes it so clickhouse sees a single output type regardless of what it infers inside. Thats about it"}, {"post_id": 47761, "ts": "2026-08-15T22:05:51Z", "hours": 1.8011, "text": "Updates We swapped aws-lc-rs for ring futures swapped for futures-util nuked tower crate & lowered what is pulled for tokio Brought back dependabot auto merge Added cool charts Nuked cool charts Stats page changed again (wip) Broke hackatime time syncing when i tried to make it not need auth (tmrw me problem) Added page streaming and incremantal word totals"}, {"post_id": 47444, "ts": "2026-08-15T11:36:12Z", "hours": 2.1614, "text": "Updates improving my devlog to hour ratio Anyway.. New db scrape is completed! Major changes Top words leaderboard Leaderboard search system Updated stats page (see below) Added a combined leaderboard (hackatime + slack time) Added backups in coolify Minor repo restructure (moved shiptalkers-app to its own shiptalkers-app/ dir) Added gzip support for slack api scrapers im lowkey running out of things to add… Drop any suggestions in the comments"}, {"post_id": 45844, "ts": "2026-08-12T15:56:53Z", "hours": 2.9381, "text": "Updates Tad bit of time that i forgot to log progressively. Anyway DB got corrupted We rescraping dis shi rn Added a whole new formula (multiple times actually) Added tests for formula Did a bunch of fixes to try and save corrupted db Afterwards i just nuked it and we started rescraping yesterday Made ini_tables probe slack_messages_by_user first Added default clickhouse values into the rust app Now recomputes stats page cache every 30s Fixed UNKNOWN_IDENTIFIER: ‘chars’ (Yeah i had claude do this one) Added a better system to add new slack keys to the env, instead of 1 big env var, its now, SLACK_BOT_TOKEN_X=xoxb…. Where X is token number made it a shared work queue instead of static round robin sharding for scraper Switched to a mimalloc allocator from glibc It now does backfills for channels and users in parallel Added a system for incase hackatime goes down Did a commit for one new keyboard being “last 2 months” It also now scrapes reactions"}, {"post_id": 43402, "ts": "2026-08-08T16:58:43Z", "hours": 2.14, "text": "Updates Added proper test system More keywords Heavily sped up per user pages & stats page Updates stats ui to mostly show 5 decs for db size in gib added a display load time in ms to footer Nuked the admin panel Dependabot & PR labeler system(s) We now use alpine base for docker We got a tests system now I think thats it, idk tho"}, {"post_id": 43170, "ts": "2026-08-08T09:04:47Z", "hours": 3.83, "text": "Updates May have forgot to be doing devlogs Anyway Actual thread scanning and actually scraping its replies Recconect system for run_socket so the slack bot part stops dying Added an admin panel Is bot and Is Deleted acc tags to make leaderboard better Slack_app_creation script (to scrape with more tokens.. faster) Added error support from slack Proper slack stats time computation for in channel image Scan older threads support (up to 30 days) If slack stops sending periodic pings then slack bot auto reconnects Displays coding time as hours and minutes instead of just minutes DB schema updates"}, {"post_id": 40194, "ts": "2026-08-03T16:25:15Z", "hours": 3.8114, "text": "Oops, forgot to devlog for a bit Anyway Updates its online it works Round robin support for multiple tokens for > speed it replies in channel (ship-talkers channel) downgraded clickhouse to 26.4 for my older server added a proper health check endpoint Optimized slack messages daily Realized conversations.history supports 999 per request instead of just 100 msgs Auto deploy system Limited resources for clickhouse Consistant rescrape checks w/ round robin support ofc Thats about it i think Oh yeah it finished the full slack scrape Next up Changing scrape system for privacy reasons (maybe) more scrape accs QOL features Idk gang"}, {"post_id": 39345, "ts": "2026-08-02T08:05:59Z", "hours": 1.7075, "text": "Updates As usual we got a bunch of features Search system Channel search User Search Per user stats page Per channel stats page Hackatime/HCA login systems Header & Footer Added a cool banner at top of the page to show its scraping for initial scrape Fix docker failing due to forgeting to COPY templates for it Added scopes needed for everything to readme Switched out the purple for a soft pink Still not done scraping"}, {"post_id": 38890, "ts": "2026-08-01T13:41:10Z", "hours": 1.4708, "text": "Updates Docker stuff Better concurrency system Replaced hand rolled bucket Two queue system for need to be scraped and already scraped checking Show total db size in stats page Backfilling for already scraped channels Top chatters and top shiptalkers tables in stats page Move all styling to a css file Add the css file to the repo as i forgot to include it in the move all styling to css file commit Use askama crate for server side rendering to remove javascript in website remove dead code and dead crates Create AGENTS.md Syslink CLAUDE.md to AGENTS.md Create clippy.toml Create a justfile Create CONTRIBUTING.md Add expected environment to contributing file Realize slack api sucks for the millionth time Fix things that i was ignoring and just lint needed me to fix to not error outs Scraping is coming along good too over 1k channels done 14.8k to go"}, {"post_id": 38777, "ts": "2026-08-01T10:43:33Z", "hours": 1.6328, "text": "Updates Archived Channel ID scraping I then reverted that change 2 days later after how stupid it was No more infinite scan loops Message scraping support Auto dedupe Better scraping Better logging Thread Scraping Then better thread scraping Finally Thread reply scraping in background"}, {"post_id": 35126, "ts": "2026-07-26T11:24:54Z", "hours": 1.0536, "text": "Updates We got it scraping total channel count so far Proper list Link up stats page to clickhouse Fix it not pushing to clickhouse often enough Start off with scraping total channel count Docker compose stuff Fun Fact: There is a total of 15,958 channels in Hack Club Slack!"}, {"post_id": 35088, "ts": "2026-07-26T09:20:49Z", "hours": 0.275, "text": "Updates Basic project setup"}]...
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Title: Ship Talkers by @SeradedStripes | Stardance Title: Ship Talkers by @SeradedStripes | Stardance
Devlogs:
Updates Basic project setup
Updates We got it scraping total channel count so far Proper list Link up stats page to clickhouse Fix it not pushing to clickhouse often enough Start off with scraping total channel count Docker compose stuff Fun Fact: There is a total of 15,958 channels in Hack Club Slack!
Updates Archived Channel ID scraping I then reverted that change 2 days later after how stupid it was No more infinite scan loops Message scraping support Auto dedupe Better scraping Better logging Thread Scraping Then better thread scraping Finally Thread reply scraping in background
Updates Docker stuff Better concurrency system Replaced hand rolled bucket Two queue system for need to be scraped and already scraped checking Show total db size in stats page Backfilling for already scraped channels Top chatters and top shiptalkers tables in stats page Move all styling to a css file Add the css file to the repo as i forgot to include it in the move all styling to css file commit Use askama crate for server side rendering to remove javascript in website remove dead code and dead crates Create AGENTS.md Syslink CLAUDE.md to AGENTS.md Create clippy.toml Create a justfile Create CONTRIBUTING.md Add expected environment to contributing file Realize slack api sucks for the millionth time Fix things that i was ignoring and just lint needed me to fix to not error outs Scraping is coming along good too over 1k channels done 14.8k to go
Updates As usual we got a bunch of features Search system Channel search User Search Per user stats page Per channel stats page Hackatime/HCA login systems Header & Footer Added a cool banner at top of the page to show its scraping for initial scrape Fix docker failing due to forgeting to COPY templates for it Added scopes needed for everything to readme Switched out the purple for a soft pink Still not done scraping
Oops, forgot to devlog for a bit Anyway Updates its online it works Round robin support for multiple tokens for > speed it replies in channel (ship-talkers channel) downgraded clickhouse to 26.4 for my older server added a proper health check endpoint Optimized slack messages daily Realized conversations.history supports 999 per request instead of just 100 msgs Auto deploy system Limited resources for clickhouse Consistant rescrape checks w/ round robin support ofc Thats about it i think Oh yeah it finished the full slack scrape Next up Changing scrape system for privacy reasons (maybe) more scrape accs QOL features Idk gang
Updates May have forgot to be doing devlogs Anyway Actual thread scanning and actually scraping its replies Recconect system for run_socket so the slack bot part stops dying Added an admin panel Is bot and Is Deleted acc tags to make leaderboard better Slack_app_creation script (to scrape with more tokens.. faster) Added error support from slack Proper slack stats time computation for in channel image Scan older threads support (up to 30 days) If slack stops sending periodic pings then slack bot auto reconnects Displays coding time as hours and minutes instead of just minutes DB schema updates
Updates Added proper test system More keywords Heavily sped up per user pages & stats page Updates stats ui to mostly show 5 decs for db size in gib added a display load time in ms to footer Nuked the admin panel Dependabot & PR labeler system(s) We now use alpine base for docker We got a tests system now I think thats it, idk tho
Updates Tad bit of time that i forgot to log progressively. Anyway DB got corrupted We rescraping dis shi rn Added a whole new formula (multiple times actually) Added tests for formula Did a bunch of fixes to try and save corrupted db Afterwards i just nuked it and we started rescraping yesterday Made ini_tables probe slack_messages_by_user first Added default clickhouse values into the rust app Now recomputes stats page cache every 30s Fixed UNKNOWN_IDENTIFIER: ‘chars’ (Yeah i had claude do this one) Added a better system to add new slack keys to the env, instead of 1 big env var, its now, SLACK_BOT_TOKEN_X=xoxb…. Where X is token number made it a shared work queue instead of static round robin sharding for scraper Switched to a mimalloc allocator from glibc It now does backfills for channels and users in parallel Added a system for incase hackatime goes down Did a commit for one new keyboard being “last 2 months” It also now scrapes reactions
Updates improving my devlog to hour ratio Anyway.. New db scrape is completed! Major changes Top words leaderboard Leaderboard search system Updated stats page (see below) Added a combined leaderboard (hackatime + slack time) Added backups in coolify Minor repo restructure (moved shiptalkers-app to its own shiptalkers-app/ dir) Added gzip support for slack api scrapers im lowkey running out of things to add… Drop any suggestions in the comments
Updates We swapped aws-lc-rs for ring futures swapped for futures-util nuked tower crate & lowered what is pulled for tokio Brought back dependabot auto merge Added cool charts Nuked cool charts Stats page changed again (wip) Broke hackatime time syncing when i tried to make it not need auth (tmrw me problem) Added page streaming and incremantal word totals
A decent length devlog this time So recently I have been sick so i got less time. (Wish me to get better soon) Anyway enough of that, on to the changes: Updates Fixed authless hackatime syncing Using the spans api of hackatime so we get all data for time specific commands fix SQL and rust helper dividing by 1000000 Wrapped the entire sum(if(…)) in toUInt64(), which fixed the slack bot reporting wrong time from public hackatime syncing change. It makes it so clickhouse sees a single output type regardless of what it infers inside. Thats about it
Updates We still sick (not much better today) but i got some work done Updates^2 Split a bunch of existing code into separate files for maintainability added font caching parallel resyncs (hackatime) More memory/CPU optimizations in the code (I lowkey forgot what i changed for this Thats it for now
Updates Mighta lowkey forgot to be doing devlogs again… Anyway Updates^2 Basically any keyword for time works now Cargo Chef is now used for docker Updated AGENTS.md No longer requires hackatime data to display slack time data. Ported everything from clickhouse to postgresql but havent deployed that yet You can now mention other people to get their stats I think thats it Might be wrong on that tho. Anyway I got better from being sick last week and im sick again Also used @mahad in screenshot below, def not an excuse just for a random pung
Alot of updates this time Updates Brand new scraper crate separate from app, dk if I have mentioned it before in devlogs. It does slack and hackatime scraping all in one so we can have the main app deploys not interrupt scrapes. Updates^2 Added “a” keyword - Alias for “all time” Updated settings.rs and example.env to fit new defaults Fixed refresh_daily_stats failing on a second Fixed a bunch of ::bigint needing to be everywhere a sum() was decoded switched scraper to mimalloc allocator Replaced ts with real message_tis / 1000000 (I dont know if i put enough/too many zeros here) Fixed slack time recomputing in new postgredb Precomputes page stats now Removed a useless half-hourly job ON CONFLICT now only fires when counts actually change Added DB available probe to tests Better logging (disabled timestamps in logger) Added a mark_seen dedupe Updated hackatime sync logging to be less taking up all logs Added zstd + drop duplicate tables Removed zstd as postgre18-alpine does not come with it and I am not rescraping slack Only the scraper can init tables now I don’t think im missing anything else i did, If I am though then sorry gois Also see in one of the images below is total ram and cpu usage. somehow the postgre db is using over 4.5G of ram
Updates Really short devlog this time. Added Error logging for session_query Resumable channel sweeps Use a new action for build & deploys Workflows are also greatly increased with speed
Updates Bunch of API related things this time Added api docs API key section in account tab and APIT key account endpoints Added CSRF support (lmao i dont know why i didnt have it before) Made the api key response be a popup in account page and centered it in a later commit Added Stats API endpoint Added Max Age to cookies Website and slack bot now share 1 source of truth for stats (stupid that i didnt have it like this already) Added granting perms to other api keys New user joins are now picked up in real time. Thats about it
Updates Quite a bunch of updates this time, a lot of work has been done, and i feel like I was nearly killed by fd. Okay so Shiptalkers is now opt in. Most of this devlogs time was spent: Adding a message locator system, basically maps out where every message is instead of storing content of it Process messages without storing message content Backfill message content for users who opt in Add a custom shiptalkers id assigned to messages so we dont store sender id of each message. To opt in you can send “Opt In” in the shiptalkers channel Apart from that I migrated from in file SQL to a proper migrations system. General updates Added mobile support Massive cleanup of AGENTS.md 0 Full fetch and scrape all messages run in parrallel now. Archived channels card for stats page. Now persists thread rescans, added a thread timestamp index, persisted thread high-water marks. Reduced repeated history-wide scans Added durable consent backfill progress and fixed backfills blocking fresh message checks Fixed a per message update of the shared database counter row. It now updates per statement Score recomputation is now hourly instead of passly. I think thats about it. Main point of this is that we got scraping to be way faster, and we got opt in requirement.
Updates Should be final update before I ship Added all users and all channels boards Renamed Leaderboards to just Boards Normalized colum widths for those boards and added pagination We were hammering hackatime, it now has a hard limit of 50k hackatime reqs/day and 1req/sec Massive update to stats page so it displays more info and is more relevant. Changed total time to total hours where the time was hours and added total time in format of years/months/ etc. as well We sped up docker builds a bunch We retry known private hackatime users ever 30 days now Fixed a shared message-scrape lock The response when you ask the bot for time now includes a link to your/person your checking time ofs stats page I think thats about it
Update time Been quite a bit since ship and i decided because of the stardance extension I’m going to do more devlogs. Mainly i added an opt out feature and realized the new defaults for scraping speeds were shit so i undid them. I then decided that because there were channels with fucking 3000 thread roots, i lowered the age limit of threads to 7 days instead of 30 days. I nuked opt out/opt in and nuked the manual apps needed for scraping. There is now an OAuth system with slack, you can link your account and it will scrape your messages in private channels you are in. works without this though. Added a max scraping per minute variable so i dont strain my internet connection a bunch. And finally I also added the [PRIVATE] and [ARCHIVED] badges to channels
Updates Quite a bit this time that are important. First up I added a link to the github in the header and fixed the bot to actually follow slack rate limtis. Added a board for linked accounts page. Big thing now. Added consent gated slack scraping. Basically fd told me i need people to opt in. And finally the last big thing I added channel blacklisting as a shipwright and a goi linked through OAuth so I had to blacklist all sw channels and goi channel as they have sensitive messages in them
Ships:
I made shiptalkers! A bot that originally allows you to compare your slack time to hackatime time. Previously it was shut down, but I have revived it! With many additions as well. It features a website with a bunch of aggregated stats, a cool api and sweet leaderboards. Even a search system! It processes all messages in hack club slack to calculate slack time. Although if you opt in to it storing your messages as well, it will be way more accurate and will stay updated faster....
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1793152403.4358275
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1793238803.4358275
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6895
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Doohickeyboard by @Omelette | Stardance
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Omelette
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0
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44.65
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0
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[{"post_id": 27280, "ts": "202 [{"post_id": 27280, "ts": "2026-07-12T18:35:43Z", "hours": 4.7303, "text": "waka waka ehh ehh. i learned how to use open scad, and designed the building blocks to make the cases, this consisted of making different base and top files, and for different grid lens i can just change up the cad a bit! really cool beans. these screenshots are stl files i made which demonstrate this working for the core, i did have to make a usbee port."}, {"post_id": 23156, "ts": "2026-07-05T23:00:00Z", "hours": 6.2389, "text": "so i finished my cad and also made a stardew valley hut in magica voxel, i am never gonna touch magica voxel again with a 10 foot pole. mainly making the hut, not much to say."}, {"post_id": 19646, "ts": "2026-07-01T00:54:40Z", "hours": 5.7558, "text": "so well i went to my friends office one day and kinda locked in there, and well i did a ton of stuff, including half a cad, this was mainly me iterating through my pcb, spending far too long on trying to get the 3d model working, but to no avail. i then tried to do the cad without that, and it looks alright. i need to add in magnets and top tho. hour of lapse inflation"}, {"post_id": 16598, "ts": "2026-06-27T00:24:06Z", "hours": 2.7344, "text": "wahoo another hour of lookout inflation, well i mean i already have 13 hours and i dmed fruad squad like 20 thousand times. ok but i made the rotary encoder thingy. the schematic was really simple, but well uh the pcb was tiny with two ffs and it gave me ptsd, this hurts my eyes to look at, schematic was free tho. it was really just me wiring up gpio stuff and then doing other stuff but this was NOT FUN AT ALL and well im almost done with pcb stuff."}, {"post_id": 15405, "ts": "2026-06-25T01:19:50Z", "hours": 3.3489, "text": "I finished some of the schematic, and had to work on footprint palcement. I think i have gotten more effecient at them, hopefully i can do the nxt two soon. i finished the footpring and it required a lot more stuff cause of how many heyboard switches there were. either way i locked in. I think theres a bit of inflation tho. meow"}, {"post_id": 11350, "ts": "2026-06-18T15:45:45Z", "hours": 1.6814, "text": "Ok so after fixing a lookout bug, i get why its better then lapse. anyway i learnt how keyboard grids worked and almost finished the schematic of my numpad."}, {"post_id": 10778, "ts": "2026-06-17T18:08:14Z", "hours": 2.2708, "text": "Wsg girly pops i finished the macropad. twas really just alligning the connectors, making a bus that they all connect on and wiring it up. literally free ngl. wait i forgor screw holes one sec chat."}, {"post_id": 10062, "ts": "2026-06-16T17:14:00Z", "hours": 2.6839, "text": "Argh probably lapse inslaytion but i did work for 2 hours on first of all adding in screw holes to the board and had to redo some of the wiring. After finishing that, I started working on the macropad. I used a chip that converts GPIO to I2C, and did all the wiring. I also figured out all the footprints and imported them. I also started on the design, lots of stuff so lots of screenshots."}, {"post_id": 6895, "ts": "2026-06-11T15:42:45Z", "hours": 3.7711, "text": "Ok so the first 2 and a half hours r lapse inflation(go figure), but i basically finished the pcb by wiring everything and adding in pcb padding. twas very annoying"}, {"post_id": 5672, "ts": "2026-06-09T15:29:41Z", "hours": 9.8439, "text": "i think there may be a bit of lapse time inflation, but I worked on positioning the footprints. my inner perfectionist came out and i am trying to make these things precise as two ffs"}, {"post_id": 4985, "ts": "2026-06-08T17:09:52Z", "hours": 1.0381, "text": "Hi Cat My kicad crashed and I had to redo the schematic and update it with correct battery wiring. I started working on the footprint and just getting general meaasurements for how it will work. I also had to import in the pogo pins and figure out which ones to use. Pogo pins are so good and really cool and r perfect for this project. Bye Dog"}, {"post_id": 4564, "ts": "2026-06-07T22:09:27Z", "hours": 0.5533, "text": "So I started making the core module, i didnt have any pins, but i set up the project directory and added in le xiao after doing a bit of looking into which one to use. I also did an hour of asking people what connectors i should use and i decided on using 4 pin pogos. cant log research tho :("}]...
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Title: Doohickeyboard by @Omelette | Stardance
De Title: Doohickeyboard by @Omelette | Stardance
Devlogs:
So I started making the core module, i didnt have any pins, but i set up the project directory and added in le xiao after doing a bit of looking into which one to use. I also did an hour of asking people what connectors i should use and i decided on using 4 pin pogos. cant log research tho :(
Hi Cat My kicad crashed and I had to redo the schematic and update it with correct battery wiring. I started working on the footprint and just getting general meaasurements for how it will work. I also had to import in the pogo pins and figure out which ones to use. Pogo pins are so good and really cool and r perfect for this project. Bye Dog
i think there may be a bit of lapse time inflation, but I worked on positioning the footprints. my inner perfectionist came out and i am trying to make these things precise as two ffs
Ok so the first 2 and a half hours r lapse inflation(go figure), but i basically finished the pcb by wiring everything and adding in pcb padding. twas very annoying
Argh probably lapse inslaytion but i did work for 2 hours on first of all adding in screw holes to the board and had to redo some of the wiring. After finishing that, I started working on the macropad. I used a chip that converts GPIO to I2C, and did all the wiring. I also figured out all the footprints and imported them. I also started on the design, lots of stuff so lots of screenshots.
Wsg girly pops i finished the macropad. twas really just alligning the connectors, making a bus that they all connect on and wiring it up. literally free ngl. wait i forgor screw holes one sec chat.
Ok so after fixing a lookout bug, i get why its better then lapse. anyway i learnt how keyboard grids worked and almost finished the schematic of my numpad.
I finished some of the schematic, and had to work on footprint palcement. I think i have gotten more effecient at them, hopefully i can do the nxt two soon. i finished the footpring and it required a lot more stuff cause of how many heyboard switches there were. either way i locked in. I think theres a bit of inflation tho. meow
wahoo another hour of lookout inflation, well i mean i already have 13 hours and i dmed fruad squad like 20 thousand times. ok but i made the rotary encoder thingy. the schematic was really simple, but well uh the pcb was tiny with two ffs and it gave me ptsd, this hurts my eyes to look at, schematic was free tho. it was really just me wiring up gpio stuff and then doing other stuff but this was NOT FUN AT ALL and well im almost done with pcb stuff.
so well i went to my friends office one day and kinda locked in there, and well i did a ton of stuff, including half a cad, this was mainly me iterating through my pcb, spending far too long on trying to get the 3d model working, but to no avail. i then tried to do the cad without that, and it looks alright. i need to add in magnets and top tho. hour of lapse inflation
so i finished my cad and also made a stardew valley hut in magica voxel, i am never gonna touch magica voxel again with a 10 foot pole. mainly making the hut, not much to say.
waka waka ehh ehh. i learned how to use open scad, and designed the building blocks to make the cases, this consisted of making different base and top files, and for different grid lens i can just change up the cad a bit! really cool beans. these screenshots are stl files i made which demonstrate this working for the core, i did have to make a usbee port....
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Luxera Smart Glasses by @nihad_alsufe | Stardance
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[{"post_id": 43382, "ts": "202 [{"post_id": 43382, "ts": "2026-08-08T16:09:44Z", "hours": 12.5878, "text": "The Frame Finally Looks Like Glasses, and the Chip Became the Real Problem Rough stretch, and an honest one. The frame went through a full rebuild from zero, and the thing blocking it turned out not to be CAD at all. What broke, and why The old front was built by offsetting the traced lens outline outward in steps. It kept producing wavy rims, voids, and in one build a front that was just a flat bar with the lens contour hanging below it as a free wire. No rim, no groove, nothing to hold a lens. I looked at the renders and told the tool it was garbage, because it was. Worse, I found the artifacts on disk were 15 days older than the geometry file that generated them. The parameters had been fixed, the exports never ran. So every render and every STL I had been judging showed the version I had already rejected. I had never actually seen the fixed frame. Fix: a freshness gate that fails the build if any generated file is older than its source. That check now runs at the end of every geometry run. The rebuild that worked New method, closer to how real acetate frames are made: define one rim cross section, including the V groove that retains the lens, then sweep it along the traced lens contour. Uniform rim width and a working groove by construction, instead of hoping an offset chain behaves. It worked first try. The front now reads as eyewear: continuous rim around both lenses, a real groove, an anatomical nose saddle, 44.86 mm tall. Side by side with my donor frame it is the same class of object. What is still wrong The brow bar is a straight slab spanning the whole front and overhanging sideways. It needs to follow the lens tops like a real browline. Fix running now. The temples are a constant 21.4 mm tall for their whole length, where normal eyewear is 8 to 13 mm. Only the 40 mm section holding the main board needs that height. Per zone taper is running now. Worn weight is about 100 g against a 50 to 70 g target. Peers are 48 to 70 g. The real finding I kept asking why the temple could not get thinner, and the answer was the processor. The RK3566 is a 15.5 by 14.4 mm package, so the board cannot be narrower than about 16.3 mm, so the temple cannot be under about 19 mm. No layout change fixes that, because the chip itself is that wide. Then it clicked: RK3566 is a tablet and set top box chip. It carries HDMI, gigabit Ethernet, SATA and multiple display controllers, none of which I use. I am paying package area for peripherals that do nothing in glasses. A wearable or camera class chip with similar cores, fewer peripherals, and memory stacked on top of the die instead of beside it can be far smaller at the same RAM. That stacking technique is how phones fit huge memory into no space. So the hunt is on for a part that is Cortex A53 or A55 class, 512 MB or more of stacked or in package memory, under 12 mm, with camera, QSPI display, Wi Fi and audio interfaces. The decision I changed my mind on I was planning to keep the current chip for this revision and switch later. That is wrong. This revision exists to validate the platform, and if the next one changes the processor, all the bring up work, drivers and boot path get thrown away, and new silicon risk lands late in the hardest board. Both revisions have to run the same compute. So the chip study just became a blocking decision rather than a someday item. Next Finish the styling and thinning pass, get the chip answer with real datasheet numbers, and keep six vendor conversations moving on the display engine, the waveguide and the battery cells. Nothing ordered, no money spent yet."}, {"post_id": 35768, "ts": "2026-07-27T12:28:46Z", "hours": 9.8486, "text": "57.9 to 44.5 mm, Four Decisions Closed, and What Still Looks Wrong Last log the frame was gray boxes. Now it is built around my own prescription lenses, the front dropped 13.4 mm, every open decision is closed, and some things still look bad. The win The front frame went from 57.9 mm tall to 44.46 mm. Derived, not guessed: my traced lens height (37.46 mm, confirmed against a 37 mm caliper reading) plus a 4.6 mm top rim and 2.4 mm bottom. Normal acetate frames run 40 to 45 mm, so the front is finally eyewear and not goggles. Apertures follow my actual lens contour, and the holes punched through the face are gone, replaced by camera and IR windows inside the corner blocks. Decisions closed Seating real parts in the real frame surfaced four issues. All resolved: Depth sensor aimed through my left lens. A prescription lens bends infrared, so readings would be garbage. Two placements now scored against real geometry, with a hard rule that it never fires through a lens. A connector clearance conflict gets fixed in the frame, not the board, because the frame is parametric code and the board waits on a paid review. Do not spend review money on what a frame tweak solves. A board height overrun goes to that review, with a new requirement: the reviewer returns a maximum component height so the pocket becomes a design rule, not a late surprise. Rigid versus rigid-flex. The sensor strip could not route on two layers, and two independent attempts hit the same wall. Decision: 4-layer rigid now, rigid-flex for production. Rigid-flex costs several times more per run and first revisions always respin, so prove it cheap, then convert. What still looks wrong Not pretending the renders are pretty: A void at the lower middle of the lens area, and the left aperture renders closed in some views, cut in others. Failed boolean, real breakage. The bone conduction driver sticks out behind the ear as a ball on a stick. Deleted unconditionally. Fix: move the driver forward into the temple zone over the temporal bone just in front of the ear, where the arm is already full thickness, so it vanishes. Fallback is a small downward firing open ear speaker, visible only as tiny ports underneath, which is what Ray-Ban Meta and Monako do. The nose bridge bulges forward as a tab. A real saddle scoops inward. Lens rims are wavy and the two openings differ more than my lenses do. Root cause: code CAD is excellent at holes, pockets, walls and clearances, and bad at smooth flowing eyewear surfaces. Tooling change I connected Fusion 360 to Claude Code over an MCP bridge. An add-in runs inside Fusion and the agent gets two tools: execute Python with full API access, and screenshot the viewport. That second one matters most, because the tool can finally see its own work and catch a blob before I do. Code stays master for engineering geometry and verification, Fusion becomes master for the exterior surface, and they meet through STEP. Other finds A possible Wi-Fi gap. The bench board got Wi-Fi free inside its compute module, but the in-frame board is a bare processor with no radio. Being audited, and if missing, the module goes into empty board area that already exists. Display vendor replied. They will support a small prototype order, but pricing sits behind an NDA and onboarding, so that is the optics bottleneck. Meanwhile I am opening two more waveguide vendors so no single supplier can hold this hostage. One mass produces a waveguide targeting fifty dollars against the hundreds I budgeted. Images front-old-vs-new.png : the 57.9 mm slab beside the 44.5 mm frame front_frame-front.png : the new front, following my real lens contour assembly-hook-closeup.png : the lollipop, the defect being deleted assembly-iso.png : current assembly Next: fix the four defects, sculpt in Fusion, print the right temple and wear it."}, {"post_id": 33385, "ts": "2026-07-23T09:10:46Z", "hours": 9.1267, "text": "Six Boards Done, a Real Frame, and a Display Vendor Discovery Big stretch since the last log: the program crossed from designing into spending mode, the frame became real CAD, and we found a vendor that might cut the biggest cost line in half. What got done All six PCBs are fab-pack complete. Three bench boards (core, front, aux) and three in-frame prototype boards (p-core, p-front, p-aux), each with schematics, routed layout, gerbers, LCSC BOM, and pick and place files ready for JLCPCB. The hardest, p-core, carries a bare RK3566 with hand-routed LPDDR4 on 6-layer HDI. A full cost model with live pricing. One complete set of everything lands between $1,143 and $1,972, and the display engine alone is 44 to 51 percent of that. A 70-check verification pass : 50 clean, 15 documented exceptions, 5 real problems caught and fixed same day. Plus a 16-page Program Review PDF built from a script. Frame CAD v1 , written as parametric code (build123d): seven printable pieces, split-half temples with a screwless post-in-socket board capture, my ear hook as one tangent chain, print-ready STL and STEP exports. What we found Verification is not paperwork, it keeps catching real things: The chirality catch. Seating the real p-core model in the real temple cavity showed the layout mirrored the wrong way, breaching the inner wall. The old box-based fit check could never see this. Caught before fab, so the fix is free. The 57.9 mm front. CAD proved the drawn 42 mm front cannot hold the old front board channel with legal walls. That forced a better architecture: camera flex straight to the main temple board (like shipped products), front board replaced by one thin sensor strip. Slimmer front, fewer connectors. Hongshi. A Chinese MicroLED maker building mono green microdisplays: 0.08 and 0.12 inch, 640x480, up to 8 million nits, SPI/QSPI native so zero changes to my boards, plus a matched engine + waveguide module that could collapse my two riskiest cost lines into one part. One of only two mass-production mono-green makers (the other is JBD). RFQ sent in English and Chinese. Samsung entered the category the same week : camera plus Gemini, no display, phone-tethered. Exactly the gap Luxera plays in: standalone Linux, an actual HUD, Arabic first. My prescription became a spec. I traced my real lenses (52□18-140, R.E. -2.00, L.E. -1.00, IPD 64.0) so the next frame is built around actual lens outlines. Bonus: the IPD is the display alignment target, since a monocular eyebox must center on the pupil, about 3 mm nasal of the lens center. What is next The big rebuild: p-sense strip, p-core respin (mirror fix plus new connectors), and the frame regenerated around my real lens shapes with an anatomical nose bridge and hinge knuckles fused so every part prints as one watertight solid. MSLA print the right temple and wear-test the hook. Live JLCPCB quotes (quote only). Hongshi quote lands, then the engine decision vs JBD. Then the manager showcase. The workflow, honestly Claude Code is the engineering copilot: it writes the KiCad files and the CAD as code and runs for hours. I direct, review, catch the design smells, and make the calls. Nothing counts on vibes: every board answers to real ERC and DRC, every frame part to watertight, wall thickness, and collision checks. Longest single run: 2 days 15 hours. Attached images assembly-iso.png : frame CAD v1, full assembly assembly-split-open.png : temples split open with the real boards seated inside p-core-bottom.png : the prototype brain, bare RK3566 HDI board p-front-iso.png : the front board that the new architecture retires More soon: a printed temple, real quotes, and hopefully a display engine with a price tag."}, {"post_id": 26843, "ts": "2026-07-11T21:20:51Z", "hours": 9.715, "text": "All 3 bench boards DONE (DRC zero) + a compute plot twist 🤯 Since last devlog the project went from “one schematic” to the entire bench board set finished and fab-ready — and one massive architecture correction. Bench set — done ✅ Core board routed from 149 unrouted nets → DRC ZERO (0 unconnected, 0 violations). Full JLCPCB fab pack: gerbers, BOM with LCSC part numbers, pick-and-place, assembly drawing. Front board (the 75mm rim board): camera FFC + VL53L8CX ToF + 2 PDM mics + voice-pickup sensor. Schematic ERC 0 → routed DRC 0 → fab pack. Aux board : nRF52832 BLE + BMI270/BMM150 IMU + bone-conduction audio. Same treatment, same result. The routing war ⚔️ My custom A* autorouter got each board ~90% routed then hit a wall for days — escape congestion on 0.4mm-pitch connectors that greedy routing can’t solve. Fix: a fully headless pipeline — KiCad Python API → Specctra DSN → Freerouting (real rip-up-and-reroute) → session import → kicad-cli DRC as the referee The CSI fanout that blocked me for days fell in 28 seconds . Humbling. The plot twist 🤯 The plan was a Radxa Zero 3W as the in-frame compute. Deep-dive before committing: it’s HDMI-only . No MIPI-DSI, no QSPI — it physically cannot drive the MicroLED display that the entire product exists for. Also it’s a 65×30mm brick that would never fit a glasses temple. Killed it. Re-read the build guide cover to cover — the real design was always the bare RK3566 SoC soldered directly onto the temple board , with 2× LPDDR4 + eMMC + Rockchip’s RK817 PMIC around it. So the real in-frame boards are now underway: Built the 565-ball, 0.4mm-pitch RK3566 BGA library part + LPDDR4 + eMMC + RK817 footprints — every ball count and pitch hand-verified against datasheets All three in-frame schematics at ERC 0 — the compute board alone is 171 parts, 508 nets, 1,396 pin connections wiring the bare SoC to everything Display path confirmed: RK3566 QSPI → JBD 0.13” green MicroLED engine — that’s how Vuzix/Rokid actually drive these engines, not DSI Hard-won lessons 🔥 Check the display bus before falling in love with a compute module. “Right SoC” ≠ “the pins you need are exposed.” Don’t rebuild mature tools: 8 sessions tuning a custom router lost to one afternoon of wiring Freerouting in headlessly. kicad-cli DRC re-reports exclusions the GUI accepts — document every waiver or your CI numbers lie. Imported BGA footprints are guilty until proven innocent — the PMIC footprint shipped with paste over its thermal vias (solder-wicking defect) and had to be reworked. Next: layout + routing of the in-frame boards. The compute board is 6-layer HDI with DDR length-matching — that one gets a professional design review before any fab money. Then fab packs and the full branded bring-up & testing guide. 🔧"}, {"post_id": 20758, "ts": "2026-07-02T13:35:29Z", "hours": 3.2669, "text": "Core board schematic — DONE ✅ Finished the complete KiCad schematic for Luxera’s Core bench board (the “brain” board that the glasses’ electronics get proven on before shrinking into the frame). What’s in it: Full battery power chain: USB-C in → MCP73831 charger → 2 parallel Li-ion cells → MAX17048 fuel gauge Three regulated rails: 3.3V buck (TPS62840), 1.8V LDO, and a 5V boost (TPS61023) for the compute module Socket for the RK3566 compute module (CM4-compatible, 2× 100-pin DF40 connectors, ~60 pins wired: power, USB, I²C, UART console, boot control) Two MAX98357A I²S amps for bone-conduction audio (left + right channels via SD_MODE resistor trick) Capacitive touch controller (IQS227B) + multifunction button Camera (2-lane MIPI CSI) + display (2-lane DSI) lanes broken out, and a 40-pin FFC that will link to the sensor board in the glasses’ front frame Hard-won lessons today: Learned the difference between buck and boost topology the practical way — the inductor goes before SW on a boost, not after 😅 ERC threw 140+ “errors” that were all one thing: the LCSC import tool doesn’t set pin types. Learned to read the report instead of panicking — it actually became a free wiring audit Caught a real bug in review: my camera I²C clock label had landed on pin 90 (a 1.8V power output!) instead of pin 80. Hover-checking pins is now religion Next: footprint assignment, then the actual PCB layout — 4-layer board, 55×45mm. Every part verified in stock at JLCPCB/LCSC. Repo committed. 🔧"}]...
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Title: Luxera Smart Glasses by @nihad_alsufe | Sta Title: Luxera Smart Glasses by @nihad_alsufe | Stardance
Devlogs:
Core board schematic — DONE ✅ Finished the complete KiCad schematic for Luxera’s Core bench board (the “brain” board that the glasses’ electronics get proven on before shrinking into the frame). What’s in it: Full battery power chain: USB-C in → MCP73831 charger → 2 parallel Li-ion cells → MAX17048 fuel gauge Three regulated rails: 3.3V buck (TPS62840), 1.8V LDO, and a 5V boost (TPS61023) for the compute module Socket for the RK3566 compute module (CM4-compatible, 2× 100-pin DF40 connectors, ~60 pins wired: power, USB, I²C, UART console, boot control) Two MAX98357A I²S amps for bone-conduction audio (left + right channels via SD_MODE resistor trick) Capacitive touch controller (IQS227B) + multifunction button Camera (2-lane MIPI CSI) + display (2-lane DSI) lanes broken out, and a 40-pin FFC that will link to the sensor board in the glasses’ front frame Hard-won lessons today: Learned the difference between buck and boost topology the practical way — the inductor goes before SW on a boost, not after 😅 ERC threw 140+ “errors” that were all one thing: the LCSC import tool doesn’t set pin types. Learned to read the report instead of panicking — it actually became a free wiring audit Caught a real bug in review: my camera I²C clock label had landed on pin 90 (a 1.8V power output!) instead of pin 80. Hover-checking pins is now religion Next: footprint assignment, then the actual PCB layout — 4-layer board, 55×45mm. Every part verified in stock at JLCPCB/LCSC. Repo committed. 🔧
All 3 bench boards DONE (DRC zero) + a compute plot twist 🤯 Since last devlog the project went from “one schematic” to the entire bench board set finished and fab-ready — and one massive architecture correction. Bench set — done ✅ Core board routed from 149 unrouted nets → DRC ZERO (0 unconnected, 0 violations). Full JLCPCB fab pack: gerbers, BOM with LCSC part numbers, pick-and-place, assembly drawing. Front board (the 75mm rim board): camera FFC + VL53L8CX ToF + 2 PDM mics + voice-pickup sensor. Schematic ERC 0 → routed DRC 0 → fab pack. Aux board : nRF52832 BLE + BMI270/BMM150 IMU + bone-conduction audio. Same treatment, same result. The routing war ⚔️ My custom A* autorouter got each board ~90% routed then hit a wall for days — escape congestion on 0.4mm-pitch connectors that greedy routing can’t solve. Fix: a fully headless pipeline — KiCad Python API → Specctra DSN → Freerouting (real rip-up-and-reroute) → session import → kicad-cli DRC as the referee The CSI fanout that blocked me for days fell in 28 seconds . Humbling. The plot twist 🤯 The plan was a Radxa Zero 3W as the in-frame compute. Deep-dive before committing: it’s HDMI-only . No MIPI-DSI, no QSPI — it physically cannot drive the MicroLED display that the entire product exists for. Also it’s a 65×30mm brick that would never fit a glasses temple. Killed it. Re-read the build guide cover to cover — the real design was always the bare RK3566 SoC soldered directly onto the temple board , with 2× LPDDR4 + eMMC + Rockchip’s RK817 PMIC around it. So the real in-frame boards are now underway: Built the 565-ball, 0.4mm-pitch RK3566 BGA library part + LPDDR4 + eMMC + RK817 footprints — every ball count and pitch hand-verified against datasheets All three in-frame schematics at ERC 0 — the compute board alone is 171 parts, 508 nets, 1,396 pin connections wiring the bare SoC to everything Display path confirmed: RK3566 QSPI → JBD 0.13” green MicroLED engine — that’s how Vuzix/Rokid actually drive these engines, not DSI Hard-won lessons 🔥 Check the display bus before falling in love with a compute module. “Right SoC” ≠ “the pins you need are exposed.” Don’t rebuild mature tools: 8 sessions tuning a custom router lost to one afternoon of wiring Freerouting in headlessly. kicad-cli DRC re-reports exclusions the GUI accepts — document every waiver or your CI numbers lie. Imported BGA footprints are guilty until proven innocent — the PMIC footprint shipped with paste over its thermal vias (solder-wicking defect) and had to be reworked. Next: layout + routing of the in-frame boards. The compute board is 6-layer HDI with DDR length-matching — that one gets a professional design review before any fab money. Then fab packs and the full branded bring-up & testing guide. 🔧
Six Boards Done, a Real Frame, and a Display Vendor Discovery Big stretch since the last log: the program crossed from designing into spending mode, the frame became real CAD, and we found a vendor that might cut the biggest cost line in half. What got done All six PCBs are fab-pack complete. Three bench boards (core, front, aux) and three in-frame prototype boards (p-core, p-front, p-aux), each with schematics, routed layout, gerbers, LCSC BOM, and pick and place files ready for JLCPCB. The hardest, p-core, carries a bare RK3566 with hand-routed LPDDR4 on 6-layer HDI. A full cost model with live pricing. One complete set of everything lands between $1,143 and $1,972, and the display engine alone is 44 to 51 percent of that. A 70-check verification pass : 50 clean, 15 documented exceptions, 5 real problems caught and fixed same day. Plus a 16-page Program Review PDF built from a script. Frame CAD v1 , written as parametric code (build123d): seven printable pieces, split-half temples with a screwless post-in-socket board capture, my ear hook as one tangent chain, print-ready STL and STEP exports. What we found Verification is not paperwork, it keeps catching real things: The chirality catch. Seating the real p-core model in the real temple cavity showed the layout mirrored the wrong way, breaching the inner wall. The old box-based fit check could never see this. Caught before fab, so the fix is free. The 57.9 mm front. CAD proved the drawn 42 mm front cannot hold the old front board channel with legal walls. That forced a better architecture: camera flex straight to the main temple board (like shipped products), front board replaced by one thin sensor strip. Slimmer front, fewer connectors. Hongshi. A Chinese MicroLED maker building mono green microdisplays: 0.08 and 0.12 inch, 640x480, up to 8 million nits, SPI/QSPI native so zero changes to my boards, plus a matched engine + waveguide module that could collapse my two riskiest cost lines into one part. One of only two mass-production mono-green makers (the other is JBD). RFQ sent in English and Chinese. Samsung entered the category the same week : camera plus Gemini, no display, phone-tethered. Exactly the gap Luxera plays in: standalone Linux, an actual HUD, Arabic first. My prescription became a spec. I traced my real lenses (52□18-140, R.E. -2.00, L.E. -1.00, IPD 64.0) so the next frame is built around actual lens outlines. Bonus: the IPD is the display alignment target, since a monocular eyebox must center on the pupil, about 3 mm nasal of the lens center. What is next The big rebuild: p-sense strip, p-core respin (mirror fix plus new connectors), and the frame regenerated around my real lens shapes with an anatomical nose bridge and hinge knuckles fused so every part prints as one watertight solid. MSLA print the right temple and wear-test the hook. Live JLCPCB quotes (quote only). Hongshi quote lands, then the engine decision vs JBD. Then the manager showcase. The workflow, honestly Claude Code is the engineering copilot: it writes the KiCad files and the CAD as code and runs for hours. I direct, review, catch the design smells, and make the calls. Nothing counts on vibes: every board answers to real ERC and DRC, every frame part to watertight, wall thickness, and collision checks. Longest single run: 2 days 15 hours. Attached images assembly-iso.png : frame CAD v1, full assembly assembly-split-open.png : temples split open with the real boards seated inside p-core-bottom.png : the prototype brain, bare RK3566 HDI board p-front-iso.png : the front board that the new architecture retires More soon: a printed temple, real quotes, and hopefully a display engine with a price tag.
57.9 to 44.5 mm, Four Decisions Closed, and What Still Looks Wrong Last log the frame was gray boxes. Now it is built around my own prescription lenses, the front dropped 13.4 mm, every open decision is closed, and some things still look bad. The win The front frame went from 57.9 mm tall to 44.46 mm. Derived, not guessed: my traced lens height (37.46 mm, confirmed against a 37 mm caliper reading) plus a 4.6 mm top rim and 2.4 mm bottom. Normal acetate frames run 40 to 45 mm, so the front is finally eyewear and not goggles. Apertures follow my actual lens contour, and the holes punched through the face are gone, replaced by camera and IR windows inside the corner blocks. Decisions closed Seating real parts in the real frame surfaced four issues. All resolved: Depth sensor aimed through my left lens. A prescription lens bends infrared, so readings would be garbage. Two placements now scored against real geometry, with a hard rule that it never fires through a lens. A connector clearance conflict gets fixed in the frame, not the board, because the frame is parametric code and the board waits on a paid review. Do not spend review money on what a frame tweak solves. A board height overrun goes to that review, with a new requirement: the reviewer returns a maximum component height so the pocket becomes a design rule, not a late surprise. Rigid versus rigid-flex. The sensor strip could not route on two layers, and two independent attempts hit the same wall. Decision: 4-layer rigid now, rigid-flex for production. Rigid-flex costs several times more per run and first revisions always respin, so prove it cheap, then convert. What still looks wrong Not pretending the renders are pretty: A void at the lower middle of the lens area, and the left aperture renders closed in some views, cut in others. Failed boolean, real breakage. The bone conduction driver sticks out behind the ear as a ball on a stick. Deleted unconditionally. Fix: move the driver forward into the temple zone over the temporal bone just in front of the ear, where the arm is already full thickness, so it vanishes. Fallback is a small downward firing open ear speaker, visible only as tiny ports underneath, which is what Ray-Ban Meta and Monako do. The nose bridge bulges forward as a tab. A real saddle scoops inward. Lens rims are wavy and the two openings differ more than my lenses do. Root cause: code CAD is excellent at holes, pockets, walls and clearances, and bad at smooth flowing eyewear surfaces. Tooling change I connected Fusion 360 to Claude Code over an MCP bridge. An add-in runs inside Fusion and the agent gets two tools: execute Python with full API access, and screenshot the viewport. That second one matters most, because the tool can finally see its own work and catch a blob before I do. Code stays master for engineering geometry and verification, Fusion becomes master for the exterior surface, and they meet through STEP. Other finds A possible Wi-Fi gap. The bench board got Wi-Fi free inside its compute module, but the in-frame board is a bare processor with no radio. Being audited, and if missing, the module goes into empty board area that already exists. Display vendor replied. They will support a small prototype order, but pricing sits behind an NDA and onboarding, so that is the optics bottleneck. Meanwhile I am opening two more waveguide vendors so no single supplier can hold this hostage. One mass produces a waveguide targeting fifty dollars against the hundreds I budgeted. Images front-old-vs-new.png : the 57.9 mm slab beside the 44.5 mm frame front_frame-front.png : the new front, following my real lens contour assembly-hook-closeup.png : the lollipop, the defect being deleted assembly-iso.png : current assembly Next: fix the four defects, sculpt in Fusion, print the right temple and wear it.
The Frame Finally Looks Like Glasses, and the Chip Became the Real Problem Rough stretch, and an honest one. The frame went through a full rebuild from zero, and the thing blocking it turned out not to be CAD at all. What broke, and why The old front was built by offsetting the traced lens outline outward in steps. It kept producing wavy rims, voids, and in one build a front that was just a flat bar with the lens contour hanging below it as a free wire. No rim, no groove, nothing to hold a lens. I looked at the renders and told the tool it was garbage, because it was. Worse, I found the artifacts on disk were 15 days older than the geometry file that generated them. The parameters had been fixed, the exports never ran. So every render and every STL I had been judging showed the version I had already rejected. I had never actually seen the fixed frame. Fix: a freshness gate that fails the build if any generated file is older than its source. That check now runs at the end of every geometry run. The rebuild that worked New method, closer to how real acetate frames are made: define one rim cross section, including the V groove that retains the lens, then sweep it along the traced lens contour. Uniform rim width and a working groove by construction, instead of hoping an offset chain behaves. It worked first try. The front now reads as eyewear: continuous rim around both lenses, a real groove, an anatomical nose saddle, 44.86 mm tall. Side by side with my donor frame it is the same class of object. What is still wrong The brow bar is a straight slab spanning the whole front and overhanging sideways. It needs to follow the lens tops like a real browline. Fix running now. The temples are a constant 21.4 mm tall for their whole length, where normal eyewear is 8 to 13 mm. Only the 40 mm section holding the main board needs that height. Per zone taper is running now. Worn weight is about 100 g against a 50 to 70 g target. Peers are 48 to 70 g. The real finding I kept asking why the temple could not get thinner, and the answer was the processor. The RK3566 is a 15.5 by 14.4 mm package, so the board cannot be narrower than about 16.3 mm, so the temple cannot be under about 19 mm. No layout change fixes that, because the chip itself is that wide. Then it clicked: RK3566 is a tablet and set top box chip. It carries HDMI, gigabit Ethernet, SATA and multiple display controllers, none of which I use. I am paying package area for peripherals that do nothing in glasses. A wearable or camera class chip with similar cores, fewer peripherals, and memory stacked on top of the die instead of beside it can be far smaller at the same RAM. That stacking technique is how phones fit huge memory into no space. So the hunt is on for a part that is Cortex A53 or A55 class, 512 MB or more of stacked or in package memory, under 12 mm, with camera, QSPI display, Wi Fi and audio interfaces. The decision I changed my mind on I was planning to keep the current chip for this revision and switch later. That is wrong. This revision exists to validate the platform, and if the next one changes the processor, all the bring up work, drivers and boot path get thrown away, and new silicon risk lands late in the hardest board. Both revisions have to run the same compute. So the chip study just became a blocking decision rather than a someday item. Next Finish the styling and thinning pass, get the chip answer with real datasheet numbers, and keep six vendor conversations moving on the display engine, the waveguide and the battery cells. Nothing ordered, no money spent yet....
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1792676868.8287086
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1793281668.8287086
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26805
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Nornir Chest MOVED TO FORGE by @Susssiest | Starda Nornir Chest MOVED TO FORGE by @Susssiest | Stardance...
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Susssiest
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44.33
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[]
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[{"post_id": 57005, "ts": "202 [{"post_id": 57005, "ts": "2026-08-29T02:23:30Z", "hours": 1.0675, "text": "Worked on firmware and updated BOM. also posted on makerworld! https://makerworld.com/en/models/3198743-god-of-war-nornir-chest-hinged-lid-no-ams#profileId-3619555"}, {"post_id": 50053, "ts": "2026-08-19T02:48:07Z", "hours": 0.3172, "text": "Finally printed all of the print only parts! Looks awesome. Still waiting on electronics."}, {"post_id": 38536, "ts": "2026-08-01T00:03:50Z", "hours": 0.2833, "text": "I’m submitting this for funding! I am broke and cant pay for the electronics lol. I also printed out a few parts. It needs a little post prosessing but looks great!"}, {"post_id": 37318, "ts": "2026-07-29T22:45:50Z", "hours": 0.4167, "text": "Almost done with Bambu Studio. Putting together files for a fully 3d printable model too, no electronics, no base."}, {"post_id": 37299, "ts": "2026-07-29T22:13:26Z", "hours": 1.2167, "text": "Printed base, supports are way to crazy and areas are too weak, tweaking and reprinting. Also starting to add some more work to the bambu studio portion of the project."}, {"post_id": 36724, "ts": "2026-07-28T23:37:03Z", "hours": 8.5158, "text": "Done with everything! I decided to do the bell instead of rune rock because I realized it wasn’t actually a rock, it was a statue, and I don’t want to spend 2 hours sculpting it. Prepping it in bambu studio, almost ready to start printing! Attached photo of statue to show you what I mean."}, {"post_id": 34791, "ts": "2026-07-25T19:45:15Z", "hours": 0.7669, "text": "Done with both brazier and spinning totem! On to rune rock and then wire paths and electronics."}, {"post_id": 34690, "ts": "2026-07-25T16:43:30Z", "hours": 3.6339, "text": "I’m choosing to use a different base, it just looks cooler, and also the other base had all these random strings of internal vertices. Also worked a little on the spinning rune activator/totem."}, {"post_id": 33670, "ts": "2026-07-23T19:36:14Z", "hours": 0.8667, "text": "Added reed switch to brazier, I downloaded a nice blades of chaos fridge magnet, that can be inserted into the top. So hopefully when the magnetic blade gets inserted the reed switch will activate and send a signal to the arduino."}, {"post_id": 33206, "ts": "2026-07-22T22:09:38Z", "hours": 2.8003, "text": "I’m adding a little brazier with a led rune that will turn off when activated, and send a signal to the chest to also turn off one of the lights. Once three runes are activated the chest’s servos will activate and it will be able to open. Almost done with brazier, need to add some more coal on the top."}, {"post_id": 32007, "ts": "2026-07-20T21:18:02Z", "hours": 4.2117, "text": "The chest has a base now! The base is so big it has to split into fourths to fit on the printer bed 😂. It is ~700 grams. I also added indents in it that will fit a breadboard, battery pack, and wires. I’m going to be using a nano on the breadboard. I could just stuff all the electronics in the chest, but then i wouldnt be able to fir anything inside, so I’m just doing this. I also think it looks awesome and I need to add some of the puzzles that unlock the chest around it, so the base is perfect. Got the base off of makerworld - https://makerworld.com/en/models/2679972-rocky-base-plateau#profileId-2967898"}, {"post_id": 30889, "ts": "2026-07-18T21:12:34Z", "hours": 2.7978, "text": "made a boulder for the rune puzzles that unlock the chest."}, {"post_id": 27066, "ts": "2026-07-12T09:00:56Z", "hours": 1.5167, "text": "Added a new gold engraving."}, {"post_id": 26527, "ts": "2026-07-11T12:00:34Z", "hours": 1.7919, "text": "It locks now! Will be using mg90 servos that turn 90 degrees, making the lid unable to open."}, {"post_id": 25214, "ts": "2026-07-09T10:20:36Z", "hours": 2.9928, "text": "Added runes! Looks great. Going to be using WS2812B Led rings, and I’m going to 3d print a cover thing for it that will disperse the lighting as it only has 7 leds per ring."}, {"post_id": 23283, "ts": "2026-07-06T04:48:24Z", "hours": 1.1669, "text": "Added hinges and a gold engraving on the top of the lid. Looks great, moving on to head and leds for runes."}, {"post_id": 20520, "ts": "2026-07-02T04:15:48Z", "hours": 1.2167, "text": "Finally progress. I’m not adding scales onto the dragon, but it actually still looks good."}, {"post_id": 19890, "ts": "2026-07-01T09:59:15Z", "hours": 4.3878, "text": "I spent 4 literal hours trying to put scales on the dragon curve. I give up, it will be ugly in blender."}, {"post_id": 19128, "ts": "2026-06-30T11:26:13Z", "hours": 1.8169, "text": "Spent forever making dragon curve thing."}, {"post_id": 18995, "ts": "2026-06-30T04:58:57Z", "hours": 1.1169, "text": "Adding side dragons p1"}, {"post_id": 18936, "ts": "2026-06-30T03:38:20Z", "hours": 0.3, "text": "Added Rune holes to the chest base."}, {"post_id": 17556, "ts": "2026-06-28T11:53:04Z", "hours": 0.495, "text": "Cleaned up vertice mess. and started adding some stuff."}, {"post_id": 17505, "ts": "2026-06-28T09:56:54Z", "hours": 0.6336, "text": "Started building my 3d printable Nornir Chest from God OF War. Just basic details right now."}]...
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Title: Nornir Chest MOVED TO FORGE by @Susssiest | Title: Nornir Chest MOVED TO FORGE by @Susssiest | Stardance
Devlogs:
Started building my 3d printable Nornir Chest from God OF War. Just basic details right now.
Cleaned up vertice mess. and started adding some stuff.
Added Rune holes to the chest base.
Adding side dragons p1
Spent forever making dragon curve thing.
I spent 4 literal hours trying to put scales on the dragon curve. I give up, it will be ugly in blender.
Finally progress. I’m not adding scales onto the dragon, but it actually still looks good.
Added hinges and a gold engraving on the top of the lid. Looks great, moving on to head and leds for runes.
Added runes! Looks great. Going to be using WS2812B Led rings, and I’m going to 3d print a cover thing for it that will disperse the lighting as it only has 7 leds per ring.
It locks now! Will be using mg90 servos that turn 90 degrees, making the lid unable to open.
Added a new gold engraving.
made a boulder for the rune puzzles that unlock the chest.
The chest has a base now! The base is so big it has to split into fourths to fit on the printer bed 😂. It is ~700 grams. I also added indents in it that will fit a breadboard, battery pack, and wires. I’m going to be using a nano on the breadboard. I could just stuff all the electronics in the chest, but then i wouldnt be able to fir anything inside, so I’m just doing this. I also think it looks awesome and I need to add some of the puzzles that unlock the chest around it, so the base is perfect. Got the base off of makerworld - https://makerworld.com/en/models/2679972-rocky-base-plateau#profileId-2967898
I’m adding a little brazier with a led rune that will turn off when activated, and send a signal to the chest to also turn off one of the lights. Once three runes are activated the chest’s servos will activate and it will be able to open. Almost done with brazier, need to add some more coal on the top.
Added reed switch to brazier, I downloaded a nice blades of chaos fridge magnet, that can be inserted into the top. So hopefully when the magnetic blade gets inserted the reed switch will activate and send a signal to the arduino.
I’m choosing to use a different base, it just looks cooler, and also the other base had all these random strings of internal vertices. Also worked a little on the spinning rune activator/totem.
Done with both brazier and spinning totem! On to rune rock and then wire paths and electronics.
Done with everything! I decided to do the bell instead of rune rock because I realized it wasn’t actually a rock, it was a statue, and I don’t want to spend 2 hours sculpting it. Prepping it in bambu studio, almost ready to start printing! Attached photo of statue to show you what I mean.
Printed base, supports are way to crazy and areas are too weak, tweaking and reprinting. Also starting to add some more work to the bambu studio portion of the project.
Almost done with Bambu Studio. Putting together files for a fully 3d printable model too, no electronics, no base.
I’m submitting this for funding! I am broke and cant pay for the electronics lol. I also printed out a few parts. It needs a little post prosessing but looks great!
Finally printed all of the print only parts! Looks awesome. Still waiting on electronics.
Worked on firmware and updated BOM. also posted on makerworld! https://makerworld.com/en/models/3198743-god-of-war-nornir-chest-hinged-lid-no-ams#profileId-3619555...
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1792806821.6567564
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1793411621.6567564
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33559
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Rover by @leojl | Stardance
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leojl
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0
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44.33
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0
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[]
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[{"post_id": 45353, "ts": "202 [{"post_id": 45353, "ts": "2026-08-11T19:06:41Z", "hours": 2.0436, "text": "August 7 & 10 Fully wired new rover including unintentionally learning how to make a motor smoke 💥. Tested all new pieces out and made a program so that every subsystem is controllable from my keyboard The final test day is Wednesday afternoon which is pretty concerning since I just got every part to work and now I need to make it autonomous but just got to believe. Both of these days where pretty lazy but all of Friday was spent wiring everything. The first new thing I tested was the pivot and I didn’t realize that the intake motor would hit the corner so I kept trying to turn it and it drew so many amps that it started to smoke and got incredibly hot. But I just shaved down the chassis and that fixed it. Everything else including the intake and flywheel motors were fine but then the breakout board didn’t work. This was because an aluminum chip had fallen onto the chip on the board and shorted it so I just switched it out. Today was spent troubleshooting errors and really testing everything out with the new wiring. A couple of the problems I faced were because I hadn’t stripped some wires enough so that the splitters I used would work. Also that some wires weren’t long enough so I used extenders. I also used CodeX to help me write some code so that I could control everything from my computer manually."}, {"post_id": 42468, "ts": "2026-08-07T06:58:39Z", "hours": 3.4394, "text": "August 5 & 6 I spent most of Wednesday just waiting for the sheet metal pieces so I thought I’d bundle these two days together Wednesday I finished designing and printing the inner guide rails to funnel the balls into the flywheel. Attached motors, wheels, and pillow bearings to the chassis. Then today I attached the flywheel subsystem to the intake frame which I later mounted onto the chassis through the pivot motor. Before the sheet metal arrived yesterday I spent time finishing the design of the inner guide rails and the arm that would attach to the servo that blocked the balls from escaping through the turned off flywheels as it drives. I got my idea from a pinball arm with a wider rounded back end and a smaller rounder front end so that the tennis balls may not get stuck when they open. This is the only electronic I am left to test. Once the sheet metal arrived I started to attach all wheel motors and wheels to the new chassis. I had to deburr the holes for the motors a bit since they were too small but I got it done before the end of the day. Almost all of today was spending building and assembling. I started by attaching the pivot motor to the chassis and the pillow bearing on the opposite wall. I then mounted the flywheels onto the intake frame and tested them out. They spun pretty fast around 2000 rpm but did have to be angled quite high to launch far. Then I spent a lot of time mounting the intake onto the pivot motor and chassis. I struggled a bit with getting the screws on since there were so small gaps to fit them in. Lastly I mounted the inner guide rails. I then tested the pivot motor at 16rpm and it worked great, being able to turn the whole intake easily and with it locking position when it is not moving. The intake motor though is 80rpm and it is too slow for the intake as it seems to just push away the balls so I bought a 160rpm motor to try and fix that. First thing tomorrow is doing the wiring and putting some rubber on the intake rollers."}, {"post_id": 41157, "ts": "2026-08-05T05:59:49Z", "hours": 0.7667, "text": "August 4 Assembled flywheel shafts, connected flywheel motors to relays, and assembled flywheel structure. Modeled and 3D printed guide rails for the inside of the intake. Disassembled old rover and laid out pieces for new rover. Since all of the parts for the flywheel subsystem finished printing overnight I assembled it first thing today. I got all the bearings, collars, wheels, and pulleys on the shaft and put them onto the top plate. I then soldered both of the motors onto a relay of their own then then the motor negatives onto the battery’s. I had to expand the splitters attached to the batteries so that there would be enough ports to power everything. The sheet metal parts got delayed again and would be complete tommorow and thankfully the test day got moved back for the final time. Honestly this manufacturer the parts have been sent to is not great and I could probably find a better option. Lastly, I finished modeling the guide rails that go inside the intake so that I can attach a servo onto them and have an arm that blocks the balls entering the flywheel before then. I left them 3D printing overnight so that tomorrow I can assemble everything. Tomorrow will be only an assembly day hopefully with a bit more testing the lidar."}, {"post_id": 40609, "ts": "2026-08-04T08:23:57Z", "hours": 7.345, "text": "June 31 & August 3 Didn’t do too much Friday so posted this together Fully finished flywheel and intake CAD. Printed most pieces using PLA and TPU. Assembled Flywheel shafts. Made a basic Lidar program All of Friday was spent finalizing the model for the Flywheel and intake including the top support plate that would hold both Flywheel motors and give the Flywheel shafts a bearing on the top as they have on the bottom. I also started to print most of the small pieces like the shaft collars, inserts for the bearings to make them fit the hex shaft, and spacers for the flywheel shafts. There were some struggles with printing for a bit but I figured out that flow calibration needed to be done every time which wasn’t true before but whatever works works. Since the TPU was even more iffy I only printed two rollers which I left overnight. Monday I was able to talk with a person in the aerospace industry and visited a company nearby which gave me a better idea of what a hard tech company is looking for in applicants. Then I started to assemble the Flywheel shafts though I was missing some 3D printed pieces so I also got everything printed today. But the sheet metal hadn’t arrived so I couldn’t do too much after this so I started to use the lidar. Thankfully the deadline was pushed to tomorrow. I connected the lidar with the Raspberry Pi and used CodeX to help me write a basic program that would display what it sees while excluding a .25 meter range since I just had it in the chassis which was blocking it seeing 360 degrees. In the next few days I hope to integrate this with the camera and IMU to at least get the cone slalom autonomous soon."}, {"post_id": 38046, "ts": "2026-07-31T07:15:19Z", "hours": 4.2669, "text": "June 30 So so close to fully modeling out 3D printed pieces for the Flywheel/Intake Subsystem. 3D printed out some test pieces with slight difficulties. Cut hex shafts semi-straight to length according to the CAD model. Finally ordered 2D Lidar. Like yesterday’s devlog, today was mainly a modeling day with getting the collars, spacers, inserts, and belt pulleys on the shafts. I also designed a top support plate which will also be where the motors are attached, which I’ll work on tomorrow. While I worked on the CAD I had printing some test shaft collars and inserts for the flywheels. Printing these items ultimately was due to how long it would take for real metal ones to ship and with the deadline being tomorrow there wasn’t much time. But there were some issues in printing today possibly due to using brand new filament and I might have refilled it wrong. After fully modeling out how the shaft of the flywheels would look like I cut them out of a stock ½” hex shaft at 4” long each. I also cut out the shafts for the intakes at 8.25” long each. Yet I don’t think it will be done by tomorrow afternoon as I’m still unsure when the cut and bent sheet metal will be done and it will take a while to print every piece needed. Lastly I bought a 2D Lidar so that next week I can give the robot true vision with it being able to always know where the cones are not just based on how tall they are in the video feed."}, {"post_id": 37729, "ts": "2026-07-30T17:13:37Z", "hours": 3.6, "text": "June 29 Almost fully modeled flywheel, adjusted pivot holes, made holes in chassis, ordered chassis and the rest of flywheel parts. Sorry forgot to upload this devlog yesterday Today was only a CAD day. I spent the first few minutes writing down what I needed to model today which included modifying the drivetrain chassis so that the pivot system can be attached and drawing out the holes for the flywheels on the intake so that we can order both pieces. I started by making the holes for the pillow bearings which would be on the opposite side of the pivot motor. Then placed my drawing from yesterday of how the flywheels would look like onto the far end of the intake. I made holes into the intake of where the bearings would go, then added some motor mount holes on the side of it, and finally some holes to add a guide rail inside the intake itself. Also since the flywheels would have a pretty small amount of clearance I added some holes into the wall of the intake to allow for it to increase in diameter when spinning quickly so that it wouldn’t hit the wall. Lastly, I started to fully model what the flywheel would look like including the bearings, shaft, flex wheels, and belt pulleys. I still need to adjust the length of the shaft and get the motors in the right positions. It also needs a few more constraints as seen in the video of it pivoting."}, {"post_id": 36873, "ts": "2026-07-29T07:09:03Z", "hours": 1.3167, "text": "June 28 Plus a 1.5x sped up video from yesterday’s test day with a cool flip Fully printed new wheels and assembled them. Kept modifying IMU dead reckoning program. Modeled and printed motor mounts for flywheel test. I had left printing the three new wheel rims I needed for the new hubs but unfortunately it ran out of black filament half way through the night, so I needed to switch over to gray filament this morning. Eventually they printed and turned out good enough, so I started taking off the old rims from the tires and it was as much of a struggle as putting them on or more. I had to rip off the outer part of the rim but after a couple hours I got them done. The next part that needed some tweaking was the dead reckoning program as like before it lost where it was after not seeing a cone. Today I used CodeX to make it so that the robot keeps tracking where it was using the accelerometer on the IMU to determine where it is from the cones but now it didn’t remember the last distance from the cones before it didn’t see them so it was way off. This is something that will take a lot more modifying with just the IMU and camera so like I said before it might just be easier to get a lidar system, which I’ll think over tomorrow. Lastly, I modeled out how far apart every component of the flywheel system has to be so that tomorrow I can cut holes into an extra piece of sheet metal and model it before ordering the actual sheet metal. Based on the model I 3D printed a motor mount bracket to support where the motor should be. The next test date is this Friday and it will not be moved so the intake, pivot, and flywheels will probably not be completely done by then which sucks."}, {"post_id": 36243, "ts": "2026-07-28T06:26:06Z", "hours": 3.8836, "text": "June 24 & 27 Bought necessary items for flywheels and pivot system. Tested the new IMU to detect distance from the nearest cone by giving it set positions of the cones. Modeled pivot system and ordered more pieces for it. Printed new rims for new hubs. I didn’t do much Friday so I coupled these two together Friday morning was mostly spent buying pieces for the flywheel shooter and pivot system for the intake and flywheels. I bought a strong enough worm gear motor to only use it on one side and just use a bearing on the other side. Since for the flywheels it would be easier for each to have their own motor I bought two 775 DC motors that I would gear down to ~2,000 RPM. Tomorrow I hope to test them. Since the IMU arrived I thought I might be able to use it and set cone coordinates to always have true room coordinates and Dead Reckon on that. A small problem that I encounter right now is that after the cones are out of sight the calculated distance between the IMU and the cone doesn’t change until it sees the cones again. To fix this I might try to get the ratio of what increase of the IMU value is equal to an inch and base it on that or possible by a cheap 2D lidar system. New hubs arrived so I quickly modified the wheel rim CAD and printed them. Now they don’t need as much force to put the tire on. Lastly I designed how and where the high torque worm gear motor would attach onto the intake through hubs and what the other side would look like including pillow bearings and a shaft."}, {"post_id": 34157, "ts": "2026-07-24T17:46:06Z", "hours": 1.1169, "text": "June 23 I know this is a day late, I just forgot to post yesterday. Soldered broken 3 phase motor wire back together. Rearranged electronics and wires to lessen the stress on the wires. Calculated necessary motor strength to pivot the intake mechanism. Again the test date got pushed back a day but this gave more time to fix some issues like the ripped motor wire. I was able to solder it back together by taking the motor apart and finding where the wire broke. I applied some shrinkwrap onto the wire and then a bigger shrinkwrap to join all three wires so that they share the stress if bent. The reason the wired broke was likely due to it rubbing against the back section of the chassis when the front section pivots. I did some wire management so that this wouldn’t happen, which also made the rover look a bit nicer. After a bit of driving the rover making sure that the new wire arrangement worked, I learnt how to calculate torque and how to compare that to servos. Initially I thought that servos would work as the intake would only have to pivot around 30॰, but after the calculations it would be necessary to use a linkage since servos within our price range would be too weak. So I looked into worm gear motors with ultra low rpm, around 15 rpm, which would hopefully provide enough torque to rotate the intake. The test date also got pushed to tomorrow so the IMU, which arrives tomorrow, would give us a better way to dead reckon."}, {"post_id": 33366, "ts": "2026-07-23T07:07:01Z", "hours": 1.3167, "text": "June 22 Added more support braces to metal chassis. Rearranged electronics to make room for an intake and worked on autonomous cone slalom. One wire of a wheel motor tore off and needs to be replaced or repaired. From yesterday’s few tests driving the rover at speeds above 25% the chassis seemed to bend inwards, especially with the new 8” inch wheels. So I designed braces that would go on the back section of the chassis and made a piece to link both L- support braces. While the supports printed I rearranged the electronics onto most one side of the chassis in order to fit the intake in the middle. Since the next test date got moved to Thursday I had more time to try and get the rover to do the cone slalom autonomously. A majority of the time spent was adjusting values like what percentage of the cone should be on the screen before it stopped turning. I later decided after a couple hours of not much luck to switch over to dead reckoning. I had CodeX make me a program to record and replay inputs which worked semi consistently but varied a lot since I couldn’t start the rover in the exact same position. After running the dead reckoning multiple times I saw that one wheel wasn’t really spinning. I looked into this and realized that one of the 3 phase motor wires has come off the motor. I’ll try and repair it tomorrow but it may not be possible. So for Thursday the rover might just need to run off three motors"}, {"post_id": 32825, "ts": "2026-07-22T06:57:21Z", "hours": 5.3867, "text": "June 21 The slight shift of the hubs from the motor shaft was troubleshooted for the first half of the day. The second half was spent working on the autonomous slalom through cones, with it being able to go around one for now. I started off the day by assessing what had gone wrong previously and found that I should focus on the wheels slipping off the motor shaft if I wanted the rover to clear the obstacle course and hill by Wednesday. I spent a lot of my time designing new hubs but I found that the main issue for why the hubs slipped off was that the Loctite on the screw holes had not dried yet. So I wasted too much time on this but I did learn how to make drawings to send to manufacturers. The second half of the day was spent using CodeX to make a program to go around the cone with a camera attached to the Raspberry Pi. A majority of this process was testing values like what percentage or where on the screen the cone should be in order to start turning. I was eventually able to get it to go around one cone but it would target the third cone in the slalom before the second one. I definitely want to work more on this tomorrow. Another task for tomorrow is designing and printing support braces for the aluminum chassis which saw some bending especially when turning. (I made the turning back to standard tank drive as the set screws were as big of an issue)"}, {"post_id": 29766, "ts": "2026-07-16T21:15:33Z", "hours": 9.8508, "text": "Rover V1 Features - Metal Chassis The chassis is made up of .06-inch aluminum cut in 4 pieces and a central connector so that the position of the front two wheels can rotate when only one wheel drives over an obstacle. The back section is riveted together connecting the two L-channels with a top plate and pillow bearings and a shaft are used to connect the front and back section. - Wheels The rim of the wheels are fully 3D printed and are modified GoBilda Rhino Wheels upscaled to approximately 5 inches in diameter. 3D printing allowed for the wheel to slide on easily as the modified hole would easily fit onto the shaft of the motor. Neoprene rubber was then glued onto the outside of the wheel to provide friction and grip when driving up a flat angled hill. Each wheel is directly connected to a motor. -Power System The Raspberry Pi 5 is powered using a portable battery pack, while the motors are powered using a 14V 4S LiPo battery. Using a power splitter, all four ESCs, each connected to a motor, are connected to the Pi using a PCA9685 breakout board. The breakout board’s logic is powered by the Raspberry Pi. -Software (Done completely by AI) The rover is controlled using the keyboard of a computer connected to the Raspberry Pi. It is currently configured to tank drive with configurable throttle by sending different signals to the ESCs. -Housings Each electronic component has its own 3D printed housing with access to the necessary ports so that the pins do not directly touch the metal chassis. Issues & Fixes -The ESCs purchased are unidirectional and therefore the rover is not able to drive backwards and turning is really wide Bidirectional ESCs have been bought and should allow for a true tank drive -Since the motors spin really fast, the inner part of the 3D printed wheel has loosened and now practically free spins on the motor shaft as the PLA is really weak and has shaved down. Metal hubs will be screwed into the new printed wheels so that it will not matter whether it shaves off some of the plastic due to the fast rotation. This will require reprinting the wheels with holes in them that align with the hub. -Since the course is really dusty, the rubber on the tires picked it all up. This reduced the friction on the wheels and did not allow the rover to drive up a steep hill. New bigger treaded tires that have to be inflated and are made of a different material should lessen this issue. The inner rim would have to be remodeled to fit these new tires. -The front U-shaped piece where the front two motors are attached is thin and flimsy, so the wheels bow out and affect the angle at which the wheel hits the floor. 3D printed brackets in the corners give stability to the chassis so that it does not bend. Next Subsystem -Intake & Outtake It will use multiple rows of rollers that push the balls further back into the rover where they will eventually funnel into a fast-spinning flywheel. This subsystem will be able to pivot using a motor in order to increase the angle at which the ball is launched at. -Elevation This is still unconfirmed, but one possibility is using switchable magnets in order to climb on a magnetic pole. Another possibility is using a cascade lift attached to the pivoting intake to raise a hook and then pull itself up."}]...
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Title: Rover by @leojl | Stardance
Devlogs:
Rover Title: Rover by @leojl | Stardance
Devlogs:
Rover V1 Features - Metal Chassis The chassis is made up of .06-inch aluminum cut in 4 pieces and a central connector so that the position of the front two wheels can rotate when only one wheel drives over an obstacle. The back section is riveted together connecting the two L-channels with a top plate and pillow bearings and a shaft are used to connect the front and back section. - Wheels The rim of the wheels are fully 3D printed and are modified GoBilda Rhino Wheels upscaled to approximately 5 inches in diameter. 3D printing allowed for the wheel to slide on easily as the modified hole would easily fit onto the shaft of the motor. Neoprene rubber was then glued onto the outside of the wheel to provide friction and grip when driving up a flat angled hill. Each wheel is directly connected to a motor. -Power System The Raspberry Pi 5 is powered using a portable battery pack, while the motors are powered using a 14V 4S LiPo battery. Using a power splitter, all four ESCs, each connected to a motor, are connected to the Pi using a PCA9685 breakout board. The breakout board’s logic is powered by the Raspberry Pi. -Software (Done completely by AI) The rover is controlled using the keyboard of a computer connected to the Raspberry Pi. It is currently configured to tank drive with configurable throttle by sending different signals to the ESCs. -Housings Each electronic component has its own 3D printed housing with access to the necessary ports so that the pins do not directly touch the metal chassis. Issues & Fixes -The ESCs purchased are unidirectional and therefore the rover is not able to drive backwards and turning is really wide Bidirectional ESCs have been bought and should allow for a true tank drive -Since the motors spin really fast, the inner part of the 3D printed wheel has loosened and now practically free spins on the motor shaft as the PLA is really weak and has shaved down. Metal hubs will be screwed into the new printed wheels so that it will not matter whether it shaves off some of the plastic due to the fast rotation. This will require reprinting the wheels with holes in them that align with the hub. -Since the course is really dusty, the rubber on the tires picked it all up. This reduced the friction on the wheels and did not allow the rover to drive up a steep hill. New bigger treaded tires that have to be inflated and are made of a different material should lessen this issue. The inner rim would have to be remodeled to fit these new tires. -The front U-shaped piece where the front two motors are attached is thin and flimsy, so the wheels bow out and affect the angle at which the wheel hits the floor. 3D printed brackets in the corners give stability to the chassis so that it does not bend. Next Subsystem -Intake & Outtake It will use multiple rows of rollers that push the balls further back into the rover where they will eventually funnel into a fast-spinning flywheel. This subsystem will be able to pivot using a motor in order to increase the angle at which the ball is launched at. -Elevation This is still unconfirmed, but one possibility is using switchable magnets in order to climb on a magnetic pole. Another possibility is using a cascade lift attached to the pivoting intake to raise a hook and then pull itself up.
June 21 The slight shift of the hubs from the motor shaft was troubleshooted for the first half of the day. The second half was spent working on the autonomous slalom through cones, with it being able to go around one for now. I started off the day by assessing what had gone wrong previously and found that I should focus on the wheels slipping off the motor shaft if I wanted the rover to clear the obstacle course and hill by Wednesday. I spent a lot of my time designing new hubs but I found that the main issue for why the hubs slipped off was that the Loctite on the screw holes had not dried yet. So I wasted too much time on this but I did learn how to make drawings to send to manufacturers. The second half of the day was spent using CodeX to make a program to go around the cone with a camera attached to the Raspberry Pi. A majority of this process was testing values like what percentage or where on the screen the cone should be in order to start turning. I was eventually able to get it to go around one cone but it would target the third cone in the slalom before the second one. I definitely want to work more on this tomorrow. Another task for tomorrow is designing and printing support braces for the aluminum chassis which saw some bending especially when turning. (I made the turning back to standard tank drive as the set screws were as big of an issue)
June 22 Added more support braces to metal chassis. Rearranged electronics to make room for an intake and worked on autonomous cone slalom. One wire of a wheel motor tore off and needs to be replaced or repaired. From yesterday’s few tests driving the rover at speeds above 25% the chassis seemed to bend inwards, especially with the new 8” inch wheels. So I designed braces that would go on the back section of the chassis and made a piece to link both L- support braces. While the supports printed I rearranged the electronics onto most one side of the chassis in order to fit the intake in the middle. Since the next test date got moved to Thursday I had more time to try and get the rover to do the cone slalom autonomously. A majority of the time spent was adjusting values like what percentage of the cone should be on the screen before it stopped turning. I later decided after a couple hours of not much luck to switch over to dead reckoning. I had CodeX make me a program to record and replay inputs which worked semi consistently but varied a lot since I couldn’t start the rover in the exact same position. After running the dead reckoning multiple times I saw that one wheel wasn’t really spinning. I looked into this and realized that one of the 3 phase motor wires has come off the motor. I’ll try and repair it tomorrow but it may not be possible. So for Thursday the rover might just need to run off three motors
June 23 I know this is a day late, I just forgot to post yesterday. Soldered broken 3 phase motor wire back together. Rearranged electronics and wires to lessen the stress on the wires. Calculated necessary motor strength to pivot the intake mechanism. Again the test date got pushed back a day but this gave more time to fix some issues like the ripped motor wire. I was able to solder it back together by taking the motor apart and finding where the wire broke. I applied some shrinkwrap onto the wire and then a bigger shrinkwrap to join all three wires so that they share the stress if bent. The reason the wired broke was likely due to it rubbing against the back section of the chassis when the front section pivots. I did some wire management so that this wouldn’t happen, which also made the rover look a bit nicer. After a bit of driving the rover making sure that the new wire arrangement worked, I learnt how to calculate torque and how to compare that to servos. Initially I thought that servos would work as the intake would only have to pivot around 30॰, but after the calculations it would be necessary to use a linkage since servos within our price range would be too weak. So I looked into worm gear motors with ultra low rpm, around 15 rpm, which would hopefully provide enough torque to rotate the intake. The test date also got pushed to tomorrow so the IMU, which arrives tomorrow, would give us a better way to dead reckon.
June 24 & 27 Bought necessary items for flywheels and pivot system. Tested the new IMU to detect distance from the nearest cone by giving it set positions of the cones. Modeled pivot system and ordered more pieces for it. Printed new rims for new hubs. I didn’t do much Friday so I coupled these two together Friday morning was mostly spent buying pieces for the flywheel shooter and pivot system for the intake and flywheels. I bought a strong enough worm gear motor to only use it on one side and just use a bearing on the other side. Since for the flywheels it would be easier for each to have their own motor I bought two 775 DC motors that I would gear down to ~2,000 RPM. Tomorrow I hope to test them. Since the IMU arrived I thought I might be able to use it and set cone coordinates to always have true room coordinates and Dead Reckon on that. A small problem that I encounter right now is that after the cones are out of sight the calculated distance between the IMU and the cone doesn’t change until it sees the cones again. To fix this I might try to get the ratio of what increase of the IMU value is equal to an inch and base it on that or possible by a cheap 2D lidar system. New hubs arrived so I quickly modified the wheel rim CAD and printed them. Now they don’t need as much force to put the tire on. Lastly I designed how and where the high torque worm gear motor would attach onto the intake through hubs and what the other side would look like including pillow bearings and a shaft.
June 28 Plus a 1.5x sped up video from yesterday’s test day with a cool flip Fully printed new wheels and assembled them. Kept modifying IMU dead reckoning program. Modeled and printed motor mounts for flywheel test. I had left printing the three new wheel rims I needed for the new hubs but unfortunately it ran out of black filament half way through the night, so I needed to switch over to gray filament this morning. Eventually they printed and turned out good enough, so I started taking off the old rims from the tires and it was as much of a struggle as putting them on or more. I had to rip off the outer part of the rim but after a couple hours I got them done. The next part that needed some tweaking was the dead reckoning program as like before it lost where it was after not seeing a cone. Today I used CodeX to make it so that the robot keeps tracking where it was using the accelerometer on the IMU to determine where it is from the cones but now it didn’t remember the last distance from the cones before it didn’t see them so it was way off. This is something that will take a lot more modifying with just the IMU and camera so like I said before it might just be easier to get a lidar system, which I’ll think over tomorrow. Lastly, I modeled out how far apart every component of the flywheel system has to be so that tomorrow I can cut holes into an extra piece of sheet metal and model it before ordering the actual sheet metal. Based on the model I 3D printed a motor mount bracket to support where the motor should be. The next test date is this Friday and it will not be moved so the intake, pivot, and flywheels will probably not be completely done by then which sucks.
June 29 Almost fully modeled flywheel, adjusted pivot holes, made holes in chassis, ordered chassis and the rest of flywheel parts. Sorry forgot to upload this devlog yesterday Today was only a CAD day. I spent the first few minutes writing down what I needed to model today which included modifying the drivetrain chassis so that the pivot system can be attached and drawing out the holes for the flywheels on the intake so that we can order both pieces. I started by making the holes for the pillow bearings which would be on the opposite side of the pivot motor. Then placed my drawing from yesterday of how the flywheels would look like onto the far end of the intake. I made holes into the intake of where the bearings would go, then added some motor mount holes on the side of it, and finally some holes to add a guide rail inside the intake itself. Also since the flywheels would have a pretty small amount of clearance I added some holes into the wall of the intake to allow for it to increase in diameter when spinning quickly so that it wouldn’t hit the wall. Lastly, I started to fully model what the flywheel would look like including the bearings, shaft, flex wheels, and belt pulleys. I still need to adjust the length of the shaft and get the motors in the right positions. It also needs a few more constraints as seen in the video of it pivoting.
June 30 So so close to fully modeling out 3D printed pieces for the Flywheel/Intake Subsystem. 3D printed out some test pieces with slight difficulties. Cut hex shafts semi-straight to length according to the CAD model. Finally ordered 2D Lidar. Like yesterday’s devlog, today was mainly a modeling day with getting the collars, spacers, inserts, and belt pulleys on the shafts. I also designed a top support plate which will also be where the motors are attached, which I’ll work on tomorrow. While I worked on the CAD I had printing some test shaft collars and inserts for the flywheels. Printing these items ultimately was due to how long it would take for real metal ones to ship and with the deadline being tomorrow there wasn’t much time. But there were some issues in printing today possibly due to using brand new filament and I might have refilled it wrong. After fully modeling out how the shaft of the flywheels would look like I cut them out of a stock ½” hex shaft at 4” long each. I also cut out the shafts for the intakes at 8.25” long each. Yet I don’t think it will be done by tomorrow afternoon as I’m still unsure when the cut and bent sheet metal will be done and it will take a while to print every piece needed. Lastly I bought a 2D Lidar so that next week I can give the robot true vision with it being able to always know where the cones are not just based on how tall they are in the video feed.
June 31 & August 3 Didn’t do too much Friday so posted this together Fully finished flywheel and intake CAD. Printed most pieces using PLA and TPU. Assembled Flywheel shafts. Made a basic Lidar program All of Friday was spent finalizing the model for the Flywheel and intake including the top support plate that would hold both Flywheel motors and give the Flywheel shafts a bearing on the top as they have on the bottom. I also started to print most of the small pieces like the shaft collars, inserts for the bearings to make them fit the hex shaft, and spacers for the flywheel shafts. There were some struggles with printing for a bit but I figured out that flow calibration needed to be done every time which wasn’t true before but whatever works works. Since the TPU was even more iffy I only printed two rollers which I left overnight. Monday I was able to talk with a person in the aerospace industry and visited a company nearby which gave me a better idea of what a hard tech company is looking for in applicants. Then I started to assemble the Flywheel shafts though I was missing some 3D printed pieces so I also got everything printed today. But the sheet metal hadn’t arrived so I couldn’t do too much after this so I started to use the lidar. Thankfully the deadline was pushed to tomorrow. I connected the lidar with the Raspberry Pi and used CodeX to help me write a basic program that would display what it sees while excluding a .25 meter range since I just had it in the chassis which was blocking it seeing 360 degrees. In the next few days I hope to integrate this with the camera and IMU to at least get the cone slalom autonomous soon.
August 4 Assembled flywheel shafts, connected flywheel motors to relays, and assembled flywheel structure. Modeled and 3D printed guide rails for the inside of the intake. Disassembled old rover and laid out pieces for new rover. Since all of the parts for the flywheel subsystem finished printing overnight I assembled it first thing today. I got all the bearings, collars, wheels, and pulleys on the shaft and put them onto the top plate. I then soldered both of the motors onto a relay of their own then then the motor negatives onto the battery’s. I had to expand the splitters attached to the batteries so that there would be enough ports to power everything. The sheet metal parts got delayed again and would be complete tommorow and thankfully the test day got moved back for the final time. Honestly this manufacturer the parts have been sent to is not great and I could probably find a better option. Lastly, I finished modeling the guide rails that go inside the intake so that I can attach a servo onto them and have an arm that blocks the balls entering the flywheel before then. I left them 3D printing overnight so that tomorrow I can assemble everything. Tomorrow will be only an assembly day hopefully with a bit more testing the lidar.
August 5 & 6 I spent most of Wednesday just waiting for the sheet metal pieces so I thought I’d bundle these two days together Wednesday I finished designing and printing the inner guide rails to funnel the balls into the flywheel. Attached motors, wheels, and pillow bearings to the chassis. Then today I attached the flywheel subsystem to the intake frame which I later mounted onto the chassis through the pivot motor. Before the sheet metal arrived yesterday I spent time finishing the design of the inner guide rails and the arm that would attach to the servo that blocked the balls from escaping through the turned off flywheels as it drives. I got my idea from a pinball arm with a wider rounded back end and a smaller rounder front end so that the tennis balls may not get stuck when they open. This is the only electronic I am left to test. Once the sheet metal arrived I started to attach all wheel motors and wheels to the new chassis. I had to deburr the holes for the motors a bit since they were too small but I got it done before the end of the day. Almost all of today was spending building and assembling. I started by attaching the pivot motor to the chassis and the pillow bearing on the opposite wall. I then mounted the flywheels onto the intake frame and tested them out. They spun pretty fast around 2000 rpm but did have to be angled quite high to launch far. Then I spent a lot of time mounting the intake onto the pivot motor and chassis. I struggled a bit with getting the screws on since there were so small gaps to fit them in. Lastly I mounted the inner guide rails. I then tested the pivot motor at 16rpm and it worked great, being able to turn the whole intake easily and with it locking position when it is not moving. The intake motor though is 80rpm and it is too slow for the intake as it seems to just push away the balls so I bought a 160rpm motor to try and fix that. First thing tomorrow is doing the wiring and putting some rubber on the intake rollers.
August 7 & 10 Fully wired new rover including unintentionally learning how to make a motor smoke 💥. Tested all new pieces out and made a program so that every subsystem is controllable from my keyboard The final test day is Wednesday afternoon which is pretty concerning since I just got every part to work and now I need to make it autonomous but just got to believe. Both of these days where pretty lazy but all of Friday was spent wiring everything. The first new thing I tested was the pivot and I didn’t realize that the intake motor would hit the corner so I kept trying to turn it and it drew so many amps that it started to smoke and got incredibly hot. But I just shaved down the chassis and that fixed it. Everything else including the intake and flywheel motors were fine but then the breakout board didn’t work. This was because an aluminum chip had fallen onto the chip on the board and shorted it so I just switched it out. Today was spent troubleshooting errors and really testing everything out with the new wiring. A couple of the problems I faced were because I hadn’t stripped some wires enough so that the splitters I used would work. Also that some wires weren’t long enough so I used extenders. I also used CodeX to help me write some code so that I could control everything from my computer manually....
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1792806472.6157625
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1793411272.6157625
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2265
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Bean2Space (DIY Rocket) by @TGA25dev | Stardance
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TGA25dev
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0
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44.29
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0
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[]
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[{"post_id": 74447, "ts": "202 [{"post_id": 74447, "ts": "2026-09-27T12:09:07Z", "hours": 1.2717, "text": "Devlog # 15 What’s new ? Parachute ! I’ve worked an hour on the parachute design and I think it came pretty good, I’ve tested it from a very low altitude and it seems to work well so I’m pretty happy with it. It’s made out of a tyvek security suit and I’ve used nylon cables for the lines."}, {"post_id": 74412, "ts": "2026-09-27T10:36:40Z", "hours": 1.1864, "text": "Devlog #14.1 What’s new ? Nothing really important in this devlog tbh, again lot’s of tests in the code, debugging and trying new things (that didn’t worked..) I’ve also replaced the imu temperature value in the live telemetry by the mcu temperature because it’s a more important value to know and monitor. Cool things are coming! (like the parachute design )"}, {"post_id": 73492, "ts": "2026-09-25T07:23:31Z", "hours": 2.6869, "text": "Devlog #14 What’s new ? I’ve been working mainly on software those days, I had a few issues with the program running on battery, once it was started I couldn’t connect it again with the cable. To fix that I’ve added another main script that runs when the chip is powered on and adds a timer to et me interrupt boot sequence if needed. Then, I’ve worked on a collector for the ground station whose role is to grab the data of the other esp32 by serial and save it to a csv file (it can then be readed by the dashboard for example) Due to the collector needing a new telemetry parsing structure I’ve also updated how telemetry sequences are written and printed in the ground station main file Also, I’ve been doing some tests with the state detection algorithm to try if it detected well the different flight states (I literally threw the electronics in the air and almost smashed them on the ground, but it’s ok at least it worked well) See you for the next devlog!"}, {"post_id": 70864, "ts": "2026-09-19T21:49:22Z", "hours": 3.7017, "text": "Devlog #13 What’s new ? A lot of work today as I’ve finished the soldering part!! Now the flight computer is done and mounted into the 3D printed sled, it was my first time soldering like that and I think it came pretty decent (though cable management looks horrible to me). The only thing that didn’t work when I powered it was the led, I spent a long time trying to understand what was wrong to finally realize that I had fried it… I replaced it with a new one and the issue was solved! (also changed the color by the way) Appart from soldering I’ve also added a setting to disable buzzer or led on startup and an internal temperature watchdog to monitor the temperature and prevent the chip from overheating What’s next ? As I said earlier the project is almost finished! Yet I still need to add a few more features, fix some bugs and print the last parts"}, {"post_id": 70602, "ts": "2026-09-19T13:03:41Z", "hours": 3.0914, "text": "Devlog #12 Wow it’s really been a while since last devlog.. so ? What’s new ? Well I’ve been working on a dasboard for the rocket, it uses Streamlit to display data and gathers data from a csv file that is saved on the computer. csv file is written by a local script that uses serial to catch data from the ground station via usb-c I’ve also been improving CAD model a little bit, that includes fillets for the fins and modifications to the instruments rack Also fixed a bug where calibration offsets weren’t applied properly, optimized some code and tried a lot of things in the main script. What’s next ? Last week I’ve started soldering the components to the perfboard so Lapse devlog is coming very soon, I’m planning to finish this in a few days Once soldering is done I will test out the software in “real” conditions and print the missing parts of the rocket Stay tuned ! ✨"}, {"post_id": 55639, "ts": "2026-08-27T16:28:56Z", "hours": 4.0294, "text": "Devlog #11 What’s new? I initially planned on adding an SD Card module but after fighting with it for almost two hours I couldn’t get it to work, it uses SPI but I don’t know why it refused cooperate.. Then I improved the wireless transmission system by adding sequence numbers and the rocket state to the packets. Everything was working fine until it totally stopped working. I spent another hour trying to debug only to finally plug the external antenas into both ESPs which fixed the issue.. Finally I’ve moved the rocket state detection to a separate module so the main file remains clean and is easier to debug What’s next? Now that those issues are solved I’m going to create a nice dashboard I will run on my computer to display live data charts and logs, I don’t know how I’m going to design it but hopefully it will look great On the screenshot you can see on the left logs from the rocket and on the right the live data that is pulled from the ground station by serial connection."}, {"post_id": 53065, "ts": "2026-08-23T13:58:43Z", "hours": 1.4889, "text": "Devlog #10 What’s new ? First of all I now have the missing funds to complete the project, that’s pretty insane and I’m really happy and proud about it Second, I’v been working again on the external pods as the measurements for the camera were wrong and it didn’t fitted at all. I’m going to print that part to test it out but it should now be fixed."}, {"post_id": 47185, "ts": "2026-08-14T22:02:08Z", "hours": 3.4086, "text": "Devlog #9.2 What’s new ? Some tweaks on CAD README ! I’v spent quite a lot of time writing the readme file, hope it’s good! I’v added several sections with a lot of details and renders from Fusion."}, {"post_id": 41273, "ts": "2026-08-05T11:52:29Z", "hours": 0.4667, "text": "Devlog #9.1 What’s new ? I’v added a mount for the shock cord, I will put a screw and attach the cord to it. the screw will go in those holes. Both mounts will be printed separately and then glued with expoxy On the bottom of the engine stage I’v also added 4 holes to attach the cord to"}, {"post_id": 41245, "ts": "2026-08-05T10:25:58Z", "hours": 1.9014, "text": "Devlog #9 What’s new ? CAD: I’v updated the top cover of the trigger system box because the new fire button I’v chose needed a bigger hole Wirings: I’v made two schematics, one for the flight computer on wokwi and another for the trigger station on draw.io. Took me a bit of time to understand how to create both diagrams since it’s the first time I use those websites but I think it came pretty good. What’s nex ? First I’m gonna address some issues I’v seen on the design especially in the engine stage Then when it’s done I’ll double check my BOM file is correct and I will probably submit for funding"}, {"post_id": 40804, "ts": "2026-08-04T15:43:03Z", "hours": 4.6297, "text": "Devlog #8 What’s new ? This time I’v designed the component’s sled/rack: The sled will first slide in the main tube and then be attached using 4 M3 screws as you can see on both sides (I’ll also use 4 other screws to secure the soldering board on the rack itself.) I will then add heat inserts when building. On the other side of the sled the lipo battery will be secured using velcro straps. And on the middle I’v added 2 “windows” for cable management. As you can see I’v also added 3 holes (the triangle pattern) on the main tube, they’r static port holes and will be used to ensure the pressure inside the rocket is the same as outside (for the pressure sensor to get correct data) EDIT: I just realized I forgot to upload the screenshot showing that and now I can’t… What’s next ? I think I might now submit the project for funding as I am missing some critical pieces to build the rocket. I’ll also probably tweak some things in the design and log a few hours more. After than I will continue to code the flight computer. Stay tuned! 🚀"}, {"post_id": 38862, "ts": "2026-08-01T12:57:15Z", "hours": 5.9436, "text": "Devlog #7 What’s new ? I worked a lot on CAD for the past 10h of work, lot’s of headaches because of the pods (and because I forgot to hit record on lapse) but here’s what I made : It took me a lot of time to work on the pods because I couldn’t find a good aerodynamic design. So I designed it, re-designed it and re-re-redisigned it. Finally I have something working though it’s not perfect, I should tweak some things to make it even better. I also worked on designing the ground trigger system, basically it’s a box that will host the batteries to ignite the rocket, a security lock with a key and the fire button. It wasn’t very hard but it also took me a bit of time to find the correct diameters for the components. What’s next ? Well I think I will polish the designs perhaps add new things and fix some others, once thats done I will submit for funding to get the rest of the components I need. Stay tuned!"}, {"post_id": 27079, "ts": "2026-07-12T09:53:23Z", "hours": 1.1592, "text": "Devlog #6 What’s new ? The rocket has now a state tracking system, what this does is that it takes the altitude, calculates the velocity and then deduces the rocket’s state (iddle, in flight, descending etc etc..) It took me some time to understand how velocity could be used and calculated and I also had to implement smpoothing systems to prevent the noise from the sensors to give me weird values I’v also added a “demo mode”, it simulates fake telemetry (altitude) so I can test the status tracking system What’s next ? Well I don’t really know, I’v been strugling with live logs and I don’t really know how I could implement that, I’ll see what’s missing and what I can do to improve the rocket Below is a screenshot of the terminal’s output, because I’m not going to take another picture of the harware as nothing really changed.. I’ll try to do better next devlog!"}, {"post_id": 19365, "ts": "2026-06-30T17:17:45Z", "hours": 1.9311, "text": "Devlog #5 CAD!! Well so today I opened Fusion360 and entirely remodeled all the parts of the rocket. I had mesh files from OpenRocket but I needed to turn them into solid shapes. I will probably have to spend more time on Fusion because I’m not sure the shoulder for the main stage is well designed and will fit properly. Also, I might need to design something to keep the engine inside the tube so it doesn’t move."}, {"post_id": 16833, "ts": "2026-06-27T10:23:39Z", "hours": 1.815, "text": "Devlog #4 What’s new On each run the rocket is now assigned a random flight number for better identification (also added in transmitted packets, you’l see later why) Zombie connections are now killed before starting everything to prevent issues with unclosed sockets Clock chip frequency has been reduced (the esp is heating a lot I need to find why and fix the performances..) I’v added new telemetry packet flags to distinguish between telemetry and messages (I’ll probably forward live logs from the rocket to the ground station using that) What’s coming Well, pretty much everything I said before (performances, live logs, telemetry saving in csv files, charts..) Also going to try to start the CAD in Fusion360"}, {"post_id": 15646, "ts": "2026-06-25T13:22:40Z", "hours": 2.2681, "text": "Devlog #3 What’s new I was looking at the telemetry data and noticed relative pressure mesurement was uncorrect so I fixed it (took me a moment to understand why..) - Also fixed gyro x value calculation that was wrong Now the main chip broadcasts it’s telemetry so it can be read by the other chip on the ground I’v added new buttons to the dashboard to stop Wifi and start ESPNow transmission Anddd last but not least, the rocket has now an internal clock which is for now used as timestamp when packets are sent What’s on the picture The “ground station” (white cable) which is an ESP32 C3 My breadboard with all the components which will be in the rocket (just noticed buzzer cable was disconnected)"}, {"post_id": 15539, "ts": "2026-06-25T08:01:32Z", "hours": 1.2831, "text": "Devlog #2 What’s new I’v started working on live wireless transmission so I could have live data transmission from the rocket to a ground station (another ESP32). I can now broadcast data from the rocket and it’s read by the ground station. I’v added new options on the dashboard, I can now remotely start the calibration process – it will be useful on ground before the launch And now ? Now I am going to improve the dashboard by addind new options and probably telemetry Probably going to cleanup some code and put things in other files for better readability"}, {"post_id": 12518, "ts": "2026-06-20T13:17:26Z", "hours": 2.0281, "text": "1st devlog! Made basic CAD in OpenRocket software to design the rocket’s body and fins. It helped me understanding how aerodynamics will affect the rocket during the flight Started the software part, I use Python paired with a XIAO ESP32 S3 as main flight computer. I also have a BMP280 and an MPU6050 as main flight instruments. I’v added getter functions for telemetry and setters for calibration. Also added the main file with a startup function and wifi manager for wireless ground control."}]...
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Title: Bean2Space (DIY Rocket) by @TGA25dev | Star Title: Bean2Space (DIY Rocket) by @TGA25dev | Stardance
Devlogs:
1st devlog! Made basic CAD in OpenRocket software to design the rocket’s body and fins. It helped me understanding how aerodynamics will affect the rocket during the flight Started the software part, I use Python paired with a XIAO ESP32 S3 as main flight computer. I also have a BMP280 and an MPU6050 as main flight instruments. I’v added getter functions for telemetry and setters for calibration. Also added the main file with a startup function and wifi manager for wireless ground control.
Devlog #2 What’s new I’v started working on live wireless transmission so I could have live data transmission from the rocket to a ground station (another ESP32). I can now broadcast data from the rocket and it’s read by the ground station. I’v added new options on the dashboard, I can now remotely start the calibration process – it will be useful on ground before the launch And now ? Now I am going to improve the dashboard by addind new options and probably telemetry Probably going to cleanup some code and put things in other files for better readability
Devlog #3 What’s new I was looking at the telemetry data and noticed relative pressure mesurement was uncorrect so I fixed it (took me a moment to understand why..) - Also fixed gyro x value calculation that was wrong Now the main chip broadcasts it’s telemetry so it can be read by the other chip on the ground I’v added new buttons to the dashboard to stop Wifi and start ESPNow transmission Anddd last but not least, the rocket has now an internal clock which is for now used as timestamp when packets are sent What’s on the picture The “ground station” (white cable) which is an ESP32 C3 My breadboard with all the components which will be in the rocket (just noticed buzzer cable was disconnected)
Devlog #4 What’s new On each run the rocket is now assigned a random flight number for better identification (also added in transmitted packets, you’l see later why) Zombie connections are now killed before starting everything to prevent issues with unclosed sockets Clock chip frequency has been reduced (the esp is heating a lot I need to find why and fix the performances..) I’v added new telemetry packet flags to distinguish between telemetry and messages (I’ll probably forward live logs from the rocket to the ground station using that) What’s coming Well, pretty much everything I said before (performances, live logs, telemetry saving in csv files, charts..) Also going to try to start the CAD in Fusion360
Devlog #5 CAD!! Well so today I opened Fusion360 and entirely remodeled all the parts of the rocket. I had mesh files from OpenRocket but I needed to turn them into solid shapes. I will probably have to spend more time on Fusion because I’m not sure the shoulder for the main stage is well designed and will fit properly. Also, I might need to design something to keep the engine inside the tube so it doesn’t move.
Devlog #6 What’s new ? The rocket has now a state tracking system, what this does is that it takes the altitude, calculates the velocity and then deduces the rocket’s state (iddle, in flight, descending etc etc..) It took me some time to understand how velocity could be used and calculated and I also had to implement smpoothing systems to prevent the noise from the sensors to give me weird values I’v also added a “demo mode”, it simulates fake telemetry (altitude) so I can test the status tracking system What’s next ? Well I don’t really know, I’v been strugling with live logs and I don’t really know how I could implement that, I’ll see what’s missing and what I can do to improve the rocket Below is a screenshot of the terminal’s output, because I’m not going to take another picture of the harware as nothing really changed.. I’ll try to do better next devlog!
Devlog #7 What’s new ? I worked a lot on CAD for the past 10h of work, lot’s of headaches because of the pods (and because I forgot to hit record on lapse) but here’s what I made : It took me a lot of time to work on the pods because I couldn’t find a good aerodynamic design. So I designed it, re-designed it and re-re-redisigned it. Finally I have something working though it’s not perfect, I should tweak some things to make it even better. I also worked on designing the ground trigger system, basically it’s a box that will host the batteries to ignite the rocket, a security lock with a key and the fire button. It wasn’t very hard but it also took me a bit of time to find the correct diameters for the components. What’s next ? Well I think I will polish the designs perhaps add new things and fix some others, once thats done I will submit for funding to get the rest of the components I need. Stay tuned!
Devlog #8 What’s new ? This time I’v designed the component’s sled/rack: The sled will first slide in the main tube and then be attached using 4 M3 screws as you can see on both sides (I’ll also use 4 other screws to secure the soldering board on the rack itself.) I will then add heat inserts when building. On the other side of the sled the lipo battery will be secured using velcro straps. And on the middle I’v added 2 “windows” for cable management. As you can see I’v also added 3 holes (the triangle pattern) on the main tube, they’r static port holes and will be used to ensure the pressure inside the rocket is the same as outside (for the pressure sensor to get correct data) EDIT: I just realized I forgot to upload the screenshot showing that and now I can’t… What’s next ? I think I might now submit the project for funding as I am missing some critical pieces to build the rocket. I’ll also probably tweak some things in the design and log a few hours more. After than I will continue to code the flight computer. Stay tuned! 🚀
Devlog #9 What’s new ? CAD: I’v updated the top cover of the trigger system box because the new fire button I’v chose needed a bigger hole Wirings: I’v made two schematics, one for the flight computer on wokwi and another for the trigger station on draw.io. Took me a bit of time to understand how to create both diagrams since it’s the first time I use those websites but I think it came pretty good. What’s nex ? First I’m gonna address some issues I’v seen on the design especially in the engine stage Then when it’s done I’ll double check my BOM file is correct and I will probably submit for funding
Devlog #9.1 What’s new ? I’v added a mount for the shock cord, I will put a screw and attach the cord to it. the screw will go in those holes. Both mounts will be printed separately and then glued with expoxy On the bottom of the engine stage I’v also added 4 holes to attach the cord to
Devlog #9.2 What’s new ? Some tweaks on CAD README ! I’v spent quite a lot of time writing the readme file, hope it’s good! I’v added several sections with a lot of details and renders from Fusion.
Devlog #10 What’s new ? First of all I now have the missing funds to complete the project, that’s pretty insane and I’m really happy and proud about it Second, I’v been working again on the external pods as the measurements for the camera were wrong and it didn’t fitted at all. I’m going to print that part to test it out but it should now be fixed.
Devlog #11 What’s new? I initially planned on adding an SD Card module but after fighting with it for almost two hours I couldn’t get it to work, it uses SPI but I don’t know why it refused cooperate.. Then I improved the wireless transmission system by adding sequence numbers and the rocket state to the packets. Everything was working fine until it totally stopped working. I spent another hour trying to debug only to finally plug the external antenas into both ESPs which fixed the issue.. Finally I’ve moved the rocket state detection to a separate module so the main file remains clean and is easier to debug What’s next? Now that those issues are solved I’m going to create a nice dashboard I will run on my computer to display live data charts and logs, I don’t know how I’m going to design it but hopefully it will look great On the screenshot you can see on the left logs from the rocket and on the right the live data that is pulled from the ground station by serial connection.
Devlog #12 Wow it’s really been a while since last devlog.. so ? What’s new ? Well I’ve been working on a dasboard for the rocket, it uses Streamlit to display data and gathers data from a csv file that is saved on the computer. csv file is written by a local script that uses serial to catch data from the ground station via usb-c I’ve also been improving CAD model a little bit, that includes fillets for the fins and modifications to the instruments rack Also fixed a bug where calibration offsets weren’t applied properly, optimized some code and tried a lot of things in the main script. What’s next ? Last week I’ve started soldering the components to the perfboard so Lapse devlog is coming very soon, I’m planning to finish this in a few days Once soldering is done I will test out the software in “real” conditions and print the missing parts of the rocket Stay tuned ! ✨
Devlog #13 What’s new ? A lot of work today as I’ve finished the soldering part!! Now the flight computer is done and mounted into the 3D printed sled, it was my first time soldering like that and I think it came pretty decent (though cable management looks horrible to me). The only thing that didn’t work when I powered it was the led, I spent a long time trying to understand what was wrong to finally realize that I had fried it… I replaced it with a new one and the issue was solved! (also changed the color by the way) Appart from soldering I’ve also added a setting to disable buzzer or led on startup and an internal temperature watchdog to monitor the temperature and prevent the chip from overheating What’s next ? As I said earlier the project is almost finished! Yet I still need to add a few more features, fix some bugs and print the last parts
Devlog #14 What’s new ? I’ve been working mainly on software those days, I had a few issues with the program running on battery, once it was started I couldn’t connect it again with the cable. To fix that I’ve added another main script that runs when the chip is powered on and adds a timer to et me interrupt boot sequence if needed. Then, I’ve worked on a collector for the ground station whose role is to grab the data of the other esp32 by serial and save it to a csv file (it can then be readed by the dashboard for example) Due to the collector needing a new telemetry parsing structure I’ve also updated how telemetry sequences are written and printed in the ground station main file Also, I’ve been doing some tests with the state detection algorithm to try if it detected well the different flight states (I literally threw the electronics in the air and almost smashed them on the ground, but it’s ok at least it worked well) See you for the next devlog!
Devlog #14.1 What’s new ? Nothing really important in this devlog tbh, again lot’s of tests in the code, debugging and trying new things (that didn’t worked..) I’ve also replaced the imu temperature value in the live telemetry by the mcu temperature because it’s a more important value to know and monitor. Cool things are coming! (like the parachute design )
Devlog # 15 What’s new ? Parachute ! I’ve worked an hour on the parachute design and I think it came pretty good, I’ve tested it from a very low altitude and it seems to work well so I’m pretty happy with it. It’s made out of a tyvek security suit and I’ve used nylon cables for the lines....
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GlitchPad by @Hamzaa | Stardance
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Hamzaa
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44.27
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0
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[]
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[{"post_id": 41885, "ts": "202 [{"post_id": 41885, "ts": "2026-08-06T11:47:16Z", "hours": 1.2864, "text": "DEVLOG # 020 Today i finally completed my GlitchPad and created repository for it and submitted it for review"}, {"post_id": 41206, "ts": "2026-08-05T09:05:41Z", "hours": 0.6167, "text": "DEVLOG # 019 I completed my Firmware of GlitchPad but it still needs some modification which will be done once i build my keyboard next step is building GitHub repository"}, {"post_id": 39980, "ts": "2026-08-03T10:13:58Z", "hours": 4.1503, "text": "DEVLOG # 018 Today I started working on GlitchPad firmware and it was not an easy task I thought it would only be simple coding but it wasn’t"}, {"post_id": 39387, "ts": "2026-08-02T10:25:10Z", "hours": 2.1317, "text": "DEVLOG # 017 Today I finally completed GlitchPad Case ;-) now I will move toward firmware"}, {"post_id": 38156, "ts": "2026-07-31T12:21:52Z", "hours": 1.9133, "text": "DEVLOG # 016 Today i worked on my upper case and make it look better :)"}, {"post_id": 37508, "ts": "2026-07-30T09:37:57Z", "hours": 3.1336, "text": "DEVLOG # 015 Today I worked on upper case design and aligned all buttons correctly, design is almost complete but I will add some design to make it look good"}, {"post_id": 36911, "ts": "2026-07-29T09:49:10Z", "hours": 2.7478, "text": "DEVLOG # 0014 Today I worked in designing upper case of GlitchPad as it was difficult for me I added buttons and OLED display but its not properly aligned but design around PCB is completed"}, {"post_id": 35067, "ts": "2026-07-26T07:53:54Z", "hours": 1.5333, "text": "DEVLOG # 0013 Today I started building my upper case I generated plate from ai03 plat generator and also added 7mm hole for rotatory encoder yet oled still remains"}, {"post_id": 33406, "ts": "2026-07-23T10:09:27Z", "hours": 4.7017, "text": "DEVLOG # 0012 Today I just completed my bottom case of glitchpad and I’m stuck on how to make the upper case :( like its very difficult for me but I’m working on it"}, {"post_id": 31154, "ts": "2026-07-19T10:15:29Z", "hours": 1.9511, "text": "DEVLOG # 0011 Today I worked on my bottom case of GlitchPad and also completed PCB I added polygons on left and right walls"}, {"post_id": 30610, "ts": "2026-07-18T10:07:57Z", "hours": 2.9333, "text": "DEVLOG # 0010 Today I updated my PCB and Make it look good by adding some diagrams i also downloaded 3D model of all components and added it while some still remains :("}, {"post_id": 30056, "ts": "2026-07-17T10:35:20Z", "hours": 0.6, "text": "Devlog # 009 Today i worked on my case :)"}, {"post_id": 29452, "ts": "2026-07-16T12:18:29Z", "hours": 5.4336, "text": "Devlog # 008 Today i updated my PCB one final time :0, changed some layout and reroute the whole pcb and i also started making the bottom case for GlitchPad"}, {"post_id": 28816, "ts": "2026-07-15T09:49:54Z", "hours": 0.4333, "text": "Devlog # 007 what is wrong with this lookout i was working for hours and dur to some error it recorded only for 20 mins :("}, {"post_id": 28186, "ts": "2026-07-14T09:54:43Z", "hours": 0.75, "text": "Devlog # 006 I just wrapped up my PCB design and I’m excited to move on to the case design however I’ve come across a few errors in the PCB design that I’ve shared in the screenshot do you think it’s okay to proceed or should I fix those errors first? Thanks for your help!"}, {"post_id": 28152, "ts": "2026-07-14T08:21:12Z", "hours": 2.4003, "text": "Devlog # 005 Today’s mission was moving GlitchPad from the schematic into an actual PCB. I imported all the footprints into KiCad, drew the board outline, and spent a good amount of time arranging every component to match my original sketch. The Seeeduino XIAO sits on the left with the USB accessible, the OLED is at the top, the arrow keys, Shift and Space are placed for gaming the EC11 rotary encoder is on the right and all 20 MINI-E RGB LEDs are positioned around the board and under the keys for that RGB gamer vibe Then came routing… I managed to route the PCB but the Design Rule Check decided to throw a bunch of “shorting two nets” errors at me so now I’m debugging the routing and making sure every connection matches the schematic It’s a little frustrating but it’s all part of the PCB learning arc."}, {"post_id": 27609, "ts": "2026-07-13T10:53:29Z", "hours": 3.7436, "text": "Devlog # 004 Today’s grind was all about making the schematic actually behave. 😭 I finished the complete schematic for GlitchPad wired up the XIAO OLED, buttons, rotary encoder, and all 20 SK6812 MINI-E LEDs. I also added a 330 Ω resistor on the LED data line . After wrestling with KiCad for way longer than I’d like to admit, I fixed all the ERC errors except one annoying “Input power pin not driven by any output power pin” warning on the first LED, which seems to be an ERC power-source quirk rather than a wiring issue. Finally, I updated the PCB from the schematic and started arranging all the components based on my custom GlitchPad layout."}, {"post_id": 27089, "ts": "2026-07-12T10:35:00Z", "hours": 1.6225, "text": "Devlog #003 Todays mission was adding RGB I added 20 mini E LEDs to the GlitchPad schematics 6 for keys and rest for glow around PCB I also simplified the rotatory encoder by removing the push switch so I could free up a GPIO for the LD data line everything seemed to be going great….. until I got some errors I’m currently stuck with ERC power error and cant assign the SK6812 MINI-E LEDs footprint from Hack Club care package if anyone has used these LEDs before or knows he correct footprint/library to use in KiCad I’d really appreciate the help."}, {"post_id": 26516, "ts": "2026-07-11T11:20:18Z", "hours": 1.1836, "text": "DEVLOG # 002 Today I started building PCB design. I started working in KiCad and created the schematic i added buttons module oled display and rotatory encoder after a bit confusion with the encoder and oled symbols i figured out and finished wiring together i also mapped out GPIO connection for each button. O found out that i have used almost every GPIO but i want to add RGB LED so i have to rethink tommorow and that’s all"}, {"post_id": 26488, "ts": "2026-07-11T09:39:19Z", "hours": 1.0, "text": "DEVLOG # 001 Today I officially started working on GlitchPad a compact DIY gaming pad. I spend some time reading the complete Hack Cub guide to understand the project requirements and parts given in kit. I also made two different sketch of the GlitchPad and i choose A which will include a Shift key for running ,four arrow keys for movement, space key for jumping and rotatory encoder for switching weapons or scrolling through items and small OLED display to show animations. My next step is to design PCB. GlitchPad is my first custom gaming pad project and it will help me learn PCB design, embedded systems and firmware development."}]...
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Title: GlitchPad by @Hamzaa | Stardance
Devlogs:
Title: GlitchPad by @Hamzaa | Stardance
Devlogs:
DEVLOG # 001 Today I officially started working on GlitchPad a compact DIY gaming pad. I spend some time reading the complete Hack Cub guide to understand the project requirements and parts given in kit. I also made two different sketch of the GlitchPad and i choose A which will include a Shift key for running ,four arrow keys for movement, space key for jumping and rotatory encoder for switching weapons or scrolling through items and small OLED display to show animations. My next step is to design PCB. GlitchPad is my first custom gaming pad project and it will help me learn PCB design, embedded systems and firmware development.
DEVLOG # 002 Today I started building PCB design. I started working in KiCad and created the schematic i added buttons module oled display and rotatory encoder after a bit confusion with the encoder and oled symbols i figured out and finished wiring together i also mapped out GPIO connection for each button. O found out that i have used almost every GPIO but i want to add RGB LED so i have to rethink tommorow and that’s all
Devlog #003 Todays mission was adding RGB I added 20 mini E LEDs to the GlitchPad schematics 6 for keys and rest for glow around PCB I also simplified the rotatory encoder by removing the push switch so I could free up a GPIO for the LD data line everything seemed to be going great….. until I got some errors I’m currently stuck with ERC power error and cant assign the SK6812 MINI-E LEDs footprint from Hack Club care package if anyone has used these LEDs before or knows he correct footprint/library to use in KiCad I’d really appreciate the help.
Devlog # 004 Today’s grind was all about making the schematic actually behave. 😭 I finished the complete schematic for GlitchPad wired up the XIAO OLED, buttons, rotary encoder, and all 20 SK6812 MINI-E LEDs. I also added a 330 Ω resistor on the LED data line . After wrestling with KiCad for way longer than I’d like to admit, I fixed all the ERC errors except one annoying “Input power pin not driven by any output power pin” warning on the first LED, which seems to be an ERC power-source quirk rather than a wiring issue. Finally, I updated the PCB from the schematic and started arranging all the components based on my custom GlitchPad layout.
Devlog # 005 Today’s mission was moving GlitchPad from the schematic into an actual PCB. I imported all the footprints into KiCad, drew the board outline, and spent a good amount of time arranging every component to match my original sketch. The Seeeduino XIAO sits on the left with the USB accessible, the OLED is at the top, the arrow keys, Shift and Space are placed for gaming the EC11 rotary encoder is on the right and all 20 MINI-E RGB LEDs are positioned around the board and under the keys for that RGB gamer vibe Then came routing… I managed to route the PCB but the Design Rule Check decided to throw a bunch of “shorting two nets” errors at me so now I’m debugging the routing and making sure every connection matches the schematic It’s a little frustrating but it’s all part of the PCB learning arc.
Devlog # 006 I just wrapped up my PCB design and I’m excited to move on to the case design however I’ve come across a few errors in the PCB design that I’ve shared in the screenshot do you think it’s okay to proceed or should I fix those errors first? Thanks for your help!
Devlog # 007 what is wrong with this lookout i was working for hours and dur to some error it recorded only for 20 mins :(
Devlog # 008 Today i updated my PCB one final time :0, changed some layout and reroute the whole pcb and i also started making the bottom case for GlitchPad
Devlog # 009 Today i worked on my case :)
DEVLOG # 0010 Today I updated my PCB and Make it look good by adding some diagrams i also downloaded 3D model of all components and added it while some still remains :(
DEVLOG # 0011 Today I worked on my bottom case of GlitchPad and also completed PCB I added polygons on left and right walls
DEVLOG # 0012 Today I just completed my bottom case of glitchpad and I’m stuck on how to make the upper case :( like its very difficult for me but I’m working on it
DEVLOG # 0013 Today I started building my upper case I generated plate from ai03 plat generator and also added 7mm hole for rotatory encoder yet oled still remains
DEVLOG # 0014 Today I worked in designing upper case of GlitchPad as it was difficult for me I added buttons and OLED display but its not properly aligned but design around PCB is completed
DEVLOG # 015 Today I worked on upper case design and aligned all buttons correctly, design is almost complete but I will add some design to make it look good
DEVLOG # 016 Today i worked on my upper case and make it look better :)
DEVLOG # 017 Today I finally completed GlitchPad Case ;-) now I will move toward firmware
DEVLOG # 018 Today I started working on GlitchPad firmware and it was not an easy task I thought it would only be simple coding but it wasn’t
DEVLOG # 019 I completed my Firmware of GlitchPad but it still needs some modification which will be done once i build my keyboard next step is building GitHub repository
DEVLOG # 020 Today i finally completed my GlitchPad and created repository for it and submitted it for review...
|
1792579787.3887868
|
1793184587.3887868
|
|
1974
|
Daileap 3.0 by @LeaHCim | Stardance
|
LeaHCim
|
0
|
44.18
|
0
|
[]
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[{"post_id": 80393, "ts": "202 [{"post_id": 80393, "ts": "2026-10-17T14:30:41Z", "hours": 6.82, "text": "This was so hard and I still dont really have it! So I just want to make these gems that you can collect. And I want them to bob up and down randomly. Turns out after 6 hours of trying around there is no good solution. Ok I am really picky, but under my constraints there really wasnt anything. So then began the game of “If first you dont success, lower your expectations till you do” And now I almost got it. But if you dont know whats not really working in the animation you probably wont notice it so. I just wont tell you"}, {"post_id": 77923, "ts": "2026-10-08T19:40:09Z", "hours": 6.7644, "text": "On the surface I added a few more textures to work with. Which are great thanks Craftpix! But there was a major overhaul in the backend and I did some levels which I am gonna show in the next devlog when I will have some more done."}, {"post_id": 75308, "ts": "2026-09-29T18:12:22Z", "hours": 1.5397, "text": "Thanks too all the trouble I had in the last devlog! I now didnt have too many issues implementing a debug game window. Its soo useful"}, {"post_id": 74658, "ts": "2026-09-27T21:42:46Z", "hours": 3.26, "text": "Git and Godot arent friends. Whoever said that you just have to tick the “git” mark on godot. Well f you. I just took 3 hrs of my time to fix sth that shouldnt need fixing just cause git cant understand everything godot does and the other way around. I spend many attempts trying to make “mkdirs” work. I think they do now. But maybe shenanigans will come back. I do not look forward to this. Basically nth about the game changed in this Devlog. I am sorry. I will just have to create my own Repository System for Godot. jk! PS. Because there is nothing new to show. Here is a screenshot of the demo running again:("}, {"post_id": 74581, "ts": "2026-09-27T17:46:29Z", "hours": 1.4928, "text": "Improvements and Fixes: I fixed some stuff on the saving, now it wont duplicate some files accidentally. Also notice the layer icon on the bottom right. This now makes it easier what you are actually editing when painting the map!"}, {"post_id": 73557, "ts": "2026-09-25T12:06:42Z", "hours": 4.8614, "text": "Today I made a pipette function. It was easier then expected, except actually showing the item when one has been picked. The scrolling was hard. But unfortunately I cant really show that with a screenshot, so I also made a level. And I must say, the editor seems to work pretty good.:)"}, {"post_id": 73280, "ts": "2026-09-24T18:57:52Z", "hours": 1.4497, "text": "DELETE! now you can delete level chunks and also some more settings"}, {"post_id": 72875, "ts": "2026-09-23T22:24:59Z", "hours": 8.6072, "text": "I implemented rotation! And also a bunch of backend thats just a pain. I had to redo the whole saving and loading system. Its more reliable now and its not as ugly. Also there is a indicator when the file isnt unsaved!"}, {"post_id": 71960, "ts": "2026-09-21T21:13:57Z", "hours": 6.4528, "text": "I did a lot of stuff in the backend. I cant really explain but I will try. The Items you can see on the left are building blocks. And I had to make a general resource that accounts for all the variants and sources and place styles etc. I managed it after like 5 hours. Anyway now you are finaly able to place blocks!"}, {"post_id": 66925, "ts": "2026-09-12T21:59:58Z", "hours": 2.9272, "text": "I am working hard on the level editor. I am making this way to good. But I feel if I dont make it properly I wont be motivated to make levels. So a lot of this time I spend figuring out what I did last a few months ago. I really should write that down… Anyways now I can select building blocks on the right!"}]...
|
Title: Daileap 3.0 by @LeaHCim | Stardance
Devlog Title: Daileap 3.0 by @LeaHCim | Stardance
Devlogs:
I am working hard on the level editor. I am making this way to good. But I feel if I dont make it properly I wont be motivated to make levels. So a lot of this time I spend figuring out what I did last a few months ago. I really should write that down… Anyways now I can select building blocks on the right!
I did a lot of stuff in the backend. I cant really explain but I will try. The Items you can see on the left are building blocks. And I had to make a general resource that accounts for all the variants and sources and place styles etc. I managed it after like 5 hours. Anyway now you are finaly able to place blocks!
I implemented rotation! And also a bunch of backend thats just a pain. I had to redo the whole saving and loading system. Its more reliable now and its not as ugly. Also there is a indicator when the file isnt unsaved!
DELETE! now you can delete level chunks and also some more settings
Today I made a pipette function. It was easier then expected, except actually showing the item when one has been picked. The scrolling was hard. But unfortunately I cant really show that with a screenshot, so I also made a level. And I must say, the editor seems to work pretty good.:)
Improvements and Fixes: I fixed some stuff on the saving, now it wont duplicate some files accidentally. Also notice the layer icon on the bottom right. This now makes it easier what you are actually editing when painting the map!
Git and Godot arent friends. Whoever said that you just have to tick the “git” mark on godot. Well f you. I just took 3 hrs of my time to fix sth that shouldnt need fixing just cause git cant understand everything godot does and the other way around. I spend many attempts trying to make “mkdirs” work. I think they do now. But maybe shenanigans will come back. I do not look forward to this. Basically nth about the game changed in this Devlog. I am sorry. I will just have to create my own Repository System for Godot. jk! PS. Because there is nothing new to show. Here is a screenshot of the demo running again:(
Thanks too all the trouble I had in the last devlog! I now didnt have too many issues implementing a debug game window. Its soo useful
On the surface I added a few more textures to work with. Which are great thanks Craftpix! But there was a major overhaul in the backend and I did some levels which I am gonna show in the next devlog when I will have some more done.
This was so hard and I still dont really have it! So I just want to make these gems that you can collect. And I want them to bob up and down randomly. Turns out after 6 hours of trying around there is no good solution. Ok I am really picky, but under my constraints there really wasnt anything. So then began the game of “If first you dont success, lower your expectations till you do” And now I almost got it. But if you dont know whats not really working in the animation you probably wont notice it so. I just wont tell you...
|
1792756273.3982334
|
1793361073.3982334
|
|
28229
|
Website by @skyFonix | Stardance
|
skyFonix
|
2
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44.11
|
471
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-11T18:07:52Z", "hours": 31.0, "multiplier": 15.38, "payout": 471, "blessing": "neutral", "text": "Lots of changes were made Everything that was static before, is now rendered dynamically from a database! Added a dashboard where I can add projects, upload assets, upload images and edit all of the about information. For the gallery I added a tagging system that can be updated from the dashboard. The site also implements exif data storage, so I anyone can view the camera, lens and settings used to make the photo. There is also a description section for notes. The gallery is render in a style similar to unsplash, the site is divided into columns, which are dinamically added and destroyed, based on the viewport width. Each image displayed keeps it’s original aspect ratio.", "repo": "https://github.com/FonixPython/main-site", "demo": "https://skyfonix.cigoria.eu/"}, {"ship_num": 2, "ts": "2026-08-03T15:32:38Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website!", "repo": "https://github.com/FonixPython/main-site", "demo": "https://skyfonix.cigoria.eu/"}]...
|
[{"post_id": 78791, "ts": "202 [{"post_id": 78791, "ts": "2026-10-11T16:40:32Z", "hours": 8.1092, "text": "Dashboard redesign! I got fed up with the old design as it was quite uncomfortable to use tbh, everything was layed out vertically, so it felt pretty cramped, so I changed it to a sidebar design! I also replaced most of the inline editing stuff, so creating and editing projects now happen in modals. Uploading and tagging photographs also moved to a modal with real time suggestions too!"}, {"post_id": 45297, "ts": "2026-08-11T17:40:23Z", "hours": 1.0622, "text": "Even though I said I’ll just deploy, I added mass uploads, deployed, and then started filling the site with content! The next major ship is right around the corner!"}, {"post_id": 45164, "ts": "2026-08-11T14:07:42Z", "hours": 2.7383, "text": "Image viewer, yay! I just need to get this whole thing to prod now."}, {"post_id": 44795, "ts": "2026-08-10T20:10:28Z", "hours": 3.7419, "text": "New devlog Things I added: Added the gallery page to the website’s public part with an image display section similar to the one on unsplash.(Mine’s a bit worse, but it’s mine) I also implemented tag based filtering! Also added a friendlier navigation panel for mobile users! Next up: A way to view the image in big in full resolution, I already designed it in figma , so now I just need to implement it! Code base and assets cleanup. Deployment and ship! :)"}, {"post_id": 44055, "ts": "2026-08-09T15:59:50Z", "hours": 2.2181, "text": "Added not too good looking, but functional controls for the dashboard for the gallery feature. I think I’ll redesign the whole page someday, but that won’t be today."}, {"post_id": 43905, "ts": "2026-08-09T10:56:27Z", "hours": 2.3664, "text": "Added the backend side of things for the gallery!"}, {"post_id": 41819, "ts": "2026-08-06T08:32:35Z", "hours": 2.0781, "text": "Added uploads to the site, so I don’t have to rely on external services for assets"}, {"post_id": 41333, "ts": "2026-08-05T14:14:17Z", "hours": 6.415, "text": "Backend updates: Authentication works now Adding projects to the backend and displaying them also works perfectly Added ability to edit the website title, about text, socials, and email"}, {"post_id": 40960, "ts": "2026-08-04T20:27:13Z", "hours": 10.2986, "text": "Making this devlog cause I have to I feel useless :( I wasted so much time on this project today it’s not even funny. 8 hours or so currently, and not even half done with a single very simple feature, I’m usually much much more efficient, I almost gave up on the whole thing a good couple of times, anyways here is a screenshot from the dashboard in it’s current state. I promise the next devlog will actually be a worthy one!"}, {"post_id": 39948, "ts": "2026-08-03T08:54:57Z", "hours": 1.3614, "text": "Finished with the about section, also added a footer!"}, {"post_id": 39685, "ts": "2026-08-02T20:26:20Z", "hours": 3.2778, "text": "Decided on writing my personal, mostly static website in React, because I’ve never used it so I wanted to get a little practice with it! I’m currently making an about section and then I’ll submit it since it qualifies for the personal site, mission, once I submit it I’ll begin working on actual features like an image gallery for my photography and a blogging system, also plan to migrate the project from being static to having their own place in a database which I can edit from a dashboard and stuff. What I’m done with so far: Topbar with navigation Hero section with an animated welcome message Projects section with some projects already placed into it"}]...
|
Title: Website by @skyFonix | Stardance
Devlogs:
Title: Website by @skyFonix | Stardance
Devlogs:
Decided on writing my personal, mostly static website in React, because I’ve never used it so I wanted to get a little practice with it! I’m currently making an about section and then I’ll submit it since it qualifies for the personal site, mission, once I submit it I’ll begin working on actual features like an image gallery for my photography and a blogging system, also plan to migrate the project from being static to having their own place in a database which I can edit from a dashboard and stuff. What I’m done with so far: Topbar with navigation Hero section with an animated welcome message Projects section with some projects already placed into it
Finished with the about section, also added a footer!
Making this devlog cause I have to I feel useless :( I wasted so much time on this project today it’s not even funny. 8 hours or so currently, and not even half done with a single very simple feature, I’m usually much much more efficient, I almost gave up on the whole thing a good couple of times, anyways here is a screenshot from the dashboard in it’s current state. I promise the next devlog will actually be a worthy one!
Backend updates: Authentication works now Adding projects to the backend and displaying them also works perfectly Added ability to edit the website title, about text, socials, and email
Added uploads to the site, so I don’t have to rely on external services for assets
Added the backend side of things for the gallery!
Added not too good looking, but functional controls for the dashboard for the gallery feature. I think I’ll redesign the whole page someday, but that won’t be today.
New devlog Things I added: Added the gallery page to the website’s public part with an image display section similar to the one on unsplash.(Mine’s a bit worse, but it’s mine) I also implemented tag based filtering! Also added a friendlier navigation panel for mobile users! Next up: A way to view the image in big in full resolution, I already designed it in figma , so now I just need to implement it! Code base and assets cleanup. Deployment and ship! :)
Image viewer, yay! I just need to get this whole thing to prod now.
Even though I said I’ll just deploy, I added mass uploads, deployed, and then started filling the site with content! The next major ship is right around the corner!
Dashboard redesign! I got fed up with the old design as it was quite uncomfortable to use tbh, everything was layed out vertically, so it felt pretty cramped, so I changed it to a sidebar design! I also replaced most of the inline editing stuff, so creating and editing projects now happen in modals. Uploading and tagging photographs also moved to a modal with real time suggestions too!
Ships:
I made my own personal website!
Lots of changes were made Everything that was static before, is now rendered dynamically from a database! Added a dashboard where I can add projects, upload assets, upload images and edit all of the about information. For the gallery I added a tagging system that can be updated from the dashboard. The site also implements exif data storage, so I anyone can view the camera, lens and settings used to make the photo. There is also a description section for notes. The gallery is render in a style similar to unsplash, the site is divided into columns, which are dinamically added and destroyed, based on the viewport width. Each image displayed keeps it’s original aspect ratio....
|
1793087868.4916244
|
1793174268.4916244
|
|
14306
|
Road to space by @Balint | Stardance
|
Balint
|
0
|
44.1
|
0
|
[]
|
[{"post_id": 45310, "ts": "202 [{"post_id": 45310, "ts": "2026-08-11T17:54:56Z", "hours": 7.5, "text": "reworked the rock modell fixed bugs added modells"}, {"post_id": 39621, "ts": "2026-08-02T18:53:20Z", "hours": 1.2, "text": "Added a tree chopper script"}, {"post_id": 38983, "ts": "2026-08-01T16:34:39Z", "hours": 11.5667, "text": "Added a new tree and axe modell fixed some bugs and added animations to the garage door"}, {"post_id": 31425, "ts": "2026-07-19T19:41:43Z", "hours": 3.5667, "text": "Added textures to the plane, tested and fixed some bugs"}, {"post_id": 14417, "ts": "2026-06-23T15:21:51Z", "hours": 5.3333, "text": "Added a crafting system"}, {"post_id": 10206, "ts": "2026-06-16T20:33:28Z", "hours": 3.5667, "text": "Mineable objects now drop mined items and fixed the handPrefab"}, {"post_id": 9474, "ts": "2026-06-15T20:36:45Z", "hours": 0.8, "text": "updated the inventory system so you can now see the item in the selected slot in your hand"}, {"post_id": 8766, "ts": "2026-06-14T16:02:46Z", "hours": 2.1, "text": "Added inventory pickup/drop system"}, {"post_id": 8354, "ts": "2026-06-13T21:44:16Z", "hours": 4.0667, "text": "Added inventory system"}, {"post_id": 7435, "ts": "2026-06-12T11:44:36Z", "hours": 0.9667, "text": "Added mineable rocks and fixed a few things in the movement/mouse movement script"}, {"post_id": 6979, "ts": "2026-06-11T18:32:43Z", "hours": 2.6667, "text": "Added crouch system and fixed the camera movement"}, {"post_id": 5783, "ts": "2026-06-09T18:11:44Z", "hours": 0.7667, "text": "Started the movement script"}]...
|
Title: Road to space by @Balint | Stardance
Devlo Title: Road to space by @Balint | Stardance
Devlogs:
Started the movement script
Added crouch system and fixed the camera movement
Added mineable rocks and fixed a few things in the movement/mouse movement script
Added inventory system
Added inventory pickup/drop system
updated the inventory system so you can now see the item in the selected slot in your hand
Mineable objects now drop mined items and fixed the handPrefab
Added a crafting system
Added textures to the plane, tested and fixed some bugs
Added a new tree and axe modell fixed some bugs and added animations to the garage door
Added a tree chopper script
reworked the rock modell fixed bugs added modells...
|
1792565675.7378159
|
1793170475.7378159
|
|
48255
|
pixie by @ricky | Stardance
|
ricky
|
0
|
44.01
|
0
|
[]
|
[{"post_id": 47537, "ts": "202 [{"post_id": 47537, "ts": "2026-08-15T14:45:32Z", "hours": 44.01, "text": "UH WSG GUYS IMMA MAKE THIS SHII LEGOOOOOO"}]...
|
Title: pixie by @ricky | Stardance
Devlogs:
UH WS Title: pixie by @ricky | Stardance
Devlogs:
UH WSG GUYS IMMA MAKE THIS SHII LEGOOOOOO...
|
1792547336.7660816
|
1793152136.7660816
|
|
409
|
Personal Website (brian.re) by @brian | Stardance
|
brian
|
2
|
44.0
|
714
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T01:04:35Z", "hours": 15.0, "multiplier": 13.22, "payout": 197, "blessing": "neutral", "text": "I made great progress on my personal website by completely transforming the page design, featuring a nicer color scheme, warmer font, improved blog post typography, and many other little changes! I also introduced a new projects page (with a preview on the homepage), and made some big organizational changes in the codebase to follow DRY. I’m really proud of the new design, as I think it better represents me and is much more welcoming. I also learned that a couple simple color and font changes can have a HUGE impact on the design of your website and its friendliness. I learned a lot from the feedback on my previous ships and I’m excited to present this version of my site!", "repo": "https://github.com/brianwalczak/website", "demo": "https://brian.re"}, {"ship_num": 2, "ts": "2026-06-23T19:05:26Z", "hours": 29.0, "multiplier": 18.97, "payout": 517, "blessing": "neutral", "text": "I made massive improvements to my website status system by building a custom web client that allows me to map statuses based on the app I’m using! I also added a printer system to my website which allows users to print out a message of their choice right on my desk. For me, the most challenging part was definitely the web design (I suck at front-end work…), but I’m really proud of how the client ended up turning out :D", "repo": "https://github.com/brianwalczak/website", "demo": "https://brian.re"}]...
|
[{"post_id": 21210, "ts": "202 [{"post_id": 21210, "ts": "2026-07-03T00:56:42Z", "hours": 1.3636, "text": "I spent a while testing out all the functionality on my website (including on mobile devices) and made a variety of minor page fixes! I also improved the old 404 page to use my new page design."}, {"post_id": 20518, "ts": "2026-07-02T04:09:53Z", "hours": 0.5917, "text": "I created a project card component and added a featured projects section on the home screen! I also moved all database query functions into dedicated projects.ts and blog.ts modules so they can be reused across the codebase."}, {"post_id": 20313, "ts": "2026-07-01T21:39:33Z", "hours": 2.49, "text": "I noticed that as I’ve been adding more pages, the navbar on mobile is becoming more and more crammed, so I created a simple hamburger navigation menu for smaller screens! Besides that, I added 5-minute caching for projects and blog posts (since database reads are a lil’ slow) using Next.js’ unstable_cache function, and cleaned up the rest of the SVGs across the codebase to their own icon file in components/icons . Almost ready to ship :D just gonna add a “featured projects” section on the homepage!"}, {"post_id": 18172, "ts": "2026-06-29T06:31:28Z", "hours": 3.3758, "text": "I finished adding a projects page and created a Payload collection so I don’t need to hard code them! I also added Payload email functionality for password resets, cleaned up the environment variable setup, and upgraded all dependencies. Payload has lacked official support for Next.js v16 for quite some time now, but it’s finally here!!"}, {"post_id": 17868, "ts": "2026-06-28T20:08:41Z", "hours": 1.1678, "text": "Made some big organizational changes! I moved all of the icons in Skills.tsx and constants.tsx (contact links, footer links, etc.) into designated tsx files for reusability. I also DRY’d out the skills data by assigning it in constants.tsx and mapping over it! Besides that, I just made a couple bug fixes and ran prettier. Making the projects page next!"}, {"post_id": 17317, "ts": "2026-06-28T01:17:23Z", "hours": 0.9367, "text": "I added a nice fade animation when switching between skill tabs! I also added a favicon by pointing the source to my GitHub profile picture URL, and fixed a few more bugs."}, {"post_id": 17101, "ts": "2026-06-27T19:25:02Z", "hours": 0.5861, "text": "I finished updating both the music player and the printer modal to use our new color scheme!"}, {"post_id": 16050, "ts": "2026-06-26T02:28:32Z", "hours": 1.9175, "text": "I ditched @tailwindcss/typography and completely transformed the styling of blog posts! Spent the past 2 hours designing custom CSS to pair with Payload’s RichText output. Super happy with the results. Codeblocks look amazing now! Next step will be fixing the music player and printer modal to have them use our new color scheme."}, {"post_id": 16009, "ts": "2026-06-26T00:05:39Z", "hours": 2.5, "text": "I’ve been thinking about the website for a while, and figured there’s just so much wrong with it. The color scheme is incredibly generic and boring, and it seems more like a product landing page than a personal website. So after a little over 2 hours of experimenting with different hues, and creating custom Tailwind classes to use across the website, I made some big changes! The website looks much more cozy now and features a nice navy blue design with a new font. I also scrapped the old grid background since it’s pretty generic. I’m incredibly happy about the new font and I think it makes the website much more inviting (I found it here )! Next step will be fixing blog posts since they’re really messy with Tailwind Typography."}, {"post_id": 11051, "ts": "2026-06-18T02:37:29Z", "hours": 4.9867, "text": "I added a printer section on my website and a modal to enter in the message! I also added filtering to block any inappropriate content using obscenity , rate limiting with Redis to limit each IP address to 1 successful request per 24 hours, and implemented VPN/Proxy checks with proxycheck.io. Generally I’m strictly against VPN blocking, but unfortunately in my case I think it’s the only effective way to prevent abuse (I want to be able to sleep at night ). Besides those changes, I also installed and ran prettier in the repo, and added basic Vercel analytics to see how many page visits I’m getting!"}, {"post_id": 7850, "ts": "2026-06-13T02:50:48Z", "hours": 3.6847, "text": "Finished implementing a printer module in the client to facilitate message printing! It uses Redis to store the messages as well, and the client polls every 30 seconds to pop the values and print them out. I also made some major Redis command optimizations by using Lua execution for the printer module and a Hash structure for the status. I was able to drastically minimize the amount of commands necessary to sync the status and fetch new printer messages, which is definitely a huge plus considering there’s a monthly command limit on the free plan. Time to build a messages input box on the website!"}, {"post_id": 7249, "ts": "2026-06-12T02:51:26Z", "hours": 4.0889, "text": "I’ve finally finished with the Settings page! I also made a few more bug fixes, removed the custom fonts (they look worse), made some security improvements for the Electron app (removed sandbox and nodeIntegration ), and refactored the onboarding/settings validation and flow. Added a noice fade-in animation on the loading screen too! I decided against a Devices page since it’s honestly unnecessary. If I really need to see the list of devices, I can just read the Redis status key. My next idea was adding some cool label printer functionality! I have a shipping label printer and hundreds of unused sticky labels, so I thought it would be cool if I added a message box on my website that would print out these messages right on my desk!"}, {"post_id": 6546, "ts": "2026-06-11T00:06:58Z", "hours": 0.7439, "text": "I finished updating the website to properly parse the status data, and now it displays properly, yay! The website backend fetches the status key from the Redis database, goes through each record, and sets the status of the device with the lowest priority number (a lower number means higher priority)."}, {"post_id": 5986, "ts": "2026-06-10T01:21:01Z", "hours": 2.6508, "text": "I’ve finished adding the Mappings page! I can now add a new application by its name and customize the status displayed when the app window is in focus. Next step will be implementing the new status JSON structure into the website itself… so we can actually start using it!"}, {"post_id": 4701, "ts": "2026-06-08T03:56:41Z", "hours": 2.1, "text": "I’ve made huge changes to the overall project folder structure so the codebase stays organized! I also added windowless functionality (to keep running in the background), open at login (incl. for Linux), and renamed some functions as well for better clarity :D"}, {"post_id": 3930, "ts": "2026-06-07T01:40:40Z", "hours": 2.8572, "text": "The Status page is finally complete! I finished building the UI and added the main process logic as well to handle manual overrides, invisible mode, and serve live updates to the renderer process every 30 seconds! I also added the get-windows library to find the currently active window and check if there’s a corresponding mapping (which I’ll be adding next in the Mappings page!). Installed and ran eslint + prettier as well :)"}, {"post_id": 2943, "ts": "2026-06-05T21:03:25Z", "hours": 2.2994, "text": "Currently working on the Status page of the UI, which will feature an overview of the live status, as well as the option to enter a manual override or appear invisible. I’ll still need to work on the logic in the main process that checks for open applications to update my status properly."}, {"post_id": 2570, "ts": "2026-06-05T04:23:23Z", "hours": 2.6528, "text": "Finally finished adding an onboarding flow where I configure my settings like device ID, priority, and Redis API credentials! When starting up the client now, it checks if the settings are valid, and if they aren’t, the onboarding flow is opened. Before saving the new configuration, the main process attempts to establish a connection with the Redis API first to ensure the credentials are valid. Next step will be building the actual dashboard."}, {"post_id": 2354, "ts": "2026-06-04T20:04:49Z", "hours": 1.6517, "text": "Forgot to devlog! So far I’ve built the core of the Electron app, and added a super simple interface just for testing to make sure Redis is working (it is!). Next steps will be creating an onboarding flow where I can input the Redis credentials and customize my settings upon installation!"}, {"post_id": 1810, "ts": "2026-06-04T01:03:49Z", "hours": 0.9306, "text": "First devlog! I decided that I’ll build a lightweight client to report my status instead of relying on Hackatime and Slack presence to guess (which is what my website has been doing before :/). So far I’ve migrated the /api/status endpoint to read a Redis database, which will be updated by the client to transmit my status! I’ll be writing the client in Electron next! Had to create a new repository for it, which you can find here: https://github.com/brianwalczak/cabin-client"}]...
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Title: Personal Website (brian.re) by @brian | Sta Title: Personal Website (brian.re) by @brian | Stardance
Devlogs:
First devlog! I decided that I’ll build a lightweight client to report my status instead of relying on Hackatime and Slack presence to guess (which is what my website has been doing before :/). So far I’ve migrated the /api/status endpoint to read a Redis database, which will be updated by the client to transmit my status! I’ll be writing the client in Electron next! Had to create a new repository for it, which you can find here: https://github.com/brianwalczak/cabin-client
Forgot to devlog! So far I’ve built the core of the Electron app, and added a super simple interface just for testing to make sure Redis is working (it is!). Next steps will be creating an onboarding flow where I can input the Redis credentials and customize my settings upon installation!
Finally finished adding an onboarding flow where I configure my settings like device ID, priority, and Redis API credentials! When starting up the client now, it checks if the settings are valid, and if they aren’t, the onboarding flow is opened. Before saving the new configuration, the main process attempts to establish a connection with the Redis API first to ensure the credentials are valid. Next step will be building the actual dashboard.
Currently working on the Status page of the UI, which will feature an overview of the live status, as well as the option to enter a manual override or appear invisible. I’ll still need to work on the logic in the main process that checks for open applications to update my status properly.
The Status page is finally complete! I finished building the UI and added the main process logic as well to handle manual overrides, invisible mode, and serve live updates to the renderer process every 30 seconds! I also added the get-windows library to find the currently active window and check if there’s a corresponding mapping (which I’ll be adding next in the Mappings page!). Installed and ran eslint + prettier as well :)
I’ve made huge changes to the overall project folder structure so the codebase stays organized! I also added windowless functionality (to keep running in the background), open at login (incl. for Linux), and renamed some functions as well for better clarity :D
I’ve finished adding the Mappings page! I can now add a new application by its name and customize the status displayed when the app window is in focus. Next step will be implementing the new status JSON structure into the website itself… so we can actually start using it!
I finished updating the website to properly parse the status data, and now it displays properly, yay! The website backend fetches the status key from the Redis database, goes through each record, and sets the status of the device with the lowest priority number (a lower number means higher priority).
I’ve finally finished with the Settings page! I also made a few more bug fixes, removed the custom fonts (they look worse), made some security improvements for the Electron app (removed sandbox and nodeIntegration ), and refactored the onboarding/settings validation and flow. Added a noice fade-in animation on the loading screen too! I decided against a Devices page since it’s honestly unnecessary. If I really need to see the list of devices, I can just read the Redis status key. My next idea was adding some cool label printer functionality! I have a shipping label printer and hundreds of unused sticky labels, so I thought it would be cool if I added a message box on my website that would print out these messages right on my desk!
Finished implementing a printer module in the client to facilitate message printing! It uses Redis to store the messages as well, and the client polls every 30 seconds to pop the values and print them out. I also made some major Redis command optimizations by using Lua execution for the printer module and a Hash structure for the status. I was able to drastically minimize the amount of commands necessary to sync the status and fetch new printer messages, which is definitely a huge plus considering there’s a monthly command limit on the free plan. Time to build a messages input box on the website!
I added a printer section on my website and a modal to enter in the message! I also added filtering to block any inappropriate content using obscenity , rate limiting with Redis to limit each IP address to 1 successful request per 24 hours, and implemented VPN/Proxy checks with proxycheck.io. Generally I’m strictly against VPN blocking, but unfortunately in my case I think it’s the only effective way to prevent abuse (I want to be able to sleep at night ). Besides those changes, I also installed and ran prettier in the repo, and added basic Vercel analytics to see how many page visits I’m getting!
I’ve been thinking about the website for a while, and figured there’s just so much wrong with it. The color scheme is incredibly generic and boring, and it seems more like a product landing page than a personal website. So after a little over 2 hours of experimenting with different hues, and creating custom Tailwind classes to use across the website, I made some big changes! The website looks much more cozy now and features a nice navy blue design with a new font. I also scrapped the old grid background since it’s pretty generic. I’m incredibly happy about the new font and I think it makes the website much more inviting (I found it here )! Next step will be fixing blog posts since they’re really messy with Tailwind Typography.
I ditched @tailwindcss/typography and completely transformed the styling of blog posts! Spent the past 2 hours designing custom CSS to pair with Payload’s RichText output. Super happy with the results. Codeblocks look amazing now! Next step will be fixing the music player and printer modal to have them use our new color scheme.
I finished updating both the music player and the printer modal to use our new color scheme!
I added a nice fade animation when switching between skill tabs! I also added a favicon by pointing the source to my GitHub profile picture URL, and fixed a few more bugs.
Made some big organizational changes! I moved all of the icons in Skills.tsx and constants.tsx (contact links, footer links, etc.) into designated tsx files for reusability. I also DRY’d out the skills data by assigning it in constants.tsx and mapping over it! Besides that, I just made a couple bug fixes and ran prettier. Making the projects page next!
I finished adding a projects page and created a Payload collection so I don’t need to hard code them! I also added Payload email functionality for password resets, cleaned up the environment variable setup, and upgraded all dependencies. Payload has lacked official support for Next.js v16 for quite some time now, but it’s finally here!!
I noticed that as I’ve been adding more pages, the navbar on mobile is becoming more and more crammed, so I created a simple hamburger navigation menu for smaller screens! Besides that, I added 5-minute caching for projects and blog posts (since database reads are a lil’ slow) using Next.js’ unstable_cache function, and cleaned up the rest of the SVGs across the codebase to their own icon file in components/icons . Almost ready to ship :D just gonna add a “featured projects” section on the homepage!
I created a project card component and added a featured projects section on the home screen! I also moved all database query functions into dedicated projects.ts and blog.ts modules so they can be reused across the codebase.
I spent a while testing out all the functionality on my website (including on mobile devices) and made a variety of minor page fixes! I also improved the old 404 page to use my new page design.
Ships:
I made massive improvements to my website status system by building a custom web client that allows me to map statuses based on the app I’m using! I also added a printer system to my website which allows users to print out a message of their choice right on my desk. For me, the most challenging part was definitely the web design (I suck at front-end work…), but I’m really proud of how the client ended up turning out :D
I made great progress on my personal website by completely transforming the page design, featuring a nicer color scheme, warmer font, improved blog post typography, and many other little changes! I also introduced a new projects page (with a preview on the homepage), and made some big organizational changes in the codebase to follow DRY. I’m really proud of the new design, as I think it better represents me and is much more welcoming. I also learned that a couple simple color and font changes can have a HUGE impact on the design of your website and its friendliness. I learned a lot from the feedback on my previous ships and I’m excited to present this version of my site!...
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Stitch-Craft by @Peneroni | Stardance
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Peneroni
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1
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44.0
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798
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-20T04:42:02Z", "hours": 44.0, "multiplier": 17.93, "payout": 798, "blessing": "neutral", "text": "#Welcome to Stitch-Craft! Work in a dying costume shop with Dennis the costume designer as you build, pull, and buy new costumes. There are many ways to house and attain costumes, and it’s your job to do just that! This is my passion project that I’ve been working on for the past several and I’m ver excited to share the beginnings of it with you all! My mom gave me the idea because she works in a costume shop, and we both thought it would be a fun game to play. One thing to note that this is an early ship of the MVP I set for myself. Most of the assets are placeholders, you can’t fully make costumes and submit them for a show yet, and not all features that I plan to add are in the game yet. I wanted to ship what I have so far, which is the system of how you gain costumes in the dysfunctional costume shop of yours. Currently you can go through the tutorial with Dennis, play the sewing minigame for costumes, buy costumes, and store your costumes in the storage. This is what I shipped, and I hope you enjoy!", "repo": "https://github.com/Penn-the-Great/Stitch-Craft", "demo": "https://peneroni.itch.io/stitch-craft"}]...
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[{"post_id": 81159, "ts": "202 [{"post_id": 81159, "ts": "2026-10-20T04:29:34Z", "hours": 1.5197, "text": "Build bugs and ship I know I said the last devlog would be the last one, but as expected there were a few last bugs, especially with rendering. There were lots of sizing bugs and technical Unity bugs, and I also had to get the Unity web building package and configure it to how I wanted. BUT, the biggest change is that I got my game on Itch, and I finally shipped! Main changes: Optimization and sizing bugs Added game to Itch.io SHIPPED"}, {"post_id": 81141, "ts": "2026-10-20T02:13:05Z", "hours": 3.3975, "text": "Tutorial and finishing touches The tutorial was created, and you can go around each of the rooms where Dennis will explain each of the features. The tutorial dialogue will also only appear ONCE, which took me forever to figure out. I also added some actual words to the end of the timer/weeks, and its just a thank you message to all who played the beta/demo with some buttons to return to title or quit. Some other smaller changes is I added some text to the Slamazon website to be a placeholder logo, I also changed the chapter select background, which used to be the picture of that cat eating chips in the distance of the windows xp wallpaper. I’m so excited because I think I have an MVP to ship, and it has been a very long journey. One thing I had to accept before shipping was that I was never going to get the full chapter 1 shipped in time for Stardance like I wanted it to be, which is okay. I was hoping for all the assets to be done in time, but there was still so much to do and no time to do it, and unfortunately the submission part of my game relied on having all of the mannequin assets done. My solution to this was to just have the demo be about exploring the clothing system and exploring the costume shop, and like someone once told me, it doesn’t have to look good to be good. However, I will not stop working on Stitch-Craft after Stardance is over, and I fully intend to keep adding and improving the game as much as I can. Thank you to all who have liked my devlogs and shown your support for my game and its progress. Main changes: Tutorial added that shows player around the shop Slight cosmetic changes to placeholders and other missing assets Completed MVP"}, {"post_id": 81089, "ts": "2026-10-19T20:37:54Z", "hours": 2.4767, "text": "Dialogue, cleaning, and more The dialogue system is finally in place! The player can now go down different dialogue “paths”, allowing them to choose between 2 options. I was also going back and cleaning up some of my older codes a little bit when I realized that not a single one had been commented. It was at that moment that I hated my entire existence and this whole project because I made one of the biggest mistakes of this whole thing. I had also not learned about commenting at all until I took a computer programming class this year, and that my video game development teacher last year did not teach us about commenting, and now I can’t remember how half of the code works. If any of you have any suggestions on how to go about this, that would be very helpful! There have also been small updates to assets as I am getting ready to ship. There are just a few things left to do to get the MVP since most finalized assets will not be finished by the time I ship, so I think the demo will just be an exploration of the clothing system. I’m expecting one more devlog, and the stitchcraft demo will be shipped! Main changes: Dialogue system with options and branching dialogue Code has been cleaned a little Final touches for shipping"}, {"post_id": 63920, "ts": "2026-09-07T23:26:53Z", "hours": 4.2289, "text": "Mannequin Assets! New assets for the mannequin, money/time labels, info panel, and other buttons. There were bugs, bugs, and many more bugs, especially with getting the sprites to show up, which was somewhat caused by me trying to use SVGs, but ultimately falling back to PNGs for now. Special thanks to my amazing mother for helping me create the mannequin assets, and my amazing father for teaching me how to use Figma. The tops now have basic assets (to be updated and more added later) that snap onto the mannequin, and can be taken off in a similar fashion (hehe, fashion) to the storage room. Some other bug fixes were making sure the purchasing system works completely, and slamazon looks good. Main changes: The clothing pieces have assets and are aligned with the mannequin New UI assets all around Slamazon delivery system bug fixes"}, {"post_id": 63687, "ts": "2026-09-07T16:52:49Z", "hours": 3.8639, "text": "Settings Overhaul I changed the settings’ visual look. Before, there was mostly placeholder images, placeholder sliders, and placeholder fonts. So I did some work in Figma, and lots of troubleshooting with the code to create the spinning pattern. My biggest challenge was that I was originally going to have the pattern slowly moving off screen to look like an infinite stream of icons, but I decided not to and to just have them spin slowly in place. This is the finished product, and more visual updates to all other screens to come! Main changes: Spinning icon pattern in the background of the settings New font chosen for most of the game UI style chosen and developed final settings UI"}, {"post_id": 30341, "ts": "2026-07-17T20:20:26Z", "hours": 4.4286, "text": "Submission system created Now you can submit costumes to the required amount for a chapter. You can put costumes on, and take them off with very similar logic as the storage system. You can only submit when the minimum requirement of a top and bottom, or full piece, is met. The image below is the layout of the UI. Everything is currently placeholders, which the rest of the project will be mostly a lot of drawing assets, so the demo is close to being ready! Main changes: Requirement costume amount added Clothing pieces can be placed as a child of the mannequin Clothing pieces can be sumitted towards the final costume count"}, {"post_id": 12889, "ts": "2026-06-21T03:34:51Z", "hours": 2.4853, "text": "Cosmetic minigame updates I made some cosmetic minigame updates to really finalize it. The different phases now slide into each other making a really nice looking transition. I also did tons of bug fixes around the actual creation of the final clothing piece, especially with canvases and canvas types. My main bug I had to fix was the workspace canvas being visible, but setting it as inactive made the hanger object spawn on the wrong canvas die to incorrect references, however, the problem was solved by using alpha values instead of setting the worspace canvas as inactive. The minigames look plain right now, but I will put animated backgrounds to show the different settings (like cutting out fabric, sewing, and ironing). Main changes: Sliding transitions between minigame phases Workspace canvas disappears during minigames Clothing piece confirmed to spawn after minigames with correct grade"}, {"post_id": 12221, "ts": "2026-06-19T22:59:05Z", "hours": 2.6964, "text": "Minigame updates! I made some updates to the minigame system. I mostly added things to the version from the last devlog. The line renderer shows up now, but I had to make it disconnected from the accuracy, so it’s purely cosmetic. The second phase is a timing minigame where you have to click the slider at the right time, and I changed it from a horizontal orientation to vertical. The buttons in phase 3 got a slight timing update and little steam puffs, which the video below is of that working. The last thing I updated was make the flow of starting and ending the minigame nice with the start minigame button. Main updates: Line renderer fixed Small cosmetic changes to phases 2 and 3 Minigames can be started with the start minigame button"}, {"post_id": 11410, "ts": "2026-06-18T17:53:30Z", "hours": 3.8108, "text": "Remade the minigame system. It comes in 3 phases still, and accuracy can be calculated. I had to take a pretty long break after the first attempt at the minigames because I got so burnt out from how badly the last one turned out, but I persist. My main struggle with this update was trying to get the line renderer to work, which I am still working on. The picture below is a look at what the first phase will look like, I’ll probably add more cosmetic changes later when I’m focusing on assets near the end of the game. Main changes Remade base minigames system 3 phases can be played, and accuracy is deducted Added a few more placeholder assets"}, {"post_id": 2556, "ts": "2026-06-05T03:19:02Z", "hours": 3.45, "text": "First minigame system I created a sewing system with a series of 3 mini games to cut, sew, and press costumes. Unfortunately it doesn’t run very smoothly, and I am unable to get a screenshot of it working. I am going to overhaul it later, but it’s good for getting the idea of what I want the mini games to be. The image below is what the main pattern picking UI will look like. Main changes: Made fabric a currency to use in sewing Made sewing draft games Made a few new assets"}, {"post_id": 2361, "ts": "2026-06-04T20:18:29Z", "hours": 2.135, "text": "Currency system I created a currency system for my game! It includes a storefront that refreshes every week to buy clothing pieces and fabric (which will come into play later) which get delivered to your storage after the amount of weeks it takes to deliver. The deliveries also show up in a calendar on the desk. Once again, it was a little bit of a struggle to get items to keep references across scenes and on start, but I figured it out. Everything is mostly placeholders right now, but that will change in the future. Main changes: Currency system created using unity gaming services Storefront created to refresh with new clothes to buy every week Calendar shows pending deliveries Completed deliveries get sent to the storage as a draggable hanger object to use Budget for each chapter gets set at the beginning, which players use to spend"}, {"post_id": 1797, "ts": "2026-06-04T00:26:59Z", "hours": 2.9922, "text": "Storage system I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below. Main changes : Created storage system that moves hangers from player’s canvas to storage canvas in separate scene Hangers keep their properties when stored, and stay in storage when player loads and unloads scene Sorting system sorts the clothes in storage by attributes"}, {"post_id": 1280, "ts": "2026-06-03T05:15:27Z", "hours": 6.6208, "text": "Timer system I added a timer system in weeks for each chapter. I also updated my navigation system to support additive scenes rather than single scenes to preserve references. I also made sure that the timer worked for free play mode as well as the chapters. I ran into a lot of bugs with the scene logic, especially trying to get additive scenes to unload. However, I figured it out and it works nicely."}, {"post_id": 428, "ts": "2026-06-01T20:38:44Z", "hours": 0.3897, "text": "First official devlog! My progress before this includes a design document, I made most scenes that I anticipate will be used, made a navigation logic with a fader for smooth transitions, a few icons and visuals (I attached the title for now to this devlog), and a system to create hangers with data like clothing type, material, color, etc. There was a lot of unnecessary bugs that could’ve been avoided easily, but I learned a lot from them. All this to say that updates will be more recorded from now on."}]...
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Title: Stitch-Craft by @Peneroni | Stardance
Devl Title: Stitch-Craft by @Peneroni | Stardance
Devlogs:
First official devlog! My progress before this includes a design document, I made most scenes that I anticipate will be used, made a navigation logic with a fader for smooth transitions, a few icons and visuals (I attached the title for now to this devlog), and a system to create hangers with data like clothing type, material, color, etc. There was a lot of unnecessary bugs that could’ve been avoided easily, but I learned a lot from them. All this to say that updates will be more recorded from now on.
Timer system I added a timer system in weeks for each chapter. I also updated my navigation system to support additive scenes rather than single scenes to preserve references. I also made sure that the timer worked for free play mode as well as the chapters. I ran into a lot of bugs with the scene logic, especially trying to get additive scenes to unload. However, I figured it out and it works nicely.
Storage system I made a storage system for my hanger objects with a sorting system. The hardest part was making the hangers move from one canvas to another canvas on another scene. The hangers also kept spawning in all the wrong places, and there was a lot of scene management bugs. But, it works smoothly now as seen in the demo below. Main changes : Created storage system that moves hangers from player’s canvas to storage canvas in separate scene Hangers keep their properties when stored, and stay in storage when player loads and unloads scene Sorting system sorts the clothes in storage by attributes
Currency system I created a currency system for my game! It includes a storefront that refreshes every week to buy clothing pieces and fabric (which will come into play later) which get delivered to your storage after the amount of weeks it takes to deliver. The deliveries also show up in a calendar on the desk. Once again, it was a little bit of a struggle to get items to keep references across scenes and on start, but I figured it out. Everything is mostly placeholders right now, but that will change in the future. Main changes: Currency system created using unity gaming services Storefront created to refresh with new clothes to buy every week Calendar shows pending deliveries Completed deliveries get sent to the storage as a draggable hanger object to use Budget for each chapter gets set at the beginning, which players use to spend
First minigame system I created a sewing system with a series of 3 mini games to cut, sew, and press costumes. Unfortunately it doesn’t run very smoothly, and I am unable to get a screenshot of it working. I am going to overhaul it later, but it’s good for getting the idea of what I want the mini games to be. The image below is what the main pattern picking UI will look like. Main changes: Made fabric a currency to use in sewing Made sewing draft games Made a few new assets
Remade the minigame system. It comes in 3 phases still, and accuracy can be calculated. I had to take a pretty long break after the first attempt at the minigames because I got so burnt out from how badly the last one turned out, but I persist. My main struggle with this update was trying to get the line renderer to work, which I am still working on. The picture below is a look at what the first phase will look like, I’ll probably add more cosmetic changes later when I’m focusing on assets near the end of the game. Main changes Remade base minigames system 3 phases can be played, and accuracy is deducted Added a few more placeholder assets
Minigame updates! I made some updates to the minigame system. I mostly added things to the version from the last devlog. The line renderer shows up now, but I had to make it disconnected from the accuracy, so it’s purely cosmetic. The second phase is a timing minigame where you have to click the slider at the right time, and I changed it from a horizontal orientation to vertical. The buttons in phase 3 got a slight timing update and little steam puffs, which the video below is of that working. The last thing I updated was make the flow of starting and ending the minigame nice with the start minigame button. Main updates: Line renderer fixed Small cosmetic changes to phases 2 and 3 Minigames can be started with the start minigame button
Cosmetic minigame updates I made some cosmetic minigame updates to really finalize it. The different phases now slide into each other making a really nice looking transition. I also did tons of bug fixes around the actual creation of the final clothing piece, especially with canvases and canvas types. My main bug I had to fix was the workspace canvas being visible, but setting it as inactive made the hanger object spawn on the wrong canvas die to incorrect references, however, the problem was solved by using alpha values instead of setting the worspace canvas as inactive. The minigames look plain right now, but I will put animated backgrounds to show the different settings (like cutting out fabric, sewing, and ironing). Main changes: Sliding transitions between minigame phases Workspace canvas disappears during minigames Clothing piece confirmed to spawn after minigames with correct grade
Submission system created Now you can submit costumes to the required amount for a chapter. You can put costumes on, and take them off with very similar logic as the storage system. You can only submit when the minimum requirement of a top and bottom, or full piece, is met. The image below is the layout of the UI. Everything is currently placeholders, which the rest of the project will be mostly a lot of drawing assets, so the demo is close to being ready! Main changes: Requirement costume amount added Clothing pieces can be placed as a child of the mannequin Clothing pieces can be sumitted towards the final costume count
Settings Overhaul I changed the settings’ visual look. Before, there was mostly placeholder images, placeholder sliders, and placeholder fonts. So I did some work in Figma, and lots of troubleshooting with the code to create the spinning pattern. My biggest challenge was that I was originally going to have the pattern slowly moving off screen to look like an infinite stream of icons, but I decided not to and to just have them spin slowly in place. This is the finished product, and more visual updates to all other screens to come! Main changes: Spinning icon pattern in the background of the settings New font chosen for most of the game UI style chosen and developed final settings UI
Mannequin Assets! New assets for the mannequin, money/time labels, info panel, and other buttons. There were bugs, bugs, and many more bugs, especially with getting the sprites to show up, which was somewhat caused by me trying to use SVGs, but ultimately falling back to PNGs for now. Special thanks to my amazing mother for helping me create the mannequin assets, and my amazing father for teaching me how to use Figma. The tops now have basic assets (to be updated and more added later) that snap onto the mannequin, and can be taken off in a similar fashion (hehe, fashion) to the storage room. Some other bug fixes were making sure the purchasing system works completely, and slamazon looks good. Main changes: The clothing pieces have assets and are aligned with the mannequin New UI assets all around Slamazon delivery system bug fixes
Dialogue, cleaning, and more The dialogue system is finally in place! The player can now go down different dialogue “paths”, allowing them to choose between 2 options. I was also going back and cleaning up some of my older codes a little bit when I realized that not a single one had been commented. It was at that moment that I hated my entire existence and this whole project because I made one of the biggest mistakes of this whole thing. I had also not learned about commenting at all until I took a computer programming class this year, and that my video game development teacher last year did not teach us about commenting, and now I can’t remember how half of the code works. If any of you have any suggestions on how to go about this, that would be very helpful! There have also been small updates to assets as I am getting ready to ship. There are just a few things left to do to get the MVP since most finalized assets will not be finished by the time I ship, so I think the demo will just be an exploration of the clothing system. I’m expecting one more devlog, and the stitchcraft demo will be shipped! Main changes: Dialogue system with options and branching dialogue Code has been cleaned a little Final touches for shipping
Tutorial and finishing touches The tutorial was created, and you can go around each of the rooms where Dennis will explain each of the features. The tutorial dialogue will also only appear ONCE, which took me forever to figure out. I also added some actual words to the end of the timer/weeks, and its just a thank you message to all who played the beta/demo with some buttons to return to title or quit. Some other smaller changes is I added some text to the Slamazon website to be a placeholder logo, I also changed the chapter select background, which used to be the picture of that cat eating chips in the distance of the windows xp wallpaper. I’m so excited because I think I have an MVP to ship, and it has been a very long journey. One thing I had to accept before shipping was that I was never going to get the full chapter 1 shipped in time for Stardance like I wanted it to be, which is okay. I was hoping for all the assets to be done in time, but there was still so much to do and no time to do it, and unfortunately the submission part of my game relied on having all of the mannequin assets done. My solution to this was to just have the demo be about exploring the clothing system and exploring the costume shop, and like someone once told me, it doesn’t have to look good to be good. However, I will not stop working on Stitch-Craft after Stardance is over, and I fully intend to keep adding and improving the game as much as I can. Thank you to all who have liked my devlogs and shown your support for my game and its progress. Main changes: Tutorial added that shows player around the shop Slight cosmetic changes to placeholders and other missing assets Completed MVP
Build bugs and ship I know I said the last devlog would be the last one, but as expected there were a few last bugs, especially with rendering. There were lots of sizing bugs and technical Unity bugs, and I also had to get the Unity web building package and configure it to how I wanted. BUT, the biggest change is that I got my game on Itch, and I finally shipped! Main changes: Optimization and sizing bugs Added game to Itch.io SHIPPED
Ships:
#Welcome to Stitch-Craft! Work in a dying costume shop with Dennis the costume designer as you build, pull, and buy new costumes. There are many ways to house and attain costumes, and it’s your job to do just that! This is my passion project that I’ve been working on for the past several and I’m ver excited to share the beginnings of it with you all! My mom gave me the idea because she works in a costume shop, and we both thought it would be a fun game to play. One thing to note that this is an early ship of the MVP I set for myself. Most of the assets are placeholders, you can’t fully make costumes and submit them for a show yet, and not all features that I plan to add are in the game yet. I wanted to ship what I have so far, which is the system of how you gain costumes in the dysfunctional costume shop of yours. Currently you can go through the tutorial with Dennis, play the sewing minigame for costumes, buy costumes, and store your costumes in the storage. This is what I shipped, and I hope you enjoy!...
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1793199092.4540892
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1793285492.4540892
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3071
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Planet Shalom by @shalabdulai | Stardance
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shalabdulai
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0
|
44.0
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0
|
[]
|
[{"post_id": 71525, "ts": "202 [{"post_id": 71525, "ts": "2026-09-21T00:27:00Z", "hours": 5.3572, "text": "I’M FINALLY DONE WITH MY WEBOS. School came along, so I was busy and couldn’t commit enough hours. I had so many app ideas for my OS, but I couldn’t execute them properly because of my lack of coding knowledge (plus I didn’t want to rely on Claude code too much). So here’s my finisehd project. I’m super excited to continue working on other things now. I made a Photbooth app, but I didn’t end up keeping it in because I didn’t like the aesthetic feel of it."}, {"post_id": 35414, "ts": "2026-07-26T20:05:26Z", "hours": 10.6128, "text": "I’ve attached my app windows so you see that progress has been made. So far, we have 5 apps but only 4 of them have some content. I still have to debug my Contact Me app, as it actually doesn’t send out an email. For next time, here’s my to-do list: 1. Debug Contact Me, 2. Work on my game mode 3. Add some of my projects to Archive"}, {"post_id": 29377, "ts": "2026-07-16T09:15:32Z", "hours": 7.8853, "text": "Lots of progress, guys! We’ve made 4 apps - The Archive, Photobooth, Gallery and Links. I have so many new ideas, it’ overwhelming - I’m thinking of adding a game mode, a contact app, making my windows resizeable, adding some sound effects/ background music. Also, I’m really excited to continue making my Photobooth app - it will be an app that creates a little photo id to show that people have visited my “planet”. For tomorrow: Make the app icons, and finish the content for the apps. Bye for now, guys. I wish you all the best in your endeavours."}, {"post_id": 25775, "ts": "2026-07-10T07:17:09Z", "hours": 4.4131, "text": "I’m proud of myself for making it this far. I’m almost done with this mission, and I’ve created my first app icon. (Also, I fixed my previous bug). As usual, there are a few problems. First, when I select my app icon, it doesn’t deselect immediately. Second, the my app window hides behind my home window - so it isn’t actually visible. Ugh, I’m lowkey fed up with fixing these annoying bugs."}, {"post_id": 18131, "ts": "2026-06-29T04:30:13Z", "hours": 8.1547, "text": "We’ve made some progress! - my welcome window is now draggable, and closeable. However, there are a few bugs. For instance, the welcome window breaks after reopening it (as shown in this video). For tomorrow, I plan to fix that bug, customize my window by adding apps and other cool features. Bye for now!"}, {"post_id": 16825, "ts": "2026-06-27T10:02:09Z", "hours": 7.575, "text": "You can now read the current time from my webpage. Notice how I’m working on this at 2 am! Anyways, today, I added the top bar and the time feature. For tomorrow, I’m going to make a Window graphic design, and make it draggable, closable and openable. Bye for now!"}]...
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Title: Planet Shalom by @shalabdulai | Stardance
Title: Planet Shalom by @shalabdulai | Stardance
Devlogs:
You can now read the current time from my webpage. Notice how I’m working on this at 2 am! Anyways, today, I added the top bar and the time feature. For tomorrow, I’m going to make a Window graphic design, and make it draggable, closable and openable. Bye for now!
We’ve made some progress! - my welcome window is now draggable, and closeable. However, there are a few bugs. For instance, the welcome window breaks after reopening it (as shown in this video). For tomorrow, I plan to fix that bug, customize my window by adding apps and other cool features. Bye for now!
I’m proud of myself for making it this far. I’m almost done with this mission, and I’ve created my first app icon. (Also, I fixed my previous bug). As usual, there are a few problems. First, when I select my app icon, it doesn’t deselect immediately. Second, the my app window hides behind my home window - so it isn’t actually visible. Ugh, I’m lowkey fed up with fixing these annoying bugs.
Lots of progress, guys! We’ve made 4 apps - The Archive, Photobooth, Gallery and Links. I have so many new ideas, it’ overwhelming - I’m thinking of adding a game mode, a contact app, making my windows resizeable, adding some sound effects/ background music. Also, I’m really excited to continue making my Photobooth app - it will be an app that creates a little photo id to show that people have visited my “planet”. For tomorrow: Make the app icons, and finish the content for the apps. Bye for now, guys. I wish you all the best in your endeavours.
I’ve attached my app windows so you see that progress has been made. So far, we have 5 apps but only 4 of them have some content. I still have to debug my Contact Me app, as it actually doesn’t send out an email. For next time, here’s my to-do list: 1. Debug Contact Me, 2. Work on my game mode 3. Add some of my projects to Archive
I’M FINALLY DONE WITH MY WEBOS. School came along, so I was busy and couldn’t commit enough hours. I had so many app ideas for my OS, but I couldn’t execute them properly because of my lack of coding knowledge (plus I didn’t want to rely on Claude code too much). So here’s my finisehd project. I’m super excited to continue working on other things now. I made a Photbooth app, but I didn’t end up keeping it in because I didn’t like the aesthetic feel of it....
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1792659225.3454826
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1793264025.3454826
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13511
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OSO Keyboard by @vamshikrishnaramasamy | Stardance
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vamshikrishnaramasamy
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0
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44.0
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0
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[]
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[{"post_id": 13374, "ts": "202 [{"post_id": 13374, "ts": "2026-06-21T22:09:24Z", "hours": 25.0, "text": "HOLY I KNEW nOTHING aBoUt PCB desingngnnnnn. i made so many mistakes both on the pcb and on the cad. i had to go and fix those, it toookk ssooooooooooooo long 😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭"}, {"post_id": 10866, "ts": "2026-06-17T20:27:45Z", "hours": 1.0, "text": "i think it more or less done, we’ll see…"}, {"post_id": 7640, "ts": "2026-06-12T19:22:04Z", "hours": 5.0, "text": "PCB is SO annoying. I keep running into problemsss"}, {"post_id": 6669, "ts": "2026-06-11T05:37:33Z", "hours": 6.0, "text": "Getting PCB ready to be printed!!!"}, {"post_id": 5998, "ts": "2026-06-10T01:57:39Z", "hours": 4.0, "text": "OOF. Huge session but extremely productive. I got a lot of work done on the circuitry side! I revamped it to use an ESP32 as the brains so that the entire thing would be more programmable and customizable!"}, {"post_id": 5401, "ts": "2026-06-09T04:44:35Z", "hours": 3.0, "text": "Just added my, ehm, special feature! more on that soon…"}, {"post_id": 5268, "ts": "2026-06-08T23:49:42Z", "hours": 0.0, "text": "working on circuitry for first time (GPT helped)!"}, {"post_id": 5219, "ts": "2026-06-08T22:35:30Z", "hours": 0.0, "text": "Working an open source moddable kb!"}]...
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Title: OSO Keyboard by @vamshikrishnaramasamy | St Title: OSO Keyboard by @vamshikrishnaramasamy | Stardance
Devlogs:
Working an open source moddable kb!
working on circuitry for first time (GPT helped)!
Just added my, ehm, special feature! more on that soon…
OOF. Huge session but extremely productive. I got a lot of work done on the circuitry side! I revamped it to use an ESP32 as the brains so that the entire thing would be more programmable and customizable!
Getting PCB ready to be printed!!!
PCB is SO annoying. I keep running into problemsss
i think it more or less done, we’ll see…
HOLY I KNEW nOTHING aBoUt PCB desingngnnnnn. i made so many mistakes both on the pcb and on the cad. i had to go and fix those, it toookk ssooooooooooooo long 😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭...
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1792918350.501045
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1793782350.501045
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26318
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delta vr pcbs by @oxy | Stardance
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oxy
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1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T20:08:27Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "hey, this is deltavr. these are the pcbs from my 2nd biggest role in this project with my partner, its a project that has slam tracking from the headset, advanced imus, steamvr support and just maybe it will be fully mobile if this becomes something bigger like a startup in the future, but yeah also the optics are special, its pseudo pancakes made of 2 stacked fresnels, me and my friend are doing all this from scratch, the pcbs i designed, the firmware we are making ourselves, the lenses were making ourselves, the software for slam with the cameras we are making too, pretty much all of it and I’m loving this project so much so far, i hope you guys find it as cool as i do <3 more personal version: the pcbs are officially complete, and I’m finally shipping, making and designing and the pcbs and making a proper a bom and getting greenlit by my friend whos funding this was such a crazy thing, alot of work but i love this all so much and deltavr will actually be the project im doing for my professional aptitude test in my school, for my first real big like actual project this so far was such a big like thing for me and i genuinely loved all of this, the pcbs were so much fun to make, figuring out how everything will look and be made of so i can make the pcbs correctly, doing proper searching for parts on aliexpress, alibaba etc has been enlightening to say the least but like I’m done its complete i made the pcbs, i cant believe its actually done I’m so so happy with the quality of what I’ve made and to say I’ve learnt a lot would be an understatement, i really was hoping i’d finish this project before September and i thought id ship the entire thing physically built when my birthday rolled around, turns out its actually quite hard to do all of this even with assistance, in retrospect tho the only thing id change is never using fusion 360, genuinely its so bad, anyways i really hope whoever you are reading this i hope YOU are having a nice day or night and with all that said its been a pleasure on stardance and i will continue this project further and im so excited for the outcome! with love oxy <3", "repo": "https://github.com/oxy-2/deltavr", "demo": ""}]...
|
[{"post_id": 53692, "ts": "202 [{"post_id": 53692, "ts": "2026-08-24T11:24:33Z", "hours": 4.0319, "text": "sorry for the big delays, having some issues rn, i have to wait for a some money so i can pay for some stuff and like then i can finish the demo site and like yada yada, sorry its affecting the timing, i had planned to ship yesterday, its really how this entire project has been that i keep overestimating how fast ill get it done by assuming things will just work, ill try to have it shipped this week, the project itself is done and pushed to git like the pcbs i just dont have a demo, maybe ill just make it my personal site and just put a small part at the bottom to show like what i have rn and have it simple cuz this shits killing me, heres a uh picture of the new hmd board, i had to remake it and do the wiring and add a radio module, again sorry for all the delays, i hope you have a nice rest of your day/night. with love oxy <3"}, {"post_id": 52615, "ts": "2026-08-22T20:35:32Z", "hours": 13.05, "text": "Final devlogs before the final devlog tomorrow and ship on sunday, so this is the controller pcb, its done finally i have routing tmrw but its easy and i have addition to main board of the a radio module for better signal too then im shipping this damn thing, oh also update to my personal site tmrw and adding a blog and updates page with hackatime integration and stuff for me and john when we start working hard, this was a long fucking day i worked like 13 total at least and logged a little less but also there was the other day when stardance just didnt let me use my 5 hours the other day maybe its cuz it was edited and power outage idk, anyways yes theres art on my pcbs, its ruan mei and blackswan from hsr, also the logo on the front and some little texts, so this pcb has a radio mosdule meant for off board external installation, the imu is dead center for best rotational data afaik, the joystick is tmr and work via a analog to digital conveter, it also does the two hall effect sensors which are for the triggers, next thing is to build them or a proto and also a then i will start on big evil firmware, also apologies to anyone hoping id finish this in stardances timeframe, it was the plan and this project will go on as its for me to enter uni kinda, long story that tho, anyways i will like i said publish further updates on oxygenated.uk and yeah i appreciate any and all support this project has gotten, if its a like, a comment, etc, makes me happy, anyways i hope everyone has a great rest of their day / night. with love oxy <3"}, {"post_id": 51340, "ts": "2026-08-20T23:06:59Z", "hours": 7.5575, "text": "much work, alot actually, so today was actually my birthday, i had lots of fun, new phone its amazing, great food, amazing cake, played mc with the wifey, went out with the family and had fun with friends, but i took a kidna break day, i prolly shouldnt have but yeah its my bday ig, anyways im working on rerouting rn and redesign but heres a sneak peak at the controller pcb ooooeoeoe, yea that thing ive been promising for like forever lol, finally almost done, im shipping this project once im done it and im satesfied, this stardance page after all was for the pcbs and the 3d modelling and coding is for later, maybe ill put em with another hackclub program as ive grown to love hc, its been a pleasure with stardance and im so sad its closing soon so i have to stop this project with just the pcbs, but its been so much fun, to anyone reading this if ur under 18 and still nto fully sure with hackclub and stuff but u even have a smither of love for engeneering and stuff, persue it, it will help u so much, im eternally grateful for what this platform has provided me and on that note goodnight and happy birthday to me and may you all sleep well. with love oxy <3"}, {"post_id": 49681, "ts": "2026-08-18T15:55:12Z", "hours": 13.6719, "text": "i have done a massive amount of work, so i pulled the trigger and decided to finally switched to kicad, the hmd pcb is done and its so beautiful i fucking love it, also im getting used to kicad and its so so so awesome im so happy i switched from fuh ahh fusion, so today i have another like 4 hours 57 mins of recording to log but i gotta wirte a devlog first so this will talk abt what i did yesterday cuz i didnt post it yesterday cuz i was on minecraft with the wifey (girlfriend, techincally fianceé), anyways so basically i spent a while routing the pcb in schematics and i with the help of wifey made a really nice logo that im personally proud of, so the new pcb is just a lsm6dsv, the nrf52840 mcu and a calibration led but no button cuz its like always in your pc as its the hmd board, i also gave it a 2x07 pin spot for debugging the imu, it legit exposes every individual pin which i think will be very usefull for me atleast, also i made sure to pick the bigger pad options for the smd footprints as im still very much a beginner in hot air soldering and i dont even have a hotplate, infact last time i tried i cracked a microcontroller chip which im a dumbahh for otdl, anyways ill attach images of the new pcb and the schematic, i hope you have a very nice rest of your day / night. with love oxy <3"}, {"post_id": 47632, "ts": "2026-08-15T17:33:00Z", "hours": 5.3792, "text": "i spent like the entire day working, i forgot to log most of it and the log i did make i fumbled and accidentally deleted while posting on lapse and also misclicked and couldnt edit, today was shit, my sleep has been shit too, anyways uh i got kicad working and openrouter for my opencode and also i finally got the prices down, its so fucking expensive its like 600 eur or sum bullshit, thats a high estimate its closer to 499 or sum but yeah anywasy here are some pics of the plans i made after hours of shopping and thinking and wanting to lowk blow up also im having some issues that might cause me not to get work done tmrw, sorry if i cant do anything tmrw, have a great rest of your day / night. with love oxy <3 (sorry for my horrible handwriting lol)"}, {"post_id": 44727, "ts": "2026-08-10T17:42:59Z", "hours": 11.7933, "text": "i made a severe and continued lapse in judgement, so alot has happened, i killed my printers mainboard, i made a site, made a filament dry box, build a electronics enclosure, made my own site, list goes on, i even updated pomos but yeah sheit day to have hand yesterday was too cuz i sliced my thumb to my hand open with a bad drill bit working on metal, anyways tmrw ill like yk do the controllers yk fully and get my partner on call and have him check over things and we are good"}, {"post_id": 36986, "ts": "2026-07-29T12:49:58Z", "hours": 10.8775, "text": "ive been doing some more work i got used to working with my imus or well a similar one, i did some like smd soldering to learn how to a bit better, i also received my t12 soldering iron, its a stc oled and its really cool and im loving it, the tips are very long and you like slot them in also they are iron clad which is awesome and means the like 70 or so euros i invested into buying it will go way farther than the stuff i bought and used to keep my old generic wall plug soldering iron, its a very cool iron, i love it alot, also im in the process of printing more things, so i can eventually work with my asa filament also im running out of pla but yeah ima make an enclosure for all the electronics on my printer like the psu, mobo, screen and thats gonna sit ontop of the laptop i use as a klipper host and also for tailscale and yada yada, i sadly overcapped hours on this devlog by about a hour but thats okay, ive wanted a 10 or more hour devlog for a while anyways, also i got some sheet metal to make the 3d printer encolsure with some cardboard boxes, big ones, so this is all so i can work with materials that need an enclosure, asa is one of them and i wanna do other engineering filaments soon, soon btw soon i promise controllers soon, its just this is a hardware project, not a theoretical one, i have to build this and i swear if this damned project ends up not working out do to me not having setup things personally i will literally loose it, anyways all that out the way i hope everyone has a great rest of their day and or subsequent night and bye bye, much love -oxy"}, {"post_id": 34822, "ts": "2026-07-25T20:36:48Z", "hours": 9.4881, "text": "I DID THE PCB LIKE I ACTUALLY DID IT all the wiring is done and i have the files to get it printed like LETSS GOOOOO but yeah so i have screenshots of everything here i have to update the repo with this and then the next thing will be the headset design and then the firmware last and then followed by the controller firmware first then controller pcbs and i already have designs in mind, anyways my gf tells me not to work so much cuz i will get burnt out so since this a monumental step i will be taking a break tmrw as its sunday, ill do my 5 mins and then take in my gf’s words a well deserved rest then im going to make my partner absolutely slave away on the full hmd design under my supervision and then ill start with firmware, ig tmrw ill just setup github desktop and get the current hades firmware and start yk, have a great day or night whoever you are, much love -oxy (also shipping i will actually be shipping YAY it will be the first ship done once i have the hmd stuff fully done)"}, {"post_id": 33596, "ts": "2026-07-23T17:23:43Z", "hours": 9.7336, "text": "so i spent more time fixing up the printer as everything has to be functional for when i have the PCBs in hand and have them done cuz if i have to focus and put attention on it then that’s gonna be absolutely shit so i want to get everything relating to the printer out the way first and i think its gone well, outside of a lot of stringing for some reason i have really good and clean prints and i am happy with my “lightly” modified ender 3, the next thing i am moving to is going to be a big enclosure for it so i can work with ASA filament to be able to make strong and resistant prints, i already have a very nice spool sitting around, also i have to build a filament drying system cuz eventually like carbon fiber nylon ill print on my ender and all but yeah so regarding PCBs i have low key been procrastinating doing them because i am always tired after gym at like 6am and then staying up late with my gf but yea ill fix my schedule and tomorrow i will start on them, promise, ill also post a dev log abt what i did and such to start tomorrow, regarding PCBs again though i might be cooked cuz i think out of me and my partner i might have to cover them in costs which might be absolute hemorrhoids because i have like 4.57 euros in my bank account, no extra cents laying around or nothing, genuinely i am broke as shit."}, {"post_id": 31823, "ts": "2026-07-20T14:43:18Z", "hours": 9.0275, "text": "we are moving to SLAM based tracking, a massive amount of work was done so ive completed the BoM other than pcbs and filament, so i made the bom did the theory work on all components needed and uh im almost done fixing my fuckass ender 3 which is like a ship of theseus at this point with the ammount of modification ive put it through, but yeah most of my work was finding the right components making sure they would work together etc so now i just need to get the parts, design the pcbs and the shell and build the mechanical parts like for ipd and the lens array whatchamacallits oh yeah we are making like pseudo pancake lenses following this paper https://opg.optica.org/oe/fulltext.cfm?uri=oe-32-25-44164 and in big part this hackday project https://hackaday.io/project/187343-the-psuedopancakes big thanks to the authors of both sources, also as this will be loosely off hades vr big thanks to them you can learn more about them at https://github.com/HadesVR/HadesVR also of course ORB-SLAM3 which you can see here https://github.com/UZ-SLAMLab/ORB_SLAM3 but yeah now i have to split up work for me and my partner and ofc buy the parts which will hurt as it totals 570 ish euros which is diabolical but its all gonna be open source and be a smd made vr headset people can modify and make their own versions of, i really hope lots of people like it, ill attach below some pictures from my work, i hope you have a nice day or night whoever you are reading this and sorry for any grammatical errors and such."}, {"post_id": 26405, "ts": "2026-07-11T05:43:41Z", "hours": 6.45, "text": "so so so much work also i could have sworn i already posted a devlog for this, whatevs its fine lol, so i have all this stuff done for the pcbs and ive started soldering imus and promicro boards in the mean time before i do anything else with ordering my pcbs cuz im broke as shit and cant afford nothing lmao, but yeah so this is what ive made, later ill remake it all smd and MAYBE i add slam tracking capabilities to this headset and its controllers, thats so much more work tho especially the controllers, we will see i suppose, oh and also john locked tf in and got our model started, will drop a pic of that too ofc"}, {"post_id": 25149, "ts": "2026-07-09T05:34:41Z", "hours": 1.5875, "text": "genuinely ive spent so long trying to do this, hopefully hardware projects arent unable to be done after outpost, i cant fly out to san franscisco anyways its very expensive but yeah i found a nice tutorial that im following, T-T, below ive attatched a picture of my magnum opus"}, {"post_id": 21691, "ts": "2026-07-03T19:39:07Z", "hours": 0.8003, "text": "i just cant figure out fusion360, ill try kicad ig hopefuly its bettert ort maybe i follow hackpad guide to learn pcb in fusion"}, {"post_id": 20749, "ts": "2026-07-02T13:22:10Z", "hours": 0.7481, "text": "im like learning the basics of like making pcbs now in fusion 360 as thats one of the big parts of my work, as im doing, well im doing a bit of everything but my friend cant do pcbs so i will but uh yeah i got fusion and uh started writing what i will need to do for the project in obsidian"}]...
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Title: delta vr pcbs by @oxy | Stardance
Devlogs: Title: delta vr pcbs by @oxy | Stardance
Devlogs:
im like learning the basics of like making pcbs now in fusion 360 as thats one of the big parts of my work, as im doing, well im doing a bit of everything but my friend cant do pcbs so i will but uh yeah i got fusion and uh started writing what i will need to do for the project in obsidian
i just cant figure out fusion360, ill try kicad ig hopefuly its bettert ort maybe i follow hackpad guide to learn pcb in fusion
genuinely ive spent so long trying to do this, hopefully hardware projects arent unable to be done after outpost, i cant fly out to san franscisco anyways its very expensive but yeah i found a nice tutorial that im following, T-T, below ive attatched a picture of my magnum opus
so so so much work also i could have sworn i already posted a devlog for this, whatevs its fine lol, so i have all this stuff done for the pcbs and ive started soldering imus and promicro boards in the mean time before i do anything else with ordering my pcbs cuz im broke as shit and cant afford nothing lmao, but yeah so this is what ive made, later ill remake it all smd and MAYBE i add slam tracking capabilities to this headset and its controllers, thats so much more work tho especially the controllers, we will see i suppose, oh and also john locked tf in and got our model started, will drop a pic of that too ofc
we are moving to SLAM based tracking, a massive amount of work was done so ive completed the BoM other than pcbs and filament, so i made the bom did the theory work on all components needed and uh im almost done fixing my fuckass ender 3 which is like a ship of theseus at this point with the ammount of modification ive put it through, but yeah most of my work was finding the right components making sure they would work together etc so now i just need to get the parts, design the pcbs and the shell and build the mechanical parts like for ipd and the lens array whatchamacallits oh yeah we are making like pseudo pancake lenses following this paper https://opg.optica.org/oe/fulltext.cfm?uri=oe-32-25-44164 and in big part this hackday project https://hackaday.io/project/187343-the-psuedopancakes big thanks to the authors of both sources, also as this will be loosely off hades vr big thanks to them you can learn more about them at https://github.com/HadesVR/HadesVR also of course ORB-SLAM3 which you can see here https://github.com/UZ-SLAMLab/ORB_SLAM3 but yeah now i have to split up work for me and my partner and ofc buy the parts which will hurt as it totals 570 ish euros which is diabolical but its all gonna be open source and be a smd made vr headset people can modify and make their own versions of, i really hope lots of people like it, ill attach below some pictures from my work, i hope you have a nice day or night whoever you are reading this and sorry for any grammatical errors and such.
so i spent more time fixing up the printer as everything has to be functional for when i have the PCBs in hand and have them done cuz if i have to focus and put attention on it then that’s gonna be absolutely shit so i want to get everything relating to the printer out the way first and i think its gone well, outside of a lot of stringing for some reason i have really good and clean prints and i am happy with my “lightly” modified ender 3, the next thing i am moving to is going to be a big enclosure for it so i can work with ASA filament to be able to make strong and resistant prints, i already have a very nice spool sitting around, also i have to build a filament drying system cuz eventually like carbon fiber nylon ill print on my ender and all but yeah so regarding PCBs i have low key been procrastinating doing them because i am always tired after gym at like 6am and then staying up late with my gf but yea ill fix my schedule and tomorrow i will start on them, promise, ill also post a dev log abt what i did and such to start tomorrow, regarding PCBs again though i might be cooked cuz i think out of me and my partner i might have to cover them in costs which might be absolute hemorrhoids because i have like 4.57 euros in my bank account, no extra cents laying around or nothing, genuinely i am broke as shit.
I DID THE PCB LIKE I ACTUALLY DID IT all the wiring is done and i have the files to get it printed like LETSS GOOOOO but yeah so i have screenshots of everything here i have to update the repo with this and then the next thing will be the headset design and then the firmware last and then followed by the controller firmware first then controller pcbs and i already have designs in mind, anyways my gf tells me not to work so much cuz i will get burnt out so since this a monumental step i will be taking a break tmrw as its sunday, ill do my 5 mins and then take in my gf’s words a well deserved rest then im going to make my partner absolutely slave away on the full hmd design under my supervision and then ill start with firmware, ig tmrw ill just setup github desktop and get the current hades firmware and start yk, have a great day or night whoever you are, much love -oxy (also shipping i will actually be shipping YAY it will be the first ship done once i have the hmd stuff fully done)
ive been doing some more work i got used to working with my imus or well a similar one, i did some like smd soldering to learn how to a bit better, i also received my t12 soldering iron, its a stc oled and its really cool and im loving it, the tips are very long and you like slot them in also they are iron clad which is awesome and means the like 70 or so euros i invested into buying it will go way farther than the stuff i bought and used to keep my old generic wall plug soldering iron, its a very cool iron, i love it alot, also im in the process of printing more things, so i can eventually work with my asa filament also im running out of pla but yeah ima make an enclosure for all the electronics on my printer like the psu, mobo, screen and thats gonna sit ontop of the laptop i use as a klipper host and also for tailscale and yada yada, i sadly overcapped hours on this devlog by about a hour but thats okay, ive wanted a 10 or more hour devlog for a while anyways, also i got some sheet metal to make the 3d printer encolsure with some cardboard boxes, big ones, so this is all so i can work with materials that need an enclosure, asa is one of them and i wanna do other engineering filaments soon, soon btw soon i promise controllers soon, its just this is a hardware project, not a theoretical one, i have to build this and i swear if this damned project ends up not working out do to me not having setup things personally i will literally loose it, anyways all that out the way i hope everyone has a great rest of their day and or subsequent night and bye bye, much love -oxy
i made a severe and continued lapse in judgement, so alot has happened, i killed my printers mainboard, i made a site, made a filament dry box, build a electronics enclosure, made my own site, list goes on, i even updated pomos but yeah sheit day to have hand yesterday was too cuz i sliced my thumb to my hand open with a bad drill bit working on metal, anyways tmrw ill like yk do the controllers yk fully and get my partner on call and have him check over things and we are good
i spent like the entire day working, i forgot to log most of it and the log i did make i fumbled and accidentally deleted while posting on lapse and also misclicked and couldnt edit, today was shit, my sleep has been shit too, anyways uh i got kicad working and openrouter for my opencode and also i finally got the prices down, its so fucking expensive its like 600 eur or sum bullshit, thats a high estimate its closer to 499 or sum but yeah anywasy here are some pics of the plans i made after hours of shopping and thinking and wanting to lowk blow up also im having some issues that might cause me not to get work done tmrw, sorry if i cant do anything tmrw, have a great rest of your day / night. with love oxy <3 (sorry for my horrible handwriting lol)
i have done a massive amount of work, so i pulled the trigger and decided to finally switched to kicad, the hmd pcb is done and its so beautiful i fucking love it, also im getting used to kicad and its so so so awesome im so happy i switched from fuh ahh fusion, so today i have another like 4 hours 57 mins of recording to log but i gotta wirte a devlog first so this will talk abt what i did yesterday cuz i didnt post it yesterday cuz i was on minecraft with the wifey (girlfriend, techincally fianceé), anyways so basically i spent a while routing the pcb in schematics and i with the help of wifey made a really nice logo that im personally proud of, so the new pcb is just a lsm6dsv, the nrf52840 mcu and a calibration led but no button cuz its like always in your pc as its the hmd board, i also gave it a 2x07 pin spot for debugging the imu, it legit exposes every individual pin which i think will be very usefull for me atleast, also i made sure to pick the bigger pad options for the smd footprints as im still very much a beginner in hot air soldering and i dont even have a hotplate, infact last time i tried i cracked a microcontroller chip which im a dumbahh for otdl, anyways ill attach images of the new pcb and the schematic, i hope you have a very nice rest of your day / night. with love oxy <3
much work, alot actually, so today was actually my birthday, i had lots of fun, new phone its amazing, great food, amazing cake, played mc with the wifey, went out with the family and had fun with friends, but i took a kidna break day, i prolly shouldnt have but yeah its my bday ig, anyways im working on rerouting rn and redesign but heres a sneak peak at the controller pcb ooooeoeoe, yea that thing ive been promising for like forever lol, finally almost done, im shipping this project once im done it and im satesfied, this stardance page after all was for the pcbs and the 3d modelling and coding is for later, maybe ill put em with another hackclub program as ive grown to love hc, its been a pleasure with stardance and im so sad its closing soon so i have to stop this project with just the pcbs, but its been so much fun, to anyone reading this if ur under 18 and still nto fully sure with hackclub and stuff but u even have a smither of love for engeneering and stuff, persue it, it will help u so much, im eternally grateful for what this platform has provided me and on that note goodnight and happy birthday to me and may you all sleep well. with love oxy <3
Final devlogs before the final devlog tomorrow and ship on sunday, so this is the controller pcb, its done finally i have routing tmrw but its easy and i have addition to main board of the a radio module for better signal too then im shipping this damn thing, oh also update to my personal site tmrw and adding a blog and updates page with hackatime integration and stuff for me and john when we start working hard, this was a long fucking day i worked like 13 total at least and logged a little less but also there was the other day when stardance just didnt let me use my 5 hours the other day maybe its cuz it was edited and power outage idk, anyways yes theres art on my pcbs, its ruan mei and blackswan from hsr, also the logo on the front and some little texts, so this pcb has a radio mosdule meant for off board external installation, the imu is dead center for best rotational data afaik, the joystick is tmr and work via a analog to digital conveter, it also does the two hall effect sensors which are for the triggers, next thing is to build them or a proto and also a then i will start on big evil firmware, also apologies to anyone hoping id finish this in stardances timeframe, it was the plan and this project will go on as its for me to enter uni kinda, long story that tho, anyways i will like i said publish further updates on oxygenated.uk and yeah i appreciate any and all support this project has gotten, if its a like, a comment, etc, makes me happy, anyways i hope everyone has a great rest of their day / night. with love oxy <3
sorry for the big delays, having some issues rn, i have to wait for a some money so i can pay for some stuff and like then i can finish the demo site and like yada yada, sorry its affecting the timing, i had planned to ship yesterday, its really how this entire project has been that i keep overestimating how fast ill get it done by assuming things will just work, ill try to have it shipped this week, the project itself is done and pushed to git like the pcbs i just dont have a demo, maybe ill just make it my personal site and just put a small part at the bottom to show like what i have rn and have it simple cuz this shits killing me, heres a uh picture of the new hmd board, i had to remake it and do the wiring and add a radio module, again sorry for all the delays, i hope you have a nice rest of your day/night. with love oxy <3
Ships:
hey, this is deltavr. these are the pcbs from my 2nd biggest role in this project with my partner, its a project that has slam tracking from the headset, advanced imus, steamvr support and just maybe it will be fully mobile if this becomes something bigger like a startup in the future, but yeah also the optics are special, its pseudo pancakes made of 2 stacked fresnels, me and my friend are doing all this from scratch, the pcbs i designed, the firmware we are making ourselves, the lenses were making ourselves, the software for slam with the cameras we are making too, pretty much all of it and I’m loving this project so much so far, i hope you guys find it as cool as i do <3 more personal version: the pcbs are officially complete, and I’m finally shipping, making and designing and the pcbs and making a proper a bom and getting greenlit by my friend whos funding this was such a crazy thing, alot of work but i love this all so much and deltavr will actually be the project im doing for my professional aptitude test in my school, for my first real big like actual project this so far was such a big like thing for me and i genuinely loved all of this, the pcbs were so much fun to make, figuring out how everything will look and be made of so i can make the pcbs correctly, doing proper searching for parts on aliexpress, alibaba etc has been enlightening to say the least but like I’m done its complete i made the pcbs, i cant believe its actually done I’m so so happy with the quality of what I’ve made and to say I’ve learnt a lot would be an understatement, i really was hoping i’d finish this project before September and i thought id ship the entire thing physically built when my birthday rolled around, turns out its actually quite hard to do all of this even with assistance, in retrospect tho the only thing id change is never using fusion 360, genuinely its so bad, anyways i really hope whoever you are reading this i hope YOU are having a nice day or night and with all that said its been a pleasure on stardance and i will continue this project further and im so excited for the outcome! with love oxy <3...
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Me!!! by @Shambhavi | Stardance
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Shambhavi
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2
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44.0
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194
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T02:04:33Z", "hours": 28.0, "multiplier": 2.83, "payout": 78, "blessing": "neutral", "text": "Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine.", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}, {"ship_num": 2, "ts": "2026-08-06T23:23:41Z", "hours": 16.0, "multiplier": 7.39, "payout": 116, "blessing": "neutral", "text": "I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}]...
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[{"post_id": 81920, "ts": "202 [{"post_id": 81920, "ts": "2026-10-23T01:58:19Z", "hours": 3.2364, "text": "DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!"}, {"post_id": 78234, "ts": "2026-10-10T02:17:22Z", "hours": 2.4539, "text": "DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)"}, {"post_id": 76275, "ts": "2026-10-03T01:35:42Z", "hours": 6.7547, "text": "DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:"}, {"post_id": 66786, "ts": "2026-09-12T17:48:25Z", "hours": 7.1833, "text": "DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!"}, {"post_id": 59721, "ts": "2026-09-01T17:22:23Z", "hours": 8.0917, "text": "DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:"}, {"post_id": 42298, "ts": "2026-08-06T22:58:49Z", "hours": 1.16, "text": "LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!"}, {"post_id": 42177, "ts": "2026-08-06T19:54:53Z", "hours": 3.7856, "text": "DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:"}, {"post_id": 37155, "ts": "2026-07-29T17:30:09Z", "hours": 5.0958, "text": "DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:"}, {"post_id": 34754, "ts": "2026-07-25T18:48:57Z", "hours": 3.1286, "text": "DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!"}, {"post_id": 30351, "ts": "2026-07-17T20:29:11Z", "hours": 1.6864, "text": "DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page."}, {"post_id": 29720, "ts": "2026-07-16T20:13:30Z", "hours": 0.8933, "text": "DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images."}]...
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Title: Me!!! by @Shambhavi | Stardance
Devlogs:
D Title: Me!!! by @Shambhavi | Stardance
Devlogs:
DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images.
DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page.
DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!
DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:
DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:
LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!
DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:
DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!
DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:
DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)
DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!
Ships:
I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!
Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine....
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1793109257.4921257
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1793195657.4921257
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37708
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WinFlow by @Advay-CMD | Stardance
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Advay-CMD
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1
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44.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T19:07:15Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Windows is incomplete, incoherent, and Microslop copyrights every code and then doesn’t listen to their consumers. I am here to change this. Fix windows from the disasterous state, where you own the operating system, Microsoft doesn’t. Colors, textures - everything is just Microsoft’ed. Privacy doesn’t exist, it is like giving your life’s data to Microsoft to have convinence in return. I am here to prove that privacy and convinence can co-exist. Windows is long way, and STILL, Microsoft has to bring more SLOP. Let’s fix this. Lets fix it, how things should be… WinFlow is a massive productivity and beautified UI/UX app suite. It helps you have productivity, convenience and neat UI/UX all adapted for people who work a LOT and complain about simple things in comp and also for people who have a candyeye. It aims 4 fundmentals: Functionality: How well the users problem is solved? Polish: How good is the UI/UX of the app? Simplicity: How simple is the app to use? Speed: How FAST is it? All of them combine to create WinFlow!", "repo": "https://github.com/Advay-CMD/WinFlow/", "demo": "https://github.com/Advay-CMD/WinFlow/releases"}]...
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[{"post_id": 67602, "ts": "202 [{"post_id": 67602, "ts": "2026-09-13T19:02:29Z", "hours": 0.7736, "text": "WinFlow -> Devlog 6 Finally done. Its DONE! I know, shipwrights would call this AI, maybe. But really, I can’t belive that I coded the whole UI, only learning concepts of css from Duckduckgo and Gemini. I always thought this project will have a lot of AI, but no. I have finally mastered my CSS, and HTML. I love it! I am at least proud of the app, and even though its a simple home screen, it shows a glimpse of a full app, that is usable, and loved by people! Any suggestions can be made to make this project better! Please do give suggestions! It will make this project better! Thanks for the attention."}, {"post_id": 67280, "ts": "2026-09-13T10:54:56Z", "hours": 10.0781, "text": "WinFlow -> Devlog 5 Finally, I am somewhere, my project is FINALLY usable!! I have File and Folder linked to the backend working independently, and it works. Somehow there is some errors in system, I have no idea why… But, it still creates the folder! Let’s go! Good right? And now I am just creating the readme, and after that I guess, I will be ready to publish my thing. Any suggestions you guys want to give, you can! I will try my best to improve my UI/backend. Until then, take care! Even after the release, the WinFlow Explorer will STILL be very experimental. Unusable for normal use, due to very less features. But, just wait. Just wait. Probably later I will make more UI elements, make it better!"}, {"post_id": 53925, "ts": "2026-08-24T17:02:50Z", "hours": 8.6008, "text": "WinFlow -> Devlog 4 Oh, yes, time = 8h 36min, which is ~516min, and, I don’t want to spam seconds. Let me be frank. It is a pain to devlop the simple-simple goody app WinFlow Explorer. It is a headache a little…. I still gotta do MORE AND MORE WIDGETS!!! HONEST! But I promise you they are not going to be microsoft ads and Xbox promotion and all that crap. In the UI part, I have GELLED major components, made it according to my set of rules for UI called TrueUI, and a LOT of components are liqidised(made in variables, ready to be changed). I still gotta make components more liquid tho, like for cards, tabs, almost everything, so that the user has UNLIMITED customizablity. Yes, for all of the people who are crazy meniacs like in my class boys, you can PINK AND BLACK and ASSIGN ANY COLOR TO COMPONENTS! YES!!! You can! Unlimited Customisability is one of the features… I am going to do pixel anim in the future, but future. Right now I have A LOOOOOTT of widgets to make. Oh btw, I have STILL NOT DONE MY OTHER FILES IN GENERAL UI STUFF . Anyway I will implement and don’t worry boys, or girls, we can black the ui, pink the ui, and (my fav color) blue the UI. It is kindda in testing so, it is not THAT pretty sight, but the amount of hardwork it takes…. I think it will take time to realise. I have to sit and finetune the values until perfect, and that IS NOT easy. It is immensly hard and feels very rubbish. But whatever. Part of software devlopment. I also hope I get a SuperStar, tho that somehow feels highly unlikely. Anyway, I don’t care if I get that or not, I just want user satisfaction. I want the user to be immensly pleased. And I swear if someone from the shipwrights say: “This is fully vibecoded”. I swear I will feel like choke them….. I hate people who have one glance and say “Extremely Likely Used AI”. Honestly, I have used AI 1%-2%, not for UI, but for the latter backend… I still gotta make UI better, somehow it feels plain and boring. idk why… If you have some UI ideas, tell me, I can then improve my app~ I would love if you follow me for more devlogs and keep up with my journey though: Dark and Difficult things lie ahead…"}, {"post_id": 40835, "ts": "2026-08-04T16:50:25Z", "hours": 7.7931, "text": "WinFlow -> Devlog 3 YES! YES!!!! *, I KNOW, you would be screaming WHY ADVAY?? WHY DON’T YOU POST ANOTHER DEVLOG!!?? IT IS 7H 44MIN DONE!!! I know. I know. Sorry, just get too carried away with the code… ehh So, what am I done with? Am I supossed to dance? NO! This is a very complex project. Honest. Even the home page, EVEN AFTER ~21H, is NOT YET completed. But look at the vid! neat result. My journey to making a software, so complex and so pleasing at same time is TOOO hard. And ppl, I am only 13y, a normal child studing in school, kind of sneaking time to code! 😭 Lets look at the different aspects that I coded Backend Yes, backend, I made lsa, “testmodel1” is the nickname. And it is sucessful, so I am merging with ls, and making current ls, lsa. TestModel1 has MFT(Master Boot Record) scan, which ofc requires admin permissions, but see the speed. You might not notice it, but when you have ~a LOT A LOT of files to list, TestModel1 cruises and litrally halves the time. In search model, this would be EXTREMELY USEFUL. Scan the MFT and then find the file. It is that simple. (Not at ALL simple to code. HONEST. It is a risk with the disk. One thing coded wrong, I am cooked. But don’t worry, it works, and AI also helped and tested.) Frontend You can see the vid for yourself(special bonus… pls watch) That’s it. Follow if you want me to keep working on this and give motivation. Also like, and YES! if you think this can be a super star project write “superstar” in comments(tho i am not making for the sake of earning superstar, it is to rectify windows.)"}, {"post_id": 35772, "ts": "2026-07-27T12:32:07Z", "hours": 10.2056, "text": "WinFlow -> Devlog 2 I was soooo into coding, I forgot all about my time. Now the 9min I coded are LOST. Sorry, Hackclub staff! 😭 Pls give me that! Anyway, I have coded WinFlow UI in tauri with html and css, an explorer -> I have also added gradients, fresh and unique to my explorer… What else? I have also implemented in the files area a drag selection box, neat animation wrapped in good color and border-radius. Honestly, this HAS been a BIG learning experience in css, I used to go away when I heard CSS, now, I kindda got the hang. Loving it! Anyway, here is the progress img > And PLS, some of you in the stardance said that it is created using AI, but PLEASE, believe me, I didn’t. Any proof, pls check the hackatime. Pls Follow, it will make me more motivated to complete this project(right now, to create this, I was on a emotional burnout😭) Any suggetions pls comment. (few bugs like , recents and fav is selected. and the 2,3,4. pls forgive me for that…)"}, {"post_id": 32477, "ts": "2026-07-21T17:59:38Z", "hours": 6.3036, "text": "WinFlow -> Devlog 1 I am making a project called WinFlow WinFlow => App that makes your workspace more fluent buttery with awsome UI. Tech stack: Tauri(RUST, html, css, js) C++(Rust IPC) I am building a litral file explorer called WinFlow Explorer , but for that I have to do CLI part. I implemented a prototype, well commented code, and here is the result. I will then begin by rust IPC and then start buiding the app and the UI. My app is also better and faster than microsoft, because the explorer is not made by microsoft, it’s made by me (secret: I use recursive method, while windows struggles to calculate the estimated time :))"}]...
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Title: WinFlow by @Advay-CMD | Stardance
Devlogs: Title: WinFlow by @Advay-CMD | Stardance
Devlogs:
WinFlow -> Devlog 1 I am making a project called WinFlow WinFlow => App that makes your workspace more fluent buttery with awsome UI. Tech stack: Tauri(RUST, html, css, js) C++(Rust IPC) I am building a litral file explorer called WinFlow Explorer , but for that I have to do CLI part. I implemented a prototype, well commented code, and here is the result. I will then begin by rust IPC and then start buiding the app and the UI. My app is also better and faster than microsoft, because the explorer is not made by microsoft, it’s made by me (secret: I use recursive method, while windows struggles to calculate the estimated time :))
WinFlow -> Devlog 2 I was soooo into coding, I forgot all about my time. Now the 9min I coded are LOST. Sorry, Hackclub staff! 😭 Pls give me that! Anyway, I have coded WinFlow UI in tauri with html and css, an explorer -> I have also added gradients, fresh and unique to my explorer… What else? I have also implemented in the files area a drag selection box, neat animation wrapped in good color and border-radius. Honestly, this HAS been a BIG learning experience in css, I used to go away when I heard CSS, now, I kindda got the hang. Loving it! Anyway, here is the progress img > And PLS, some of you in the stardance said that it is created using AI, but PLEASE, believe me, I didn’t. Any proof, pls check the hackatime. Pls Follow, it will make me more motivated to complete this project(right now, to create this, I was on a emotional burnout😭) Any suggetions pls comment. (few bugs like , recents and fav is selected. and the 2,3,4. pls forgive me for that…)
WinFlow -> Devlog 3 YES! YES!!!! *, I KNOW, you would be screaming WHY ADVAY?? WHY DON’T YOU POST ANOTHER DEVLOG!!?? IT IS 7H 44MIN DONE!!! I know. I know. Sorry, just get too carried away with the code… ehh So, what am I done with? Am I supossed to dance? NO! This is a very complex project. Honest. Even the home page, EVEN AFTER ~21H, is NOT YET completed. But look at the vid! neat result. My journey to making a software, so complex and so pleasing at same time is TOOO hard. And ppl, I am only 13y, a normal child studing in school, kind of sneaking time to code! 😭 Lets look at the different aspects that I coded Backend Yes, backend, I made lsa, “testmodel1” is the nickname. And it is sucessful, so I am merging with ls, and making current ls, lsa. TestModel1 has MFT(Master Boot Record) scan, which ofc requires admin permissions, but see the speed. You might not notice it, but when you have ~a LOT A LOT of files to list, TestModel1 cruises and litrally halves the time. In search model, this would be EXTREMELY USEFUL. Scan the MFT and then find the file. It is that simple. (Not at ALL simple to code. HONEST. It is a risk with the disk. One thing coded wrong, I am cooked. But don’t worry, it works, and AI also helped and tested.) Frontend You can see the vid for yourself(special bonus… pls watch) That’s it. Follow if you want me to keep working on this and give motivation. Also like, and YES! if you think this can be a super star project write “superstar” in comments(tho i am not making for the sake of earning superstar, it is to rectify windows.)
WinFlow -> Devlog 4 Oh, yes, time = 8h 36min, which is ~516min, and, I don’t want to spam seconds. Let me be frank. It is a pain to devlop the simple-simple goody app WinFlow Explorer. It is a headache a little…. I still gotta do MORE AND MORE WIDGETS!!! HONEST! But I promise you they are not going to be microsoft ads and Xbox promotion and all that crap. In the UI part, I have GELLED major components, made it according to my set of rules for UI called TrueUI, and a LOT of components are liqidised(made in variables, ready to be changed). I still gotta make components more liquid tho, like for cards, tabs, almost everything, so that the user has UNLIMITED customizablity. Yes, for all of the people who are crazy meniacs like in my class boys, you can PINK AND BLACK and ASSIGN ANY COLOR TO COMPONENTS! YES!!! You can! Unlimited Customisability is one of the features… I am going to do pixel anim in the future, but future. Right now I have A LOOOOOTT of widgets to make. Oh btw, I have STILL NOT DONE MY OTHER FILES IN GENERAL UI STUFF . Anyway I will implement and don’t worry boys, or girls, we can black the ui, pink the ui, and (my fav color) blue the UI. It is kindda in testing so, it is not THAT pretty sight, but the amount of hardwork it takes…. I think it will take time to realise. I have to sit and finetune the values until perfect, and that IS NOT easy. It is immensly hard and feels very rubbish. But whatever. Part of software devlopment. I also hope I get a SuperStar, tho that somehow feels highly unlikely. Anyway, I don’t care if I get that or not, I just want user satisfaction. I want the user to be immensly pleased. And I swear if someone from the shipwrights say: “This is fully vibecoded”. I swear I will feel like choke them….. I hate people who have one glance and say “Extremely Likely Used AI”. Honestly, I have used AI 1%-2%, not for UI, but for the latter backend… I still gotta make UI better, somehow it feels plain and boring. idk why… If you have some UI ideas, tell me, I can then improve my app~ I would love if you follow me for more devlogs and keep up with my journey though: Dark and Difficult things lie ahead…
WinFlow -> Devlog 5 Finally, I am somewhere, my project is FINALLY usable!! I have File and Folder linked to the backend working independently, and it works. Somehow there is some errors in system, I have no idea why… But, it still creates the folder! Let’s go! Good right? And now I am just creating the readme, and after that I guess, I will be ready to publish my thing. Any suggestions you guys want to give, you can! I will try my best to improve my UI/backend. Until then, take care! Even after the release, the WinFlow Explorer will STILL be very experimental. Unusable for normal use, due to very less features. But, just wait. Just wait. Probably later I will make more UI elements, make it better!
WinFlow -> Devlog 6 Finally done. Its DONE! I know, shipwrights would call this AI, maybe. But really, I can’t belive that I coded the whole UI, only learning concepts of css from Duckduckgo and Gemini. I always thought this project will have a lot of AI, but no. I have finally mastered my CSS, and HTML. I love it! I am at least proud of the app, and even though its a simple home screen, it shows a glimpse of a full app, that is usable, and loved by people! Any suggestions can be made to make this project better! Please do give suggestions! It will make this project better! Thanks for the attention.
Ships:
Windows is incomplete, incoherent, and Microslop copyrights every code and then doesn’t listen to their consumers. I am here to change this. Fix windows from the disasterous state, where you own the operating system, Microsoft doesn’t. Colors, textures - everything is just Microsoft’ed. Privacy doesn’t exist, it is like giving your life’s data to Microsoft to have convinence in return. I am here to prove that privacy and convinence can co-exist. Windows is long way, and STILL, Microsoft has to bring more SLOP. Let’s fix this. Lets fix it, how things should be… WinFlow is a massive productivity and beautified UI/UX app suite. It helps you have productivity, convenience and neat UI/UX all adapted for people who work a LOT and complain about simple things in comp and also for people who have a candyeye. It aims 4 fundmentals: Functionality: How well the users problem is solved? Polish: How good is the UI/UX of the app? Simplicity: How simple is the app to use? Speed: How FAST is it? All of them combine to create WinFlow!...
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1793145366.443574
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1793231766.443574
|
|
42856
|
Focus Manager by @CatOwlDev | Stardance
|
CatOwlDev
|
1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T23:33:16Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills.", "repo": "https://github.com/CatOwlDev/FocusManager", "demo": "https://github.com/CatOwlDev/FocusManager/releases"}]...
|
[{"post_id": 75750, "ts": "202 [{"post_id": 75750, "ts": "2026-09-30T23:12:43Z", "hours": 5.4956, "text": "Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub."}, {"post_id": 62124, "ts": "2026-09-05T11:44:59Z", "hours": 11.9847, "text": "I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon"}, {"post_id": 55474, "ts": "2026-08-27T10:47:49Z", "hours": 9.5528, "text": "Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful"}, {"post_id": 49565, "ts": "2026-08-18T13:22:33Z", "hours": 7.3856, "text": "I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future"}, {"post_id": 45157, "ts": "2026-08-11T13:49:26Z", "hours": 9.2492, "text": "I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running"}]...
|
Title: Focus Manager by @CatOwlDev | Stardance
De Title: Focus Manager by @CatOwlDev | Stardance
Devlogs:
I’ve outlined roughly what the first part of the project itself (ToDoList) should look like. I’ve also noted what I need to save to a JSON file and how to log error reports should any errors occur whilst the programme is running
I reckon I’ve almost finished the second part of the project – the Timer, that is. I’ll need to tweak it to fit the UI in future
Having finished writing the Timer and Blocker, I’m now starting to build the UI using the FTXUI library. The documentation and AI are proving helpful
I’ve written almost the entire user interface; all that’s left is to remove the unnecessary bits, tweak the design, and it’ll be ready soon
Those five hours were spent fixing bugs, testing the code to ensure it worked properly, and doing a bit of code refactoring. And then publishing it on GitHub.
Ships:
I created FocusManager, which includes a to-do list, a timer (Pomodoro by default) and a programme blocker. The aim was to help myself (and others) avoid being distracted by external factors. In terms of the code, the most challenging part was creating the user interface and doing a bit of work with JSON files. As for publishing the project on GitHub, GitHub Actions was probably the most difficult part for me, as this is the first time I’ve created a project with the aim of allowing others to install and try it out. In fact, this is all a first for me. I’ll try to take all these mistakes into account in future. I’m proud that I managed to see the project through to the end. What do people need to know to be able to test my project? To be honest, I don’t know where you can host console programmes, so I’ve included a GIF as a demo video. I don’t think ordinary users need any particular programming skills....
|
1793145324.3629155
|
1793231724.3629155
|
|
47357
|
Cosmic conqueror by @ayaan17120 | Stardance
|
ayaan17120
|
1
|
44.0
|
615
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T20:29:24Z", "hours": 44.0, "multiplier": 13.86, "payout": 615, "blessing": "neutral", "text": "i made a game called the cosmic conqueror, the adventures of mishi, this game is something i worked and it honestly was reallt tiring, i got stuvk like a million times for small errors and it was really tiring. i love this game but now after doing everything i realised i have put every effort intp and i lovr this despite anything. i made a small error tho, to the space riddle, i didnt change the question so there are two blackhole riddles, but the answer to one is space", "repo": "https://github.com/Jsvuskgxixylsurdoyc/COSMIC-CONQUUEROR", "demo": "https://qaziiiayaan.itch.io/cosmic-conqueror"}]...
|
[{"post_id": 54033, "ts": "202 [{"post_id": 54033, "ts": "2026-08-24T19:46:19Z", "hours": 4.7894, "text": "i finally added all the start pause game over, complete scenes and finallt put all of these guys intop thier respective places and the game is finally complete"}, {"post_id": 53058, "ts": "2026-08-23T13:38:16Z", "hours": 3.9117, "text": "I coded these interactive riddle walls basically, you walk up to a dead end, a UI pops up, and you have to type in the exact right password to a riddle. If you get it right, the wall literally deletes itself and clears the path. I placed four of these riddle gates across the map. Getting the UI to actually work was a nightmare though. but now I finally have actual on-screen popups that yell ‘Right Answer!’ or ‘Wrong Answer!’ in your face and fade out after a couple of seconds. On top of that, I built out the whole Space Key fragment mechanic and completely mapped out the dungeon layout. You start in this bottom tunnel, solve your way through the main gates, and then have to survive branching left and right mazes to hunt down these key fragments. I set it all up so you’ll eventually have to clear a central boss arena and fight off skeleton mage ambushes just to get the pieces. I also spent way too long fixing dumb bugs like my character freezing mid-run when opening a menu, or endlessly jumping against flat walls like an idiot because of broken physics code. But I locked the movement inputs down, and it finally actually plays like a real dungeon crawler. The grind was unreal, but we’re locked in now."}, {"post_id": 52527, "ts": "2026-08-22T18:05:25Z", "hours": 3.2258, "text": "Today, I mapped out the core layout for my game and officially shifted the concept to a sci-fi “space dungeon.” The main loop is now focused on exploring the map, fighting through various enemies, and eventually finding a way to escape back to your home planet. To make the exploration actually matter, I decided to add a collectible space key that the player must find to unlock the final escape shuttle. After some trial and error with the engine’s physics, I successfully got the key fully implemented and working. With the escape puzzle finished, I am ready to move on and start building out the rest of the stuff, like the enemies and boss fights!"}, {"post_id": 51768, "ts": "2026-08-21T16:38:51Z", "hours": 1.6261, "text": "today i jus worked on player animations, added different spells and added drain and limit systems for that, and i also added stamina drain systems"}, {"post_id": 51155, "ts": "2026-08-20T17:29:56Z", "hours": 1.6436, "text": "today i couldnt do much. i jus fixed a lot of bugs. and i also started to work on the abilities of the player and what they can do"}, {"post_id": 50415, "ts": "2026-08-19T16:08:32Z", "hours": 5.0589, "text": "i added the projectile attacks, made them work for anyday. and made sure the attacks are perfect and fixed the bugs and now working on ui, too tired to post a screenshot, sorry guys :)"}, {"post_id": 49721, "ts": "2026-08-18T17:07:48Z", "hours": 2.6131, "text": "today i did a lot of work, i added the attack mechanics and made my player get attacked and attack. its not only animation now it works, now ive to work on the projectiles and health bars and make sure the player dies actually, so this is all very cool"}, {"post_id": 48890, "ts": "2026-08-17T13:37:17Z", "hours": 2.4631, "text": "first i added the skeleton warrior and did everything related to him Then I added the new Skeleton Mage, and oh my god, this guy gave me so many headaches. Whenever I clicked on him, the editor threw this weird float and bool mismatch error. I had to go into the animation tracks and change the update mode to discrete so the engine wouldn’t freak out. And then, after writing all the codes and doing everything, he STILL wasn’t attacking me. I made sure the script was perfect, right? But then I realized I plugged the wires backwards in the Animation Tree… I literally had the move state plugged into the shot port. Fixed that, and he still wasn’t shooting. Why? Because I just forgot to tick the ‘Autostart’ box on his attack timer. Honestly so annoying."}, {"post_id": 48377, "ts": "2026-08-16T18:14:54Z", "hours": 3.67, "text": "Worked on setting up and fixing the boss AI and animation state machine in Godot. Got the base movement working, fixed the attack timer pacing so the boss doesn’t instantly spam ranged attacks from across the map, and successfully resolved the issue where the boss kept playing the running/walking animation in place instead of returning to idle. Decided to temporarily shelf the spin attack feature by commenting out the code to keep things simple for now, and finalized a smooth, working combat loop with proper melee and ranged states."}, {"post_id": 48023, "ts": "2026-08-16T09:38:10Z", "hours": 4.2953, "text": "#devlog so finally i am done with the player mechanics completely, my player now blinks jumps runs walks, sprints, can defend using a sheild, can attack with a sword and can switch to a wand and attack using that. now ill start working on the attack mechanics and the enemies"}, {"post_id": 47392, "ts": "2026-08-15T09:42:46Z", "hours": 3.8317, "text": "right now i first addeed the sprint and jump to the capsule and then i finally added the chharacter and his animations and made those animations work, jump run and idle"}, {"post_id": 47024, "ts": "2026-08-14T16:50:48Z", "hours": 3.6786, "text": "earlier i messed up and put everything in one scene, i had to redo everything and fixed it, plus i added spring and did everything related to the camera. now im workingg on the jump"}, {"post_id": 46809, "ts": "2026-08-14T10:05:00Z", "hours": 3.5264, "text": "i am working on survival game which is inspired from the legend of zelda in which you kill the final boss of another planet and escape on your shuttle. right now i have made the base and the character, i have coded the character and the camera controls, gave the camera basic code to follow the character and basic rotational mechanics"}]...
|
Title: Cosmic conqueror by @ayaan17120 | Stardance Title: Cosmic conqueror by @ayaan17120 | Stardance
Devlogs:
i am working on survival game which is inspired from the legend of zelda in which you kill the final boss of another planet and escape on your shuttle. right now i have made the base and the character, i have coded the character and the camera controls, gave the camera basic code to follow the character and basic rotational mechanics
earlier i messed up and put everything in one scene, i had to redo everything and fixed it, plus i added spring and did everything related to the camera. now im workingg on the jump
right now i first addeed the sprint and jump to the capsule and then i finally added the chharacter and his animations and made those animations work, jump run and idle
#devlog so finally i am done with the player mechanics completely, my player now blinks jumps runs walks, sprints, can defend using a sheild, can attack with a sword and can switch to a wand and attack using that. now ill start working on the attack mechanics and the enemies
Worked on setting up and fixing the boss AI and animation state machine in Godot. Got the base movement working, fixed the attack timer pacing so the boss doesn’t instantly spam ranged attacks from across the map, and successfully resolved the issue where the boss kept playing the running/walking animation in place instead of returning to idle. Decided to temporarily shelf the spin attack feature by commenting out the code to keep things simple for now, and finalized a smooth, working combat loop with proper melee and ranged states.
first i added the skeleton warrior and did everything related to him Then I added the new Skeleton Mage, and oh my god, this guy gave me so many headaches. Whenever I clicked on him, the editor threw this weird float and bool mismatch error. I had to go into the animation tracks and change the update mode to discrete so the engine wouldn’t freak out. And then, after writing all the codes and doing everything, he STILL wasn’t attacking me. I made sure the script was perfect, right? But then I realized I plugged the wires backwards in the Animation Tree… I literally had the move state plugged into the shot port. Fixed that, and he still wasn’t shooting. Why? Because I just forgot to tick the ‘Autostart’ box on his attack timer. Honestly so annoying.
today i did a lot of work, i added the attack mechanics and made my player get attacked and attack. its not only animation now it works, now ive to work on the projectiles and health bars and make sure the player dies actually, so this is all very cool
i added the projectile attacks, made them work for anyday. and made sure the attacks are perfect and fixed the bugs and now working on ui, too tired to post a screenshot, sorry guys :)
today i couldnt do much. i jus fixed a lot of bugs. and i also started to work on the abilities of the player and what they can do
today i jus worked on player animations, added different spells and added drain and limit systems for that, and i also added stamina drain systems
Today, I mapped out the core layout for my game and officially shifted the concept to a sci-fi “space dungeon.” The main loop is now focused on exploring the map, fighting through various enemies, and eventually finding a way to escape back to your home planet. To make the exploration actually matter, I decided to add a collectible space key that the player must find to unlock the final escape shuttle. After some trial and error with the engine’s physics, I successfully got the key fully implemented and working. With the escape puzzle finished, I am ready to move on and start building out the rest of the stuff, like the enemies and boss fights!
I coded these interactive riddle walls basically, you walk up to a dead end, a UI pops up, and you have to type in the exact right password to a riddle. If you get it right, the wall literally deletes itself and clears the path. I placed four of these riddle gates across the map. Getting the UI to actually work was a nightmare though. but now I finally have actual on-screen popups that yell ‘Right Answer!’ or ‘Wrong Answer!’ in your face and fade out after a couple of seconds. On top of that, I built out the whole Space Key fragment mechanic and completely mapped out the dungeon layout. You start in this bottom tunnel, solve your way through the main gates, and then have to survive branching left and right mazes to hunt down these key fragments. I set it all up so you’ll eventually have to clear a central boss arena and fight off skeleton mage ambushes just to get the pieces. I also spent way too long fixing dumb bugs like my character freezing mid-run when opening a menu, or endlessly jumping against flat walls like an idiot because of broken physics code. But I locked the movement inputs down, and it finally actually plays like a real dungeon crawler. The grind was unreal, but we’re locked in now.
i finally added all the start pause game over, complete scenes and finallt put all of these guys intop thier respective places and the game is finally complete
Ships:
i made a game called the cosmic conqueror, the adventures of mishi, this game is something i worked and it honestly was reallt tiring, i got stuvk like a million times for small errors and it was really tiring. i love this game but now after doing everything i realised i have put every effort intp and i lovr this despite anything. i made a small error tho, to the space riddle, i didnt change the question so there are two blackhole riddles, but the answer to one is space...
|
1793137720.5175645
|
1793224120.5175645
|
|
53431
|
PocketEngineer by @radioactivemouse | Stardance
|
radioactivemouse
|
1
|
44.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T05:03:20Z", "hours": 44.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made PocketEngineer which is an OpenClaw powered study app for students to learn and practice physics and math content customized to their goals. I was initially assigned this as a project for an internship at the startup Arina AI, which focuses on providing AI/software infrastructure customized to businesses and educational centers. Along those lines, I decided to make an app utilizing OpenClaw for students to use to help practice/improve their math and physics knowledge. A part of my inspiration came from apps like Duolingo or Brainly… which is unfortunately paid :( as well as from AP physics exam style MCQs. I do plan to continue to make improvements to my app but I have a fundamentally working version so I can begin getting feedback from users.", "repo": "https://github.com/reeesadh/PocketEngineer", "demo": "https://github.com/reeesadh/PocketEngineer/releases/tag/v1.0.0"}]...
|
[{"post_id": 53555, "ts": "202 [{"post_id": 53555, "ts": "2026-08-24T04:49:57Z", "hours": 1.6644, "text": "Just streamlined my app launch process"}, {"post_id": 53216, "ts": "2026-08-23T17:35:24Z", "hours": 42.5633, "text": "Just pushed my first beta version of PocketEngineer! It has a working system for users to start a physics/math class of their choosing, generates a unit map similar to how Duolingo would, and allows students to take mastery checks and learn more about topics."}]...
|
Title: PocketEngineer by @radioactivemouse | Stard Title: PocketEngineer by @radioactivemouse | Stardance
Devlogs:
Just pushed my first beta version of PocketEngineer! It has a working system for users to start a physics/math class of their choosing, generates a unit map similar to how Duolingo would, and allows students to take mastery checks and learn more about topics.
Just streamlined my app launch process
Ships:
I made PocketEngineer which is an OpenClaw powered study app for students to learn and practice physics and math content customized to their goals. I was initially assigned this as a project for an internship at the startup Arina AI, which focuses on providing AI/software infrastructure customized to businesses and educational centers. Along those lines, I decided to make an app utilizing OpenClaw for students to use to help practice/improve their math and physics knowledge. A part of my inspiration came from apps like Duolingo or Brainly… which is unfortunately paid :( as well as from AP physics exam style MCQs. I do plan to continue to make improvements to my app but I have a fundamentally working version so I can begin getting feedback from users....
|
1793202783.5327532
|
1793289183.5327532
|
|
54169
|
Starr Journey by @KelvinY | Stardance
|
KelvinY
|
4
|
44.0
|
632
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-24T13:00:36Z", "hours": 4.0, "multiplier": 18.78, "payout": 100, "blessing": "neutral", "text": "This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 2, "ts": "2026-10-14T13:02:13Z", "hours": 18.0, "multiplier": 15.48, "payout": 343, "blessing": "neutral", "text": "[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 3, "ts": "2026-09-20T08:28:47Z", "hours": 16.0, "multiplier": 8.61, "payout": 136, "blessing": "neutral", "text": "[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}, {"ship_num": 4, "ts": "2026-08-31T12:46:24Z", "hours": 6.0, "multiplier": 9.01, "payout": 53, "blessing": "neutral", "text": "[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..", "repo": "https://github.com/kelvinyhf/starr-journey", "demo": "https://starrjourney.pages.dev"}]...
|
[{"post_id": 82228, "ts": "202 [{"post_id": 82228, "ts": "2026-10-24T10:30:20Z", "hours": 0.6769, "text": "No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!"}, {"post_id": 81481, "ts": "2026-10-21T13:14:35Z", "hours": 3.7656, "text": "( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈"}, {"post_id": 79520, "ts": "2026-10-14T12:52:52Z", "hours": 4.2778, "text": "Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet"}, {"post_id": 78329, "ts": "2026-10-10T13:44:05Z", "hours": 8.8819, "text": "Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!"}, {"post_id": 74330, "ts": "2026-09-27T05:47:17Z", "hours": 5.3258, "text": "It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)"}, {"post_id": 70944, "ts": "2026-09-20T02:45:28Z", "hours": 3.5514, "text": "SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)"}, {"post_id": 69117, "ts": "2026-09-16T12:42:30Z", "hours": 10.1, "text": "90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)"}, {"post_id": 62586, "ts": "2026-09-06T01:35:48Z", "hours": 2.2442, "text": "Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!"}, {"post_id": 58826, "ts": "2026-08-31T12:30:42Z", "hours": 1.1892, "text": "Added game logo, loading screen, and spark effect"}, {"post_id": 58062, "ts": "2026-08-30T12:32:48Z", "hours": 1.2697, "text": "Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)"}, {"post_id": 57016, "ts": "2026-08-29T02:46:24Z", "hours": 1.1647, "text": "Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag"}, {"post_id": 56356, "ts": "2026-08-28T03:14:53Z", "hours": 1.1786, "text": "Added coins label + health system"}, {"post_id": 56315, "ts": "2026-08-28T01:31:22Z", "hours": 1.0969, "text": "Added Starr and obstacles. Player can now control Starr by dragging cursor/finger"}]...
|
Title: Starr Journey by @KelvinY | Stardance
Devl Title: Starr Journey by @KelvinY | Stardance
Devlogs:
Added Starr and obstacles. Player can now control Starr by dragging cursor/finger
Added coins label + health system
Added new coins, rocks, and bg stars, as well as progress bar at the bottom and isFinished flag
Added much more features, like sfx, bgm, new health bar and Starr, and cool death screen. Tmr will be my first ship :)
Added game logo, loading screen, and spark effect
Thanks for yalls feedback! made many changes like add more effects when hit rock and pick up coin. Two new items, health and speed potion, and the shop will also be added soon!
90% of Shop Completed! Added many things like the new currency silver coin, and all the shop items, including speedy (faster movement on start), shield (+25hp on start), lucky (adds more coins fewer obstacles), stasis (makes obstacles near Starr move slower) , dodge (chance to dodge obstacles on hit), magnet (I don’t think I need to explain this), and double (just, double coins). All items has a fixed range of price, each are different. The full system and next ship will be in this week as well as branch merging so I guess just wait for this cool feature :) (ngl It didn’t took me 10 hrs that long just bc I can’t access my pc so I am just dealing with codespace in my iPhone :/)
SHOP COMPLETED! All items has vfx and sfx now, with balanced price, and 10 minutes of refresh time :)
It has been a while since the second ship, cuz I need time to study (plus my streak is gone :( Anyway, I reviewed all the feedbacks and made many improvements! now supports keyboard control! (from reason 1&2) cuz I don’t want conflict between mouse and key, so u can click Space to enter the game in keyboard mode , either AD or <> key works changed meteors (formerly rocks) texture! This is feedback from almost all reasons cuz small meteor and small silver coin looks almost the same 😅 power-ups (potions): added the blindness potion and confusion potion! more item will be added soon and I gonna make the game more interesting and chaotic :) The next big update is BIOMES !! Different biomes like the Earth, the Moon, the Mars, each has different buffs and debuffs! More in the next devlog! (the “Cred” button in the menu is actually “Credits”, bc those online resources helped me a lotttt so I wanna thank them ❤️ , ngl only like half of all the sprites are made by me)
Added the planet system and the rank system!!! As meters increases Starr enters different planet… each planet has its own unique debuff (no buffs :/), I added all the 8 major planets except Mercury and Jupiter cuz I don’t have debuff ideas for them :( And the rank system! Now you can see ur best distance in the menu, and.. your rank! (Obviously it’s just for entertainment purposes it’s fakeeee X) Development maybe slower due to academic reasons :( but anyway next ship coming soon!
Added planets (Neptune) that I didn’t add before the last devlog, and some balance changes like pickups (potions) spawn limit (max 1 per 10s), and planets description which give hints about the debuff of the current planet
( WOW I CANT BELIEVE I GOT THE SUPER STAR THANK YALL!! ) Added a very secret Easter egg as mentioned in the last ship! Yea, it’s very secret, so I can’t tell you.. discover it by yourself! 😈
No way I used all my codespace hours (i can’t use local vscode bc i mainly develop in iPhone) It resets after the Stardance, so I can’t code anymore.. Anyway I exported the branch and managed to finish the last update (the Easter egg) THIS WAS STARR JOURNEY!!
Ships:
[Basic Gameplay Completed] Starr Journey is a 8-bit pixel style game about “Starr” dodging obstacles. You can control Starr by either dragging your mouse or swiping your finger. Try to collect as many coins as possible and go as far as you can :) I dare you can’t go beyond 200m..
[Shop Completed] I’m finally here to introduce the new feature: Shop! There’s a total of 7 items (which are explained in recent devlog, but actually recommend to discover by urself), and three of them will be available on each refresh (10mins, randomly picked), you can buy them with silver coins or gold coins. A few noteworthy points: Feel free to share shop items or potions (collectibles) ideas! All ideas will be appreciated and reviewed!! Added speed and health potions as collectibles Meters are multiplied, which means 800m now is like equal to 200m in the last version Hope u like :) (It actually shouldn’t take 22 hrs that long, bc I need to deal with mobile codespaces..)
[Planet and Rank System Completed] As meters increase you’ll enter different planets like the Earth, Venus, and Mars which have their own unique debuffs to make the game more challenging.. planet orders are random, and you may read the description below the planet name to get hints about the current debuff :0 The next ship is the last ship (since Stardance is ending plus I’m getting bored with this), and it’s about A VERY BIG EASTER EGG!! stay tuned! >:3
This is the last ship! Added the Easter Egg and made some gameplay balance changes. Btw I finally got MY FIRST STAR IN GITHUB after 6 months of coding! 😭 Yalls good luck in stardancing, cya! ❤️...
|
1793141304.8507705
|
1793227704.8507705
|
|
61129
|
StudyStreak by @ChiChi | Stardance
|
ChiChi
|
1
|
44.0
|
99
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T20:05:59Z", "hours": 44.0, "multiplier": 9.92, "payout": 99, "blessing": "neutral", "text": "I made a terminal based study tracker using textual, this has been one of the longest projects I have done and I am very much happy to have done so much features. The app feels very much complete and I have put a lot of effort in studying how everything works, this project feels like it has no journal however it was previously done on macondo however i did not ship it on there due to the wait time. The most challenging part of the project was getting the cloud sync things to work on google extension and the terminal app, it has been a nightmare to do with nest. The thing I most enjoyed about doing this project is the fact that I am learning about not just python but also javascript and these type of project are not done very often due to the difficulty of it to make it presentable ( textual on top!).", "repo": "https://github.com/Chi-ChunL/StudyStreak", "demo": "https://pypi.org/project/studystreak/"}]...
|
[{"post_id": 66157, "ts": "202 [{"post_id": 66157, "ts": "2026-09-11T19:55:21Z", "hours": 44.4169, "text": "This is a terminal based textual Study tracker and here is some features it has: Study tracking - you can track the amount of time you study on each subjects Focus mode - the screen on the terminal app will turn into only having a clock meaning you can now have either a pomodoro session or just a normal study session and the extension for this works for pomodoro timer as well. After the timer end you can also op in to do a review note to say what you have done during that session. Study Timetable - this will you to put which date and what time you want to study so you always keep track about what you will be doing, this will also remind you to study when you have the web extension and all the data are synced across extension and the terminal app on nest Achievements - you can unlock achievements by studying more and more. WWW Leaderboard - you can now compete with your classmate or whatever you like and you can feel superior about yourself for having studied more than the other person Settings - it has many settings such as adding subjects and manually adding time but it won’t be counted and there is also things like sync for trouble shooting purposes, in addition to many other usability features like tour around the app. Dark and light mode is also available incase you do not like the dark gloomy style that every app has nowadays Cloud data - all the account data and are stored are your local device as well as the cloud device, and all the data are hashed, however even then its probably still quite easy for steal your data so please do not put anything private in there Web Extension - The web extension allows for many things including things such as overlay timer which is great and todo list which allows people to put in what they want to do during the study session with the review note also being available. Downloads- The download are quite simple as I have packaged it straight to pip and also the extension are available on firefox extension store along side if you are on chrome you can download the extension easily on my github"}]...
|
Title: StudyStreak by @ChiChi | Stardance
Devlogs Title: StudyStreak by @ChiChi | Stardance
Devlogs:
This is a terminal based textual Study tracker and here is some features it has: Study tracking - you can track the amount of time you study on each subjects Focus mode - the screen on the terminal app will turn into only having a clock meaning you can now have either a pomodoro session or just a normal study session and the extension for this works for pomodoro timer as well. After the timer end you can also op in to do a review note to say what you have done during that session. Study Timetable - this will you to put which date and what time you want to study so you always keep track about what you will be doing, this will also remind you to study when you have the web extension and all the data are synced across extension and the terminal app on nest Achievements - you can unlock achievements by studying more and more. WWW Leaderboard - you can now compete with your classmate or whatever you like and you can feel superior about yourself for having studied more than the other person Settings - it has many settings such as adding subjects and manually adding time but it won’t be counted and there is also things like sync for trouble shooting purposes, in addition to many other usability features like tour around the app. Dark and light mode is also available incase you do not like the dark gloomy style that every app has nowadays Cloud data - all the account data and are stored are your local device as well as the cloud device, and all the data are hashed, however even then its probably still quite easy for steal your data so please do not put anything private in there Web Extension - The web extension allows for many things including things such as overlay timer which is great and todo list which allows people to put in what they want to do during the study session with the review note also being available. Downloads- The download are quite simple as I have packaged it straight to pip and also the extension are available on firefox extension store along side if you are on chrome you can download the extension easily on my github
Ships:
I made a terminal based study tracker using textual, this has been one of the longest projects I have done and I am very much happy to have done so much features. The app feels very much complete and I have put a lot of effort in studying how everything works, this project feels like it has no journal however it was previously done on macondo however i did not ship it on there due to the wait time. The most challenging part of the project was getting the cloud sync things to work on google extension and the terminal app, it has been a nightmare to do with nest. The thing I most enjoyed about doing this project is the fact that I am learning about not just python but also javascript and these type of project are not done very often due to the difficulty of it to make it presentable ( textual on top!)....
|
1793209655.0470302
|
1793296055.0470302
|
|
1601
|
The House App by @OrigamiKing3612 | Stardance
|
OrigamiKing3612
|
0
|
43.9
|
0
|
[]
|
[{"post_id": 8860, "ts": "2026 [{"post_id": 8860, "ts": "2026-06-14T19:08:14Z", "hours": 18.5153, "text": "I kinda forgot about this…. I have been working on a few things. I migrated the app to use Vite+ and oxlint and oxfmt. I didn’t have a formatter or linter on the frontend because i didn’t like eslint. So its nice to have those now. I also finally fixed the issue where on login everything was fetched twice. I also made the whole announcements page better. They now live update and have cool animations. If you are in the app when a announcement is posted a notification shows up that you can click. I also added paging so it doesn’t fetch every announcement from the whole year… I just started working on fixing my login system to better handle actions that need to be completed, like setting up MFA or changing a one time password."}, {"post_id": 3876, "ts": "2026-06-06T23:19:50Z", "hours": 6.3253, "text": "I just finished this curtain type thing for hiding the standings during a game. This is meant to build suspense or let the game manager reveal the winner how ever they want. It uses a websocket for the live updates so i just made a message type for hiding and showing. Next up is actually saving the hidden state and making sure users joining have theirs hidden too. Im also trying to figure out a way to prevent inspecting to figure out the winner. Right now i just use a v-if to get rid of the points container when its hidden. I also did a lot of cleaning up my code and fixing smaller bugs"}, {"post_id": 2880, "ts": "2026-06-05T19:37:43Z", "hours": 12.9314, "text": "I have been working on fixing bugs and cleaning up The House App server. I also finished a “makeover” of the announcements. I cleaned up this page and added editing support. I also added another websocket for the announcements so now they live update. There is still some stuff i want to do but this is what i have so far."}, {"post_id": 1129, "ts": "2026-06-02T23:26:44Z", "hours": 3.7261, "text": "Ive been working on this new presentation mode. When the app was being presented on a bigger screen i noticed it was really hard to use. So this should help fix it, along with making the points font size bigger. I really like the animations"}, {"post_id": 368, "ts": "2026-06-01T18:24:43Z", "hours": 2.3994, "text": "I just finishing migrating all of my emails to templ files instead of html files embedded in variables with go embed. I did this because i wanted typechecking for each email so I never missed a parameter. I like this so much better because I don’t need so much extra code just to use use them."}]...
|
Title: The House App by @OrigamiKing3612 | Stardan Title: The House App by @OrigamiKing3612 | Stardance
Devlogs:
I just finishing migrating all of my emails to templ files instead of html files embedded in variables with go embed. I did this because i wanted typechecking for each email so I never missed a parameter. I like this so much better because I don’t need so much extra code just to use use them.
Ive been working on this new presentation mode. When the app was being presented on a bigger screen i noticed it was really hard to use. So this should help fix it, along with making the points font size bigger. I really like the animations
I have been working on fixing bugs and cleaning up The House App server. I also finished a “makeover” of the announcements. I cleaned up this page and added editing support. I also added another websocket for the announcements so now they live update. There is still some stuff i want to do but this is what i have so far.
I just finished this curtain type thing for hiding the standings during a game. This is meant to build suspense or let the game manager reveal the winner how ever they want. It uses a websocket for the live updates so i just made a message type for hiding and showing. Next up is actually saving the hidden state and making sure users joining have theirs hidden too. Im also trying to figure out a way to prevent inspecting to figure out the winner. Right now i just use a v-if to get rid of the points container when its hidden. I also did a lot of cleaning up my code and fixing smaller bugs
I kinda forgot about this…. I have been working on a few things. I migrated the app to use Vite+ and oxlint and oxfmt. I didn’t have a formatter or linter on the frontend because i didn’t like eslint. So its nice to have those now. I also finally fixed the issue where on login everything was fetched twice. I also made the whole announcements page better. They now live update and have cool animations. If you are in the app when a announcement is posted a notification shows up that you can click. I also added paging so it doesn’t fetch every announcement from the whole year… I just started working on fixing my login system to better handle actions that need to be completed, like setting up MFA or changing a one time password....
|
1792630035.65965
|
1793234835.65965
|
|
39858
|
lrekit by @ibrahimthetechguy | Stardance
|
ibrahimthetechguy
|
0
|
43.88
|
0
|
[]
|
[{"post_id": 42203, "ts": "202 [{"post_id": 42203, "ts": "2026-08-06T20:19:17Z", "hours": 43.8814, "text": "MDO expansion for LREkit, differnetaible hardware mass ledger and realted MDO modules and snapshots, updates to CEA, desing, injector, pumps and nozzle code, and JAX assembly + thermal plmbing. chamber/injector/closeout/landmass inegrated from resolved geometry, resolved qudrature bugs, austo sized bolted interefacs, chamber laeenght convention bugs fixed and aligned to SP-125 (official nasa docs), taperped jeacking sizing and new sutrcutrl contstants for more realistic simulation of real world ocomponents.. new cli flags, like –engine-mdo, and –engine-dmo-opitimize."}]...
|
Title: lrekit by @ibrahimthetechguy | Stardance
D Title: lrekit by @ibrahimthetechguy | Stardance
Devlogs:
MDO expansion for LREkit, differnetaible hardware mass ledger and realted MDO modules and snapshots, updates to CEA, desing, injector, pumps and nozzle code, and JAX assembly + thermal plmbing. chamber/injector/closeout/landmass inegrated from resolved geometry, resolved qudrature bugs, austo sized bolted interefacs, chamber laeenght convention bugs fixed and aligned to SP-125 (official nasa docs), taperped jeacking sizing and new sutrcutrl contstants for more realistic simulation of real world ocomponents.. new cli flags, like –engine-mdo, and –engine-dmo-opitimize....
|
1792698697.8062024
|
1793303497.8062024
|
|
27174
|
Fracture Pad (Macro Pad Project) by @Imversia | St Fracture Pad (Macro Pad Project) by @Imversia | Stardance...
|
Imversia
|
0
|
43.85
|
0
|
[]
|
[{"post_id": 35958, "ts": "202 [{"post_id": 35958, "ts": "2026-07-27T19:00:12Z", "hours": 3.3547, "text": "Dev Log 16 (27/07/26) What have I done? Worked on Git hub stuff like read me and uploaded some files. Mainly learnt how Git works like cloning repos and stuff (man that was so annoying learning how use Github is was so confusing *for me). Link to my Github for the macro pad. What is there left to do? Get firmware done. Get PCB sent to manufacture for assembly"}, {"post_id": 32636, "ts": "2026-07-21T22:27:24Z", "hours": 3.4931, "text": "Dev Log 15 (21/07/26) What have I done: Finished Aesthetics, added a Voronoi patterned geometry on the OLED cover, i experimented with adding a full Voronoi pattern across the top faces but that just looked messy and based on the feedback i gotten from friend and other people i have decided that its better to only have the OLED cover with the pattern. Added TPU feet to the casing as based on my experience with 3d printing, 3d printed objects tend to slide really easily on smooth surfaces like tables so yeah… will be printed separately from the case and glued on. What will I do next? Well I guess its time to start to refine the BOM and Github stuff and get the PCB to be manufactured…. thats going to be a pain…. Start work on firmware, need to research what to do and how to do it. Thats my devblog today, thanks for reading."}, {"post_id": 31995, "ts": "2026-07-20T20:45:19Z", "hours": 3.3333, "text": "Dev Log 14 (20/07/26) Will post full dev log later, but short summary: Completed snap lock system just need to work on aesthetics and then im done."}, {"post_id": 31536, "ts": "2026-07-20T00:50:43Z", "hours": 1.5003, "text": "Dev Log 13 (20/07/26) Sooooo its finally starting to come into shape, think im done with the case? nahhh its a still a freaking ugly box, just wait to see what im going to do… (check my pfp for hints). What have I done? Completed the cover for the OLED driver. Designed a slot system to secure the OLED to the case. (Totally did not overthink this…) Designed Rotary encoder knobs that i will 3D print, added the texturing to it for more grip. What I still need to do to complete the case? Need to add in the snap lock system (ughh i can feel that this part is going to be annoying, probably need to 3D print a prototype to test before I can get it right) Anyways thats my dev blog for today, thanks for reading."}, {"post_id": 31001, "ts": "2026-07-19T01:19:56Z", "hours": 1.6553, "text": "Dev Log 12 (19/07/26) What are the main things I done: Worked on OLED placement (so annoying due to the sizing requirements cause i really wanted this transparent OLED that looks really cool but it came with a driver board so i had create mounting space for it, ik i could have integrated it into the board itself but that will cause more failure points and for a macropad its not worth it so yeah) Edited PCB OLED driver board mounting holes to accommodate the OLED placement (another really frustrating part cause i had to revert and redo stuff…) What Is there still to do for the case? Complete OLED mounting on the case. Add the snap lock system"}, {"post_id": 30461, "ts": "2026-07-18T01:21:47Z", "hours": 2.5, "text": "Dev Log 11 (18/07/26) Alr yeah took a 10 day break but back at it again, had to make changes to my PCB cause i didnt know about settings design constrains so some of my clearances were wrong…. butttt I work on the casing today and got the hardest part of the casing done, man i was stuck on this part forever…. i swear the longest part of designing smth is thinking of ideas over and over again… *screaming internally, like i spent so so so so long trying to figure out how to add in a plate to support the MX switches while using no screws and allowing room for the OLED and its driver board… Turns out i was OVERTHINKING…. and the solution was so simple, just create a hole for it and design a cool looking lid to cover it. –––––––––– What did I learn? —————–– Dont overthink stuff. ———————What will i do next time?––––––– Work on the case, should be done within a couple of hours, and its not going to a plain box…"}, {"post_id": 26371, "ts": "2026-07-11T03:47:36Z", "hours": 0.8061, "text": "Will post full dev log later on today, just need to log time"}, {"post_id": 25627, "ts": "2026-07-10T00:55:38Z", "hours": 1.4167, "text": "Dev log 10 (10/07/26) I lost 3hrs of time….. :((((( but oh well, at least im progressing, so heres what i did. ———————— What have I done ———————— I have started work and completed the main parts of the lower half of the case, i decided to add a 5 degree slant to the case for ergonomics and made a slot for the USB slot, my goal for the case is to not use screws so i designed a type of insert for the PCB mounting holes as shown in the picture. ————————What have I learnt—————— I noticed some boards have a plate for their MX switches to support them and I have done research of snap lock profiles and how they work so i can implement that into my case."}, {"post_id": 24482, "ts": "2026-07-08T01:48:36Z", "hours": 2.3167, "text": "Dev Log 9 (08/07/26) ———————Quick summary––––––––––– Finished 3D model of the PCB, didnt really learn much today apart from the orientation of a RGB led (SK smth mini-e) is defined by a chamfered notch. Will move onto designing the case now."}, {"post_id": 23913, "ts": "2026-07-07T03:40:11Z", "hours": 4.7336, "text": "Dev log 8 (07/07/26) ––––––––––PCB Tracing Complete––––––––––– PCB tracing complete, in my opinion its the best part of PCB design but yeah. I know I could have routed the 5V line to the right of the board but by the time I realized that I would have needed to redo large sections of the board, so I will keep that in mind if I ever want to make a version 2. ———————– What I learnt —————— You can create a trace at any angle from a vias on a pcb, keep sensitive signal lines away from 5V and 3.3V lines, Minimize the interruptions of the ground plane to allow an uninterrupted ground path etc… 5V trace thickness : 0.5mm 3.3V trace thickness 0.3mm signal trace thickness : 0.25mm, when routing power to components it is ideal to split the power in parallel than in series as it allows the voltage across branches to be the same (basic physics). ———————–What will I do next? —————— I will move on to casing design once I ensured my PCB can function, I can ensure that by asking around communities like discord or slack."}, {"post_id": 23714, "ts": "2026-07-06T20:24:47Z", "hours": 4.7336, "text": "Ill post full dev log later on today"}, {"post_id": 23188, "ts": "2026-07-06T00:36:44Z", "hours": 1.65, "text": "Dev log 7 ( 06/07/26 ) —————Just a quick summary this time––––––– Worked on PCB layout, decided to place the diodes and local decoupling capacitors for the RGB leds and Switches on the underside of the board to save space. Always learning as per usual, key highlight that I learned today that you cant manufacture asymmetrical layered boards due to PCB manufacturing methods *not going to go into detail, basically in a nutshell you cant make boards with an odd number of layers. —————––What will I do next———————– I should finally actually start work on tracing, idk why its taking so long…."}, {"post_id": 22499, "ts": "2026-07-05T00:15:25Z", "hours": 3.7678, "text": "PCB traces dev log 6 ( 05/07/26 ) Unfortunately i lost 5 hours of time cause the tab linking the lookout time lapse accidentally got closed on my last session. —————–– What have I done –––––––––– Completed pcb component placement. Started work on tracing. Replaced the original RGBs with SK6812MINI‑E cause these LEDs have a cutout in the PCB allowing them to sit flush and not take up any space on the surface layer allowing room for the cherry mx switches (need to find the footprint online, i used something called component search engine to find the footprint) . Added mounting holes for the OLED driver board and PCB placement. Added a ground plane. Studied PCB tracing and component placement order. Helped more ppl with their hackpad schematic/pcb on slack. ––––––––––– What have I learnt —————— Component placement order, placing the components that define the PCB onto the board, (not going to go into details, cant be bothered, its 1am lol) What routes i should trace first. How to make edges curved in Ki Cad PCB design (pcb looks nicer). Learnt that every RGB LED needs a individual decoupling capacitor, learnt that the GPIO expander should have 2 capacitors. ––––––––––––––What i will do next –––––––––– Complete traces on PCB. Start work on the casing, i wana make it look cool, should be smth like my Raspberry pi cases (check my pfp) Share the knowledge I learnt if someone needs or wants it."}, {"post_id": 21220, "ts": "2026-07-03T01:31:02Z", "hours": 1.35, "text": "Dev log 4 (03/07/2026) —————–What i learnt today—————– Pins on the Xiao Microcontroller like Tx for serial communications what do A and D stand for (digital, analogue) and how I2C works like addresses and how multiple components share the same line. How to assign footprints in KiCad. MLCC capacitors (learnt the name and their existence lol) –––––––– What i have done —————–– Completed the schematic, fully refined it, added a GPIO extender. Refined component BOM Helped some people with their schematic today> ––––––––What will i do next?—————– Will refine the BOM more, amazon is kinda expensive, maybe aliexpress?? *any suggestions? Start research and work on PCB, by research i mean using AI and websites to understand what im doing, NOTE: I only use AI to understand and learn things so i dont have to use it again/dependent on it to do stuff. I will also take a look at how people layout their BOM so i can learn how to write a good BOM cause the current one i have is kinda sketch *i think"}, {"post_id": 20946, "ts": "2026-07-02T17:55:53Z", "hours": 1.9833, "text": "Completing component BOM + refining schematic Fixed some problems with my schematic. Added a GPIO expander for rotary encoders, did some research about the components im using such as how to wire the Expander or which type of capacitor im using e.g electrolytic or ceramic."}, {"post_id": 20267, "ts": "2026-07-01T20:22:33Z", "hours": 3.5833, "text": "Dev Log 02 01/07/26 Schematic complete: ———––What I have done?––––––– Completed the schematic. Reduced the number or rotary encoders from 3 to 1 because I ran out of GPIO pins. Sorta learnt how components such as rotary encoders work, like how the MCU pin detects the digital input (low) from the rotary encoder as it turns and how the WS2812B -2020 are meant to be wired, (led for back lit keys). Learnt about decoupling capacitors and how they work by providing current when power supply cant handle it. —– What will I do next? —– I will move onto tracing the schematic to turn it into a PCB, but first I will ask for feedback from places like discord to ensure my schematic is ok. Or if anyone sees this, please provide feedback, it would be greatly appreciated."}, {"post_id": 20034, "ts": "2026-07-01T15:15:04Z", "hours": 1.6689, "text": "01/07/26 First ever project involving a PCB. Worked on selecting the parts I would use for the macro pad to set constraints for dimensions and made a simple sketch in CAD to visualize the layout. I wanted a macro pad with 9 keys, 3 rotary encoders, and a OLED to display stats like cpu temps / usage, RAM usage etc…. I had trouble finding a OLED with the correct dimensions that suited my project as aliexpress or amazon dont really specify dimensions but i found a supplier called waveshare that provided the information i needed and a suitable OLED. Based on my research I will be using a keyboard matrix with diodes to prevent ghost keys, i will be also adding RGB lights to enhance aesthetic appeal."}]...
|
Title: Fracture Pad (Macro Pad Project) by @Imvers Title: Fracture Pad (Macro Pad Project) by @Imversia | Stardance
Devlogs:
01/07/26 First ever project involving a PCB. Worked on selecting the parts I would use for the macro pad to set constraints for dimensions and made a simple sketch in CAD to visualize the layout. I wanted a macro pad with 9 keys, 3 rotary encoders, and a OLED to display stats like cpu temps / usage, RAM usage etc…. I had trouble finding a OLED with the correct dimensions that suited my project as aliexpress or amazon dont really specify dimensions but i found a supplier called waveshare that provided the information i needed and a suitable OLED. Based on my research I will be using a keyboard matrix with diodes to prevent ghost keys, i will be also adding RGB lights to enhance aesthetic appeal.
Dev Log 02 01/07/26 Schematic complete: ———––What I have done?––––––– Completed the schematic. Reduced the number or rotary encoders from 3 to 1 because I ran out of GPIO pins. Sorta learnt how components such as rotary encoders work, like how the MCU pin detects the digital input (low) from the rotary encoder as it turns and how the WS2812B -2020 are meant to be wired, (led for back lit keys). Learnt about decoupling capacitors and how they work by providing current when power supply cant handle it. —– What will I do next? —– I will move onto tracing the schematic to turn it into a PCB, but first I will ask for feedback from places like discord to ensure my schematic is ok. Or if anyone sees this, please provide feedback, it would be greatly appreciated.
Completing component BOM + refining schematic Fixed some problems with my schematic. Added a GPIO expander for rotary encoders, did some research about the components im using such as how to wire the Expander or which type of capacitor im using e.g electrolytic or ceramic.
Dev log 4 (03/07/2026) —————–What i learnt today—————– Pins on the Xiao Microcontroller like Tx for serial communications what do A and D stand for (digital, analogue) and how I2C works like addresses and how multiple components share the same line. How to assign footprints in KiCad. MLCC capacitors (learnt the name and their existence lol) –––––––– What i have done —————–– Completed the schematic, fully refined it, added a GPIO extender. Refined component BOM Helped some people with their schematic today> ––––––––What will i do next?—————– Will refine the BOM more, amazon is kinda expensive, maybe aliexpress?? *any suggestions? Start research and work on PCB, by research i mean using AI and websites to understand what im doing, NOTE: I only use AI to understand and learn things so i dont have to use it again/dependent on it to do stuff. I will also take a look at how people layout their BOM so i can learn how to write a good BOM cause the current one i have is kinda sketch *i think
PCB traces dev log 6 ( 05/07/26 ) Unfortunately i lost 5 hours of time cause the tab linking the lookout time lapse accidentally got closed on my last session. —————–– What have I done –––––––––– Completed pcb component placement. Started work on tracing. Replaced the original RGBs with SK6812MINI‑E cause these LEDs have a cutout in the PCB allowing them to sit flush and not take up any space on the surface layer allowing room for the cherry mx switches (need to find the footprint online, i used something called component search engine to find the footprint) . Added mounting holes for the OLED driver board and PCB placement. Added a ground plane. Studied PCB tracing and component placement order. Helped more ppl with their hackpad schematic/pcb on slack. ––––––––––– What have I learnt —————— Component placement order, placing the components that define the PCB onto the board, (not going to go into details, cant be bothered, its 1am lol) What routes i should trace first. How to make edges curved in Ki Cad PCB design (pcb looks nicer). Learnt that every RGB LED needs a individual decoupling capacitor, learnt that the GPIO expander should have 2 capacitors. ––––––––––––––What i will do next –––––––––– Complete traces on PCB. Start work on the casing, i wana make it look cool, should be smth like my Raspberry pi cases (check my pfp) Share the knowledge I learnt if someone needs or wants it.
Dev log 7 ( 06/07/26 ) —————Just a quick summary this time––––––– Worked on PCB layout, decided to place the diodes and local decoupling capacitors for the RGB leds and Switches on the underside of the board to save space. Always learning as per usual, key highlight that I learned today that you cant manufacture asymmetrical layered boards due to PCB manufacturing methods *not going to go into detail, basically in a nutshell you cant make boards with an odd number of layers. —————––What will I do next———————– I should finally actually start work on tracing, idk why its taking so long….
Ill post full dev log later on today
Dev log 8 (07/07/26) ––––––––––PCB Tracing Complete––––––––––– PCB tracing complete, in my opinion its the best part of PCB design but yeah. I know I could have routed the 5V line to the right of the board but by the time I realized that I would have needed to redo large sections of the board, so I will keep that in mind if I ever want to make a version 2. ———————– What I learnt —————— You can create a trace at any angle from a vias on a pcb, keep sensitive signal lines away from 5V and 3.3V lines, Minimize the interruptions of the ground plane to allow an uninterrupted ground path etc… 5V trace thickness : 0.5mm 3.3V trace thickness 0.3mm signal trace thickness : 0.25mm, when routing power to components it is ideal to split the power in parallel than in series as it allows the voltage across branches to be the same (basic physics). ———————–What will I do next? —————— I will move on to casing design once I ensured my PCB can function, I can ensure that by asking around communities like discord or slack.
Dev Log 9 (08/07/26) ———————Quick summary––––––––––– Finished 3D model of the PCB, didnt really learn much today apart from the orientation of a RGB led (SK smth mini-e) is defined by a chamfered notch. Will move onto designing the case now.
Dev log 10 (10/07/26) I lost 3hrs of time….. :((((( but oh well, at least im progressing, so heres what i did. ———————— What have I done ———————— I have started work and completed the main parts of the lower half of the case, i decided to add a 5 degree slant to the case for ergonomics and made a slot for the USB slot, my goal for the case is to not use screws so i designed a type of insert for the PCB mounting holes as shown in the picture. ————————What have I learnt—————— I noticed some boards have a plate for their MX switches to support them and I have done research of snap lock profiles and how they work so i can implement that into my case.
Will post full dev log later on today, just need to log time
Dev Log 11 (18/07/26) Alr yeah took a 10 day break but back at it again, had to make changes to my PCB cause i didnt know about settings design constrains so some of my clearances were wrong…. butttt I work on the casing today and got the hardest part of the casing done, man i was stuck on this part forever…. i swear the longest part of designing smth is thinking of ideas over and over again… *screaming internally, like i spent so so so so long trying to figure out how to add in a plate to support the MX switches while using no screws and allowing room for the OLED and its driver board… Turns out i was OVERTHINKING…. and the solution was so simple, just create a hole for it and design a cool looking lid to cover it. –––––––––– What did I learn? —————–– Dont overthink stuff. ———————What will i do next time?––––––– Work on the case, should be done within a couple of hours, and its not going to a plain box…
Dev Log 12 (19/07/26) What are the main things I done: Worked on OLED placement (so annoying due to the sizing requirements cause i really wanted this transparent OLED that looks really cool but it came with a driver board so i had create mounting space for it, ik i could have integrated it into the board itself but that will cause more failure points and for a macropad its not worth it so yeah) Edited PCB OLED driver board mounting holes to accommodate the OLED placement (another really frustrating part cause i had to revert and redo stuff…) What Is there still to do for the case? Complete OLED mounting on the case. Add the snap lock system
Dev Log 13 (20/07/26) Sooooo its finally starting to come into shape, think im done with the case? nahhh its a still a freaking ugly box, just wait to see what im going to do… (check my pfp for hints). What have I done? Completed the cover for the OLED driver. Designed a slot system to secure the OLED to the case. (Totally did not overthink this…) Designed Rotary encoder knobs that i will 3D print, added the texturing to it for more grip. What I still need to do to complete the case? Need to add in the snap lock system (ughh i can feel that this part is going to be annoying, probably need to 3D print a prototype to test before I can get it right) Anyways thats my dev blog for today, thanks for reading.
Dev Log 14 (20/07/26) Will post full dev log later, but short summary: Completed snap lock system just need to work on aesthetics and then im done.
Dev Log 15 (21/07/26) What have I done: Finished Aesthetics, added a Voronoi patterned geometry on the OLED cover, i experimented with adding a full Voronoi pattern across the top faces but that just looked messy and based on the feedback i gotten from friend and other people i have decided that its better to only have the OLED cover with the pattern. Added TPU feet to the casing as based on my experience with 3d printing, 3d printed objects tend to slide really easily on smooth surfaces like tables so yeah… will be printed separately from the case and glued on. What will I do next? Well I guess its time to start to refine the BOM and Github stuff and get the PCB to be manufactured…. thats going to be a pain…. Start work on firmware, need to research what to do and how to do it. Thats my devblog today, thanks for reading.
Dev Log 16 (27/07/26) What have I done? Worked on Git hub stuff like read me and uploaded some files. Mainly learnt how Git works like cloning repos and stuff (man that was so annoying learning how use Github is was so confusing *for me). Link to my Github for the macro pad. What is there left to do? Get firmware done. Get PCB sent to manufacture for assembly...
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1793195407.7866378
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1793800207.7866378
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48156
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AI3DSTUDIO by @Madhanraj | Stardance
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Madhanraj
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1
|
43.81
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T11:59:39Z", "hours": 33.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I am shipping Stardance in its current state because my available development time has been limited by my Class 12 studies and school schedule. Although the complete vision for AI3D Studio is much larger and several features are still under development, I wanted to submit the working progress I have achieved rather than leave the project unshipped. The current version represents a major milestone of the project, with a functional 3D environment, AI interaction, computer-vision-based interaction, and database integration already implemented. I plan to continue developing the remaining features after shipping. This is not the final version of AI3D Studio — it is the first major milestone toward the complete system I originally envisioned.", "repo": "https://github.com/maddy9002/AI3DSTUDIO", "demo": "https://ai-3-dstudio-beta.vercel.app/"}]...
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[{"post_id": 80154, "ts": "202 [{"post_id": 80154, "ts": "2026-10-16T13:02:11Z", "hours": 2.0864, "text": "Worked on the new ui for the html file, implementing necessary features for cad operations"}, {"post_id": 78229, "ts": "2026-10-10T01:32:38Z", "hours": 3.5311, "text": "Worked on AI3DSTUDIO’s advanced modeling capabilities, implementing Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, and Face Dissolve, including topology updates and Undo/Redo support.I also created requirements.txt and README.md, resolved Python dependency conflicts involving MediaPipe, NumPy, and OpenCV, verified the application launches successfully, and pushed the changes to the advanced-modeling branch on GitHub.Next, I’ll test the installation process in a fresh environment to make AI3DSTUDIO easier for others to try."}, {"post_id": 76640, "ts": "2026-10-04T07:39:58Z", "hours": 2.7172, "text": "After implementing Inset, AI3DSTUDIO’S mesh-editing system was expanded with several advanced modeling features, including Loop Cut, Bevel, Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, Face Dissolve, and Bridge Edge Loops. The editing workflow was also improved with Vertex, Edge, and Face selection and manipulation, along with Undo/Redo support for mesh-editing operations, significantly improving AI3DSTUDIO’S overall polygon-modeling capabilities."}, {"post_id": 74257, "ts": "2026-09-27T02:43:36Z", "hours": 2.4761, "text": "While upgrading the UI the features that I made had disappeared and now I worked to create a html file where i can link it to Stardance."}, {"post_id": 71170, "ts": "2026-09-20T11:58:49Z", "hours": 0.8817, "text": "Worked to improve the UI"}, {"post_id": 70963, "ts": "2026-09-20T03:52:57Z", "hours": 2.2081, "text": "Implemented and stabilized hand-based viewport interaction. The system now supports a screen-space hand cursor controlled by the index finger, pinch-based selection of vertices, edges, and faces, and two-hand gesture editing. Vertex movement is working, while edge and face movement are being integrated by transforming their underlying mesh vertices. Object Mode gestures for movement, rotation, and scaling remain functional. The next focus is completing reliable hand-based edge/face manipulation and improving pinch-based selection accuracy."}, {"post_id": 68678, "ts": "2026-09-15T15:07:33Z", "hours": 2.2633, "text": "Completed till multi-face selection"}, {"post_id": 64857, "ts": "2026-09-09T15:32:34Z", "hours": 5.7969, "text": "Completed the undo redo system for all the edit options."}, {"post_id": 47430, "ts": "2026-08-15T11:13:47Z", "hours": 22.1772, "text": "WORKING TO UPGRADE THE 3D DESIGNING SOFTWARE"}]...
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Title: AI3DSTUDIO by @Madhanraj | Stardance
Devlo Title: AI3DSTUDIO by @Madhanraj | Stardance
Devlogs:
WORKING TO UPGRADE THE 3D DESIGNING SOFTWARE
Completed the undo redo system for all the edit options.
Completed till multi-face selection
Implemented and stabilized hand-based viewport interaction. The system now supports a screen-space hand cursor controlled by the index finger, pinch-based selection of vertices, edges, and faces, and two-hand gesture editing. Vertex movement is working, while edge and face movement are being integrated by transforming their underlying mesh vertices. Object Mode gestures for movement, rotation, and scaling remain functional. The next focus is completing reliable hand-based edge/face manipulation and improving pinch-based selection accuracy.
Worked to improve the UI
While upgrading the UI the features that I made had disappeared and now I worked to create a html file where i can link it to Stardance.
After implementing Inset, AI3DSTUDIO’S mesh-editing system was expanded with several advanced modeling features, including Loop Cut, Bevel, Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, Face Dissolve, and Bridge Edge Loops. The editing workflow was also improved with Vertex, Edge, and Face selection and manipulation, along with Undo/Redo support for mesh-editing operations, significantly improving AI3DSTUDIO’S overall polygon-modeling capabilities.
Worked on AI3DSTUDIO’s advanced modeling capabilities, implementing Merge/Weld Vertices, Vertex Dissolve, Edge Dissolve, and Face Dissolve, including topology updates and Undo/Redo support.I also created requirements.txt and README.md, resolved Python dependency conflicts involving MediaPipe, NumPy, and OpenCV, verified the application launches successfully, and pushed the changes to the advanced-modeling branch on GitHub.Next, I’ll test the installation process in a fresh environment to make AI3DSTUDIO easier for others to try.
Worked on the new ui for the html file, implementing necessary features for cad operations
Ships:
I am shipping Stardance in its current state because my available development time has been limited by my Class 12 studies and school schedule. Although the complete vision for AI3D Studio is much larger and several features are still under development, I wanted to submit the working progress I have achieved rather than leave the project unshipped. The current version represents a major milestone of the project, with a functional 3D environment, AI interaction, computer-vision-based interaction, and database integration already implemented. I plan to continue developing the remaining features after shipping. This is not the final version of AI3D Studio — it is the first major milestone toward the complete system I originally envisioned....
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1793148468.8246431
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1793234868.8246431
|
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38831
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bunniesin.love by @miniaturity | Stardance
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miniaturity
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1
|
43.8
|
636
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T19:04:59Z", "hours": 33.0, "multiplier": 19.13, "payout": 636, "blessing": "neutral", "text": "I made a web-based daily puzzle game inspired by enclose.horse, centered around reuniting two bunny lovers, whose hearts are tethered together! It was incredibly difficult creating my own tile rendering system, and I had to makeshift an auto-tile/rule-tile system for the editor, and to make creating levels easy. I also had to figure out how to animate the tiles, which is harder than it seems. Creating the editor was the hardest part; without a game engines help, I had to create a lot manually. I am definitely proud of what I made though, and now all I have to do is get more levels to put in! Make sure to check out the editor and tutorial while you test :) they’re the best parts.", "repo": "https://github.com/miniaturity/lovebunny", "demo": "https://bunniesin.love"}]...
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[{"post_id": 59905, "ts": "202 [{"post_id": 59905, "ts": "2026-09-01T22:38:13Z", "hours": 4.9831, "text": "carrots, and an A* algorithm! carrot game mechanic! new entity type: carrots! they can be placed on top of existing tiles. carrots subtract 3 from your move count, when a bunny consumes a carrot! consume a carrot by moving a bunny on top of a carrot. optimized solving algorithm, accounting for carrots instead of the O(N^2 * 2^C * C) BFS solver, I made a O(N^2 * 2^C * (C + log N)) A* algorithm! to avoid doing a linear scan over the board for every carrot, i implemented a bigint bitmask and used brian kernighan’s bit trick to efficiently read carrots in O(1) time. although the BFS technically has a better worse case, A* uses a distance heuristic to prioritize paths that lead towards goals, avoiding dead paths. finally, ive implemented creating a web worker to solve the solution on a different thread, preventing the UI from freezing while the solver tries to solve the level. undo/redo in editor used stacks for undoing/redoing in editor, available through ctrl + z or cmd + z/ctrl + y or cmd + y"}, {"post_id": 58835, "ts": "2026-08-31T12:44:54Z", "hours": 5.8164, "text": "more QoL features and guidance!! date traversal you can now move between puzzles from previous dates. added undo feature you can now undo your last move, but only one undo at a time. added extra guidance through dialogue if you are a new user, it shows you where the editor and tutorial are (for clarity) added confirm submission you now have to confirm the submission of your solution, so you don’t accidently submit a bad solution. added solution history if you solved the puzzle, and decided to reset, you can now always go back to the best solution you previously had. editor QoL you now have to confirm your upload. also gives you the option to change the name/author directly in the modal."}, {"post_id": 56816, "ts": "2026-08-28T18:58:41Z", "hours": 7.1142, "text": "full editor and user uploading! upload levels directly to database; share w/ links You can now upload your levels to the database and easily share them! Anyone can play user-made levels if they have the link. Keep in mind, though, there are rate limits to uploading and you can get your IP restricted for the day. added author/level naming User-made levels can now be renamed using the editor, instead of direct file changing in an exported file. polished win modal Stylized the histogram and made it easy to understand the statistics. Also added a share feature that copies text to your clipboard."}, {"post_id": 39257, "ts": "2026-08-02T03:31:27Z", "hours": 2.5056, "text": "beta release!! connected cloudflare’s R2 bucket for daily levels I can now easily add daily levels by directly adding them to the database. You can only solve the daily level once per day, kept through a unique user ID stored in localStorage (which can be easily overridden, but I don’t really care.) connected import/export type to bucket for easy drop-in User-made levels can be export in a JSON format, and imported. mobile compatibility Added on-screen buttons for mobile users, since they don’t have a keyboard. sickass domain Purchased the bunniesin.love domain for $7! Totally worth it"}, {"post_id": 38165, "ts": "2026-07-31T12:53:21Z", "hours": 7.9661, "text": "bunny level editor! created a full level editor. You can now navigate to the level editor (top left button) and create a level! Control the board size, bunny locations, and every tile in the board. Export and import levels to save them. You can also see whether your puzzle is solvable or not, and how many moves it takes."}, {"post_id": 34433, "ts": "2026-07-25T04:19:37Z", "hours": 3.5133, "text": "tutorial guide dude :3 interactive tutorial levels There are now 3 total tutorial levels, with me guiding the user through all of them. Each level progressively gets harder, and teaches the user how to solve a puzzle. optimized for phone The board is now optimized for display on phones; controls are WIP. overhauled entity handling Entity infrastructure can now be easily extended for feature such as buttons or other items. However, the solver can’t use these features, so I’m holding off on implementing them."}, {"post_id": 33884, "ts": "2026-07-24T05:01:28Z", "hours": 3.5675, "text": "improved UI; added level creator page and more tiles. added an introduction modal for new players Players that have never visited the website before are now shown an intro modal. This can direct them to play without guides, or play the tutorial. level creator page Full implementation WIP, but I created an editor version of the game so that the user can click to paint tiles. It was pretty annoying to figure out how to detect mouse events and cast them to a tile, and mutate the board state. Also really difficult to add a grid and hover effects. moar tiles More tiles, more fun :3. Added variations of grass and walls. improved ui Now displays the day and level name, inside a carrot. Probably the most creative and original idea I’ve ever had. I’m really the best web designer that has ever lived."}, {"post_id": 33651, "ts": "2026-07-23T18:49:16Z", "hours": 8.6053, "text": "functional rule tile/tilemap system using canvas + game state machine tilemap system Created a full tilemap/tileset painting system from scratch. Uses HTML5 canvas to paint the tilemap, and a spritesheet for the textures. Pretty difficult to implement, but since I know how game engines work, I can infer on how to implement it in svelte, using state runes. game state machine The game now relies on a single instance of the state machine as a source of truth (class Game). Can be easily extended for future features."}]...
|
Title: bunniesin.love by @miniaturity | Stardance
Title: bunniesin.love by @miniaturity | Stardance
Devlogs:
functional rule tile/tilemap system using canvas + game state machine tilemap system Created a full tilemap/tileset painting system from scratch. Uses HTML5 canvas to paint the tilemap, and a spritesheet for the textures. Pretty difficult to implement, but since I know how game engines work, I can infer on how to implement it in svelte, using state runes. game state machine The game now relies on a single instance of the state machine as a source of truth (class Game). Can be easily extended for future features.
improved UI; added level creator page and more tiles. added an introduction modal for new players Players that have never visited the website before are now shown an intro modal. This can direct them to play without guides, or play the tutorial. level creator page Full implementation WIP, but I created an editor version of the game so that the user can click to paint tiles. It was pretty annoying to figure out how to detect mouse events and cast them to a tile, and mutate the board state. Also really difficult to add a grid and hover effects. moar tiles More tiles, more fun :3. Added variations of grass and walls. improved ui Now displays the day and level name, inside a carrot. Probably the most creative and original idea I’ve ever had. I’m really the best web designer that has ever lived.
tutorial guide dude :3 interactive tutorial levels There are now 3 total tutorial levels, with me guiding the user through all of them. Each level progressively gets harder, and teaches the user how to solve a puzzle. optimized for phone The board is now optimized for display on phones; controls are WIP. overhauled entity handling Entity infrastructure can now be easily extended for feature such as buttons or other items. However, the solver can’t use these features, so I’m holding off on implementing them.
bunny level editor! created a full level editor. You can now navigate to the level editor (top left button) and create a level! Control the board size, bunny locations, and every tile in the board. Export and import levels to save them. You can also see whether your puzzle is solvable or not, and how many moves it takes.
beta release!! connected cloudflare’s R2 bucket for daily levels I can now easily add daily levels by directly adding them to the database. You can only solve the daily level once per day, kept through a unique user ID stored in localStorage (which can be easily overridden, but I don’t really care.) connected import/export type to bucket for easy drop-in User-made levels can be export in a JSON format, and imported. mobile compatibility Added on-screen buttons for mobile users, since they don’t have a keyboard. sickass domain Purchased the bunniesin.love domain for $7! Totally worth it
full editor and user uploading! upload levels directly to database; share w/ links You can now upload your levels to the database and easily share them! Anyone can play user-made levels if they have the link. Keep in mind, though, there are rate limits to uploading and you can get your IP restricted for the day. added author/level naming User-made levels can now be renamed using the editor, instead of direct file changing in an exported file. polished win modal Stylized the histogram and made it easy to understand the statistics. Also added a share feature that copies text to your clipboard.
more QoL features and guidance!! date traversal you can now move between puzzles from previous dates. added undo feature you can now undo your last move, but only one undo at a time. added extra guidance through dialogue if you are a new user, it shows you where the editor and tutorial are (for clarity) added confirm submission you now have to confirm the submission of your solution, so you don’t accidently submit a bad solution. added solution history if you solved the puzzle, and decided to reset, you can now always go back to the best solution you previously had. editor QoL you now have to confirm your upload. also gives you the option to change the name/author directly in the modal.
carrots, and an A* algorithm! carrot game mechanic! new entity type: carrots! they can be placed on top of existing tiles. carrots subtract 3 from your move count, when a bunny consumes a carrot! consume a carrot by moving a bunny on top of a carrot. optimized solving algorithm, accounting for carrots instead of the O(N^2 * 2^C * C) BFS solver, I made a O(N^2 * 2^C * (C + log N)) A* algorithm! to avoid doing a linear scan over the board for every carrot, i implemented a bigint bitmask and used brian kernighan’s bit trick to efficiently read carrots in O(1) time. although the BFS technically has a better worse case, A* uses a distance heuristic to prioritize paths that lead towards goals, avoiding dead paths. finally, ive implemented creating a web worker to solve the solution on a different thread, preventing the UI from freezing while the solver tries to solve the level. undo/redo in editor used stacks for undoing/redoing in editor, available through ctrl + z or cmd + z/ctrl + y or cmd + y
Ships:
I made a web-based daily puzzle game inspired by enclose.horse, centered around reuniting two bunny lovers, whose hearts are tethered together! It was incredibly difficult creating my own tile rendering system, and I had to makeshift an auto-tile/rule-tile system for the editor, and to make creating levels easy. I also had to figure out how to animate the tiles, which is harder than it seems. Creating the editor was the hardest part; without a game engines help, I had to create a lot manually. I am definitely proud of what I made though, and now all I have to do is get more levels to put in! Make sure to check out the editor and tutorial while you test :) they’re the best parts....
|
1793206049.208136
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1793292449.208136
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53116
|
Risc-V Compiler by @kphoherz | Stardance
|
kphoherz
|
0
|
43.79
|
0
|
[]
|
[{"post_id": 79445, "ts": "202 [{"post_id": 79445, "ts": "2026-10-14T00:54:26Z", "hours": 8.8428, "text": "I have done a lot of work on functions, variables, and control flow. I have also set up the required functions included automatically in each program. This part of the program manages things such as memory and function calls, which are essential to the execution of user code. This allowed me to generate functions, variables, and if statements now. The compiler outputted a 173 line program, but below shows a small section of the output. As you can see, the compiler is working!"}, {"post_id": 75412, "ts": "2026-09-30T00:52:42Z", "hours": 8.0597, "text": "I made a lot of progress on the special parser. It converts the input into postfix notation, with the operators after the operands. Then, the ASM Generator uses the postfix notation to generate actual assembly! As you can see from the ✨Beautiful✨ picture I drew, this simple equation actually expands into many assembly instructions. Unfortunately, to make the special parser I had to get rid of most of the type checking.😐"}, {"post_id": 71305, "ts": "2026-09-20T16:30:44Z", "hours": 9.7256, "text": "I worked on adding type checking. It is still missing a lot but if I don’t move on I am going to run out of time. I was able to get it to check for type errors within equations and assignments. I also started working on converting the tree into actual assembly, but I realized that it was parsing my addition right to left 🥀🥀. So I started the process of making a dedicated shunting yard parser for the equations"}, {"post_id": 65706, "ts": "2026-09-11T01:15:09Z", "hours": 7.7964, "text": "Big progress!!! The syntax checking is done! I spent quite a long time creating the context-free grammar in an excel sheet. This defines all of the syntax rules allowed, and outlines which result in errors. This means that all of the functions/symbols for the language have been defined. I also added some error messages and started the semantic analyzer, which checks type errors."}, {"post_id": 58597, "ts": "2026-08-31T02:19:35Z", "hours": 3.1114, "text": "I received my two Pico 2s today. I spent some time trying out examples and modifying them, and I managed to get the LED to blink, which was surprisingly difficult to find examples for because I needed it in Risc-V assembly. Then I worked on generating a tree from the parser I made in the last devblog. It seems to work well, but it is kind of hard to tell. Next I think I’ll either do semantic error checking, or skip right to the assembly generation and worry about the semantics later :)"}, {"post_id": 54782, "ts": "2026-08-25T21:56:19Z", "hours": 3.4928, "text": "I worked on creating the Syntax analyzer for my Risc-V compiler. This stage checks the structure of the program and any grammatical errors. I had to do a lot of research on CFGs (Context free grammars). They define the rules for the language. Below is a spreadsheet of the CFG. I will improve it in the future to add more functions. I implemented an LL(1) parser. I was successfully able to check the grammar of a simple program. I still need to make the parser construct an abstract syntax tree. I realized that it is quite difficult to find pictures to post because it mostly happens in the console, but trust me, interesting things are happening!"}, {"post_id": 52787, "ts": "2026-08-23T04:03:52Z", "hours": 2.7661, "text": "I have just started working on my first compiler. I have coded a couple of interpreters before, but this is my first time creating a compiler. I am designing it for the Pico 2 W and will be translating a modified C into Risc-V assembly. So far I have created the lexer which separates the source code into tokens. I have also set up a nice starting infrastructure including some error tracing. Below is the output of a test source code tokenized. Funnily enough, I’m running this compiler on a Pico as well. In the future, I hope to incorporate this compiler into a Pico based OS."}]...
|
Title: Risc-V Compiler by @kphoherz | Stardance
D Title: Risc-V Compiler by @kphoherz | Stardance
Devlogs:
I have just started working on my first compiler. I have coded a couple of interpreters before, but this is my first time creating a compiler. I am designing it for the Pico 2 W and will be translating a modified C into Risc-V assembly. So far I have created the lexer which separates the source code into tokens. I have also set up a nice starting infrastructure including some error tracing. Below is the output of a test source code tokenized. Funnily enough, I’m running this compiler on a Pico as well. In the future, I hope to incorporate this compiler into a Pico based OS.
I worked on creating the Syntax analyzer for my Risc-V compiler. This stage checks the structure of the program and any grammatical errors. I had to do a lot of research on CFGs (Context free grammars). They define the rules for the language. Below is a spreadsheet of the CFG. I will improve it in the future to add more functions. I implemented an LL(1) parser. I was successfully able to check the grammar of a simple program. I still need to make the parser construct an abstract syntax tree. I realized that it is quite difficult to find pictures to post because it mostly happens in the console, but trust me, interesting things are happening!
I received my two Pico 2s today. I spent some time trying out examples and modifying them, and I managed to get the LED to blink, which was surprisingly difficult to find examples for because I needed it in Risc-V assembly. Then I worked on generating a tree from the parser I made in the last devblog. It seems to work well, but it is kind of hard to tell. Next I think I’ll either do semantic error checking, or skip right to the assembly generation and worry about the semantics later :)
Big progress!!! The syntax checking is done! I spent quite a long time creating the context-free grammar in an excel sheet. This defines all of the syntax rules allowed, and outlines which result in errors. This means that all of the functions/symbols for the language have been defined. I also added some error messages and started the semantic analyzer, which checks type errors.
I worked on adding type checking. It is still missing a lot but if I don’t move on I am going to run out of time. I was able to get it to check for type errors within equations and assignments. I also started working on converting the tree into actual assembly, but I realized that it was parsing my addition right to left 🥀🥀. So I started the process of making a dedicated shunting yard parser for the equations
I made a lot of progress on the special parser. It converts the input into postfix notation, with the operators after the operands. Then, the ASM Generator uses the postfix notation to generate actual assembly! As you can see from the ✨Beautiful✨ picture I drew, this simple equation actually expands into many assembly instructions. Unfortunately, to make the special parser I had to get rid of most of the type checking.😐
I have done a lot of work on functions, variables, and control flow. I have also set up the required functions included automatically in each program. This part of the program manages things such as memory and function calls, which are essential to the execution of user code. This allowed me to generate functions, variables, and if statements now. The compiler outputted a 173 line program, but below shows a small section of the output. As you can see, the compiler is working!...
|
1792738116.0978436
|
1793342916.0978436
|
|
21026
|
Curva Run by @tmxninja | Stardance
|
tmxninja
|
0
|
43.7
|
0
|
[]
|
[{"post_id": 16685, "ts": "202 [{"post_id": 16685, "ts": "2026-06-27T03:48:59Z", "hours": 18.9436, "text": "Im so tired , I have been activly working on the tracking engine and its logic and i added ads system so i can pay the apple and google play console fee . If you’re intrested in my app please dont hesitate dropping a like and a share it will help me alot."}, {"post_id": 12645, "ts": "2026-06-20T17:37:16Z", "hours": 13.0908, "text": "I have done alot in the app , i have done a full codebase analysis and i removed every hardcoded elements because i never expected to release this app i also added a new onboarding handling it may lgitches sometimes but yeah still fixing also i added login with google (i need a macbook to work on ios side) but so far so good i really want support during this journey and i wish yall can help me with feedbacks and suggestions thank you 🫶🫶"}, {"post_id": 10949, "ts": "2026-06-17T23:14:23Z", "hours": 0.7011, "text": "It has been actually 2 months working on my app and i can finally say that the work is starting to show , im still polishing some thins but im pretty close to release my first v1 of the app for testing stay tuned because i will shop my app so soon!"}, {"post_id": 10892, "ts": "2026-06-17T21:01:38Z", "hours": 10.9686, "text": "this is one of my early versions of the app i have completly removed the gym section and replaced it with more intresting sections"}]...
|
Title: Curva Run by @tmxninja | Stardance
Devlogs Title: Curva Run by @tmxninja | Stardance
Devlogs:
this is one of my early versions of the app i have completly removed the gym section and replaced it with more intresting sections
It has been actually 2 months working on my app and i can finally say that the work is starting to show , im still polishing some thins but im pretty close to release my first v1 of the app for testing stay tuned because i will shop my app so soon!
I have done alot in the app , i have done a full codebase analysis and i removed every hardcoded elements because i never expected to release this app i also added a new onboarding handling it may lgitches sometimes but yeah still fixing also i added login with google (i need a macbook to work on ios side) but so far so good i really want support during this journey and i wish yall can help me with feedbacks and suggestions thank you 🫶🫶
Im so tired , I have been activly working on the tracking engine and its logic and i added ads system so i can pay the apple and google play console fee . If you’re intrested in my app please dont hesitate dropping a like and a share it will help me alot....
|
1792759909.4650376
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1793364709.4650376
|
|
27153
|
click lense by @nishank | Stardance
|
nishank
|
1
|
43.67
|
325
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T02:08:38Z", "hours": 43.0, "multiplier": 11.21, "payout": 325, "blessing": "neutral", "text": "A modern, full-featured URL shortener & analytics platform with password-protected links, expiration dates, custom aliases, QR code generation, and rich click metrics. Built with Next.js 16", "repo": "https://github.com/Devnish0/click-lense", "demo": "https://clicklense.vercel.app/"}]...
|
[{"post_id": 36229, "ts": "202 [{"post_id": 36229, "ts": "2026-07-28T05:22:01Z", "hours": 0.6656, "text": "changed the readme.md"}, {"post_id": 30777, "ts": "2026-07-18T17:25:43Z", "hours": 23.8922, "text": "completed and in production right now check it out now"}, {"post_id": 26142, "ts": "2026-07-10T19:24:50Z", "hours": 6.1253, "text": "built the main dashboard ui"}, {"post_id": 24832, "ts": "2026-07-08T17:23:56Z", "hours": 3.3294, "text": "built the landing page for the clause app"}, {"post_id": 17058, "ts": "2026-06-27T18:13:55Z", "hours": 9.5158, "text": "completed basic 0 auth login , redirection logic, max attempt, time based attempt, disabled attempt etc."}]...
|
Title: click lense by @nishank | Stardance
Devlog Title: click lense by @nishank | Stardance
Devlogs:
completed basic 0 auth login , redirection logic, max attempt, time based attempt, disabled attempt etc.
built the landing page for the clause app
built the main dashboard ui
completed and in production right now check it out now
changed the readme.md
Ships:
A modern, full-featured URL shortener & analytics platform with password-protected links, expiration dates, custom aliases, QR code generation, and rich click metrics. Built with Next.js 16...
|
1793123456.466724
|
1793209856.466724
|
|
16093
|
Trash Destroyer-9000 by @Insertmadface | Stardance
|
Insertmadface
|
0
|
43.51
|
0
|
[]
|
[{"post_id": 61630, "ts": "202 [{"post_id": 61630, "ts": "2026-09-04T16:55:24Z", "hours": 7.0289, "text": "Documentation Speedrun Starting the Documentation of the robot, and I am personally having alot of fun. I am doing my first GitHub push since the initial commit, and there are a lot of interesting research tangents that I realize were integral to the design of the robot. Additionally, I found some issues with the robot, so I had to spend some time in CAD rectifying them. Feel free to look at the Documentation so far, though keep in mind it is not near finished. Below are some of the images used in documentation, and an image of the first intake iteration (without rollers attached to the shaft)"}, {"post_id": 47121, "ts": "2026-08-14T19:35:43Z", "hours": 8.2658, "text": "Intake Prototyping! We have started the building process for the first intake prototype! Things have been quite slow, with mainly tolerance issues to blame, and alot of parts we have snapped along the way. We hope that this will happen less as time goes on and we get more used to the tolerances of every part. (You can see all of our failed plates in black below lol) Once the first prototype is done, we will be doing slight adjustments to geometry both to the rollers and plates to see if there are more efficient configurations when intaking. In addition to building the intake, I cadded an intake bracket which will hold the motors and gearbox elements while prototyping so we don’t need to make and assemble the drivebase just yet. This can be seen below. I am really excited for whats to come, make sure to stick around for the other mechanisms!"}, {"post_id": 39208, "ts": "2026-08-02T00:47:12Z", "hours": 11.1908, "text": "Intake and Printing of Stock Parts Started and finished the intake like twice, but had to remake it because OnShape assembly kept getting messed up. Started printing various stock pieces, starting the building process soon! Can’t wait to show you all the first intake prototype soon. I will also need to CAD a mounting bracket and gearbox for the intake and motor during testing, so you can see me CAD that in the next few Lapses."}, {"post_id": 31943, "ts": "2026-07-20T19:11:50Z", "hours": 5.9397, "text": "Indexer Finished the indexer, and started printing out various parts. Drivetrain gearbox was also redesigned, which took way too long. Final step is the intake, then we will get to buying parts, assembly and then electronics and coding."}, {"post_id": 25336, "ts": "2026-07-09T15:49:42Z", "hours": 4.8583, "text": "Hopper, Battery Mounting, and Drivebase Drivebase Drivebase design complete, only minor design changes made between now and before. Heatset insert holes were added in places to make building it more modular. Drivebase assembly complete! Battery Mounting Decided on a Battery to power the motors with, and made the mounting box. Added ventilation with a hex pattern, which I thought was cool. Hopper Finished the Hopper, holds battery, and has plates for easy construction and to take apart. Hopper back plate has vents too, which look quite nice. To make the hopper more structurally stable, I added ribs to the exterior."}, {"post_id": 23459, "ts": "2026-07-06T13:29:30Z", "hours": 5.0014, "text": "More CAD! Drivebase is almost done, power transmission is complete with gearboxes and motor mounting for both 775s. Wheels have been designed as well. Next order of business is working on the hopper. It will be mounted via two rails which I designed myself, and have printed out and tested."}, {"post_id": 21178, "ts": "2026-07-03T00:01:44Z", "hours": 1.2208, "text": "Planning and CAD work Most of the macro factors, like what motors are going to be used have been decided, and the drivebase is being designed right now. The most interesting part currently is designing the rails on which the hopper can be mounted while still being modular."}]...
|
Title: Trash Destroyer-9000 by @Insertmadface | St Title: Trash Destroyer-9000 by @Insertmadface | Stardance
Devlogs:
Planning and CAD work Most of the macro factors, like what motors are going to be used have been decided, and the drivebase is being designed right now. The most interesting part currently is designing the rails on which the hopper can be mounted while still being modular.
More CAD! Drivebase is almost done, power transmission is complete with gearboxes and motor mounting for both 775s. Wheels have been designed as well. Next order of business is working on the hopper. It will be mounted via two rails which I designed myself, and have printed out and tested.
Hopper, Battery Mounting, and Drivebase Drivebase Drivebase design complete, only minor design changes made between now and before. Heatset insert holes were added in places to make building it more modular. Drivebase assembly complete! Battery Mounting Decided on a Battery to power the motors with, and made the mounting box. Added ventilation with a hex pattern, which I thought was cool. Hopper Finished the Hopper, holds battery, and has plates for easy construction and to take apart. Hopper back plate has vents too, which look quite nice. To make the hopper more structurally stable, I added ribs to the exterior.
Indexer Finished the indexer, and started printing out various parts. Drivetrain gearbox was also redesigned, which took way too long. Final step is the intake, then we will get to buying parts, assembly and then electronics and coding.
Intake and Printing of Stock Parts Started and finished the intake like twice, but had to remake it because OnShape assembly kept getting messed up. Started printing various stock pieces, starting the building process soon! Can’t wait to show you all the first intake prototype soon. I will also need to CAD a mounting bracket and gearbox for the intake and motor during testing, so you can see me CAD that in the next few Lapses.
Intake Prototyping! We have started the building process for the first intake prototype! Things have been quite slow, with mainly tolerance issues to blame, and alot of parts we have snapped along the way. We hope that this will happen less as time goes on and we get more used to the tolerances of every part. (You can see all of our failed plates in black below lol) Once the first prototype is done, we will be doing slight adjustments to geometry both to the rollers and plates to see if there are more efficient configurations when intaking. In addition to building the intake, I cadded an intake bracket which will hold the motors and gearbox elements while prototyping so we don’t need to make and assemble the drivebase just yet. This can be seen below. I am really excited for whats to come, make sure to stick around for the other mechanisms!
Documentation Speedrun Starting the Documentation of the robot, and I am personally having alot of fun. I am doing my first GitHub push since the initial commit, and there are a lot of interesting research tangents that I realize were integral to the design of the robot. Additionally, I found some issues with the robot, so I had to spend some time in CAD rectifying them. Feel free to look at the Documentation so far, though keep in mind it is not near finished. Below are some of the images used in documentation, and an image of the first intake iteration (without rollers attached to the shaft)...
|
1792770622.5347636
|
1793375422.5347636
|
|
48419
|
Biomass Buggy Kart by @tino | Stardance
|
tino
|
0
|
43.5
|
0
|
[]
|
[{"post_id": 70613, "ts": "202 [{"post_id": 70613, "ts": "2026-09-19T13:41:33Z", "hours": 6.5667, "text": "Devlog 9 Just Designing more gasifier parts This is very time consuming, but I promissed myself I have to finish it in order t get the project funded. I wont stop"}, {"post_id": 67300, "ts": "2026-09-13T11:36:24Z", "hours": 4.15, "text": "Devlog 8 Yesterday’s work. Just defining some gasifier parts and fixing other chassis pipes. Today, Hope to finish all the gasifier and engine monting parts, so I can define the steering and suspension next weekend."}, {"post_id": 66488, "ts": "2026-09-12T10:20:30Z", "hours": 10.3336, "text": "Devlog 7 I haven’t been posting for a couple of days. Unfortunately, all the project files got corrupted, and I had tried everything in orde to recover them, but theres no result. I have to start again. Anyways, I know nothing will stop me."}, {"post_id": 58405, "ts": "2026-08-30T20:19:51Z", "hours": 4.2503, "text": "Devlog 6 Gasificator Parts In order to get the project accepted, i must represent all the gasificator system. by now, im drawing a drum, a tin can, and downloading other from the web, like Tees and engines."}, {"post_id": 57580, "ts": "2026-08-29T19:30:01Z", "hours": 8.9003, "text": "Devlog 5 steering, suspension and gasifier parts Well today´s conclusion is that theres a lot of work left. Anyways I wont stop."}, {"post_id": 57015, "ts": "2026-08-29T02:43:21Z", "hours": 3.1169, "text": "Chasis Re estructuration Some of the pipes of my Kart had some trouble with the joints, and i had to fix it. Im still investigatin the biomass generator and the integration to the stroke, in order to draw it better. Next step: Just go on. I wont stop till get this funded and then working Thanks for read"}, {"post_id": 52606, "ts": "2026-08-22T20:13:58Z", "hours": 2.1667, "text": "Chassis in solid edge Improving relationships and some pipes corner treatment. Also checking the floor pan in the back side to support the engine and gassifier. You probably dont how much time you spend when youre learning this CAD programs but im sure one day i will be a pro on this. Thanks for reading"}, {"post_id": 52343, "ts": "2026-08-22T13:38:01Z", "hours": 2.3456, "text": "New Part and Relationships The design is putting me a fight but I wont stop. Today I started designing the floortray and learning, using some tools to drill arround de border line of it, in order to use rivet to add it to the kart when I build it (someday haha). Also experimented with some relationships betwen parts in an assembly. I have the doubt if should I relate faces or plans?? It is said that to relate plans is quite better, but is getting harder for me because sometime the round pipes of the chassis confuse, but I wont stop finding out Thanks for reading"}, {"post_id": 50058, "ts": "2026-08-19T03:00:33Z", "hours": 1.6667, "text": "Solid Edge Relationships Well, i havent noticed that i could record my time designing this chassis. I really spent all of Saturday, Sunday and monday, but i didnt record nothing. So silly I know haha. I learned for a while some tipe of relationships on parametric designs in soldidedge, in order to enchance my assembly."}]...
|
Title: Biomass Buggy Kart by @tino | Stardance
De Title: Biomass Buggy Kart by @tino | Stardance
Devlogs:
Solid Edge Relationships Well, i havent noticed that i could record my time designing this chassis. I really spent all of Saturday, Sunday and monday, but i didnt record nothing. So silly I know haha. I learned for a while some tipe of relationships on parametric designs in soldidedge, in order to enchance my assembly.
New Part and Relationships The design is putting me a fight but I wont stop. Today I started designing the floortray and learning, using some tools to drill arround de border line of it, in order to use rivet to add it to the kart when I build it (someday haha). Also experimented with some relationships betwen parts in an assembly. I have the doubt if should I relate faces or plans?? It is said that to relate plans is quite better, but is getting harder for me because sometime the round pipes of the chassis confuse, but I wont stop finding out Thanks for reading
Chassis in solid edge Improving relationships and some pipes corner treatment. Also checking the floor pan in the back side to support the engine and gassifier. You probably dont how much time you spend when youre learning this CAD programs but im sure one day i will be a pro on this. Thanks for reading
Chasis Re estructuration Some of the pipes of my Kart had some trouble with the joints, and i had to fix it. Im still investigatin the biomass generator and the integration to the stroke, in order to draw it better. Next step: Just go on. I wont stop till get this funded and then working Thanks for read
Devlog 5 steering, suspension and gasifier parts Well today´s conclusion is that theres a lot of work left. Anyways I wont stop.
Devlog 6 Gasificator Parts In order to get the project accepted, i must represent all the gasificator system. by now, im drawing a drum, a tin can, and downloading other from the web, like Tees and engines.
Devlog 7 I haven’t been posting for a couple of days. Unfortunately, all the project files got corrupted, and I had tried everything in orde to recover them, but theres no result. I have to start again. Anyways, I know nothing will stop me.
Devlog 8 Yesterday’s work. Just defining some gasifier parts and fixing other chassis pipes. Today, Hope to finish all the gasifier and engine monting parts, so I can define the steering and suspension next weekend.
Devlog 9 Just Designing more gasifier parts This is very time consuming, but I promissed myself I have to finish it in order t get the project funded. I wont stop...
|
1792551303.4294825
|
1793156103.4294825
|
|
29477
|
Mechanical Test Bench by @chrisyue321 | Stardance
|
chrisyue321
|
0
|
43.47
|
0
|
[]
|
[{"post_id": 46445, "ts": "202 [{"post_id": 46445, "ts": "2026-08-13T17:35:40Z", "hours": 8.9483, "text": "Designed the torque output measurement system, which is essentially using the body of the output motor to measure the torque. By allowing the body to roll freely with a printed mount with slots for small metal balls the only resistive force to the rotation of the shaft is the internal friction of the gears and the rotational inertia of all of the parts; therefore if the shaft is moving at constant rotational speed the only torque that it is overcoming is the torque applied by the stator (outer body) of the output motor. Thus I can attach a torque-arm to the free-rolling motor body and use a load cell to measure torque. I wrote firmware to calculate the torque output based on the load cell reading; this has not been tested yet as I need to find a weight to calibrate the load cell with. I just realized there is a record feature that I was not aware of, so I may record some of my work. The issue is that I frequently leave my desk with Onshape and VSCode open which makes it weird to record as I usually do not sit for long stretches of time. I have the physical stuff all in the garage and my laptop and electronics stay upstairs usually unless I am preparing to mount the electronics. I have encountered a few issues relating to 3D printing tolerances and reliability; I had to reprint the gear coupler for the output motor twice as it had too much wiggle room. I also am planning out the sensor array layout and the full measurement pipeline."}, {"post_id": 37636, "ts": "2026-07-30T14:52:46Z", "hours": 8.4281, "text": "I finished drilling all of the holes in the aluminum plate, sanded everything down a bit, and mounted all of the parts. I wired up the motor controller & all of the peripherals I currently have (ADXL345 accelerometer, current sensor) and added a potentiometer for motor control. After running the motor a few times I encountered an issue where the high EMI being generated by the motor power lines was interfering with the ESP32 and the other peripherals; I still have not yet found a good solution for electromagnetic isolation. The issue took so much time to resolve. My new worst nightmare is reading the serial output of the ESP32 and seeing “i2c hardware timeout” or “i2c software timeout” or “gpio _ is not usable; maybe conflict with others”. I may just use a separate ESP32 for the peripherals (one ESP for motor one for sensors) to isolate the sensitive power lines from any motor disturbance. I accidentally ran the motor at full power (~13V) and I think it must have hit like 12000 RPM, which instantly generated an extremely high-pitched noise from the gearbox. My dad was watching and got scared ;). Some of the teeth on the sun gear got a bit scratched up from that. I used a box knife to shave some of the teeth down a little and it runs smoother now with less noise; I may apply some grease later when I actually go to run the rig for a long period of time (probably 5-6 hours) to stress-test the gearbox."}, {"post_id": 34891, "ts": "2026-07-25T23:45:50Z", "hours": 6.5964, "text": "I have been simultaneously working on the physical side of the project while also working on the electronics & firmware. I borrowed an ESP32 from the place where I work (very nice) and bought the motor controller, current sensor, hall sensor (for RPM), aluminum shell resistors to apply braking torque, the load & measuring motor, and the accelerometers. I have finished printing all of the parts I need, however I encountered a slight issue with alignment and spent some time fixing that. I made a drawing of my full assembly to place all of the holes properly on the aluminum plate I plan to use. I may add a little bit of extra space between the gearbox and the motor just so that the sun gear has no chance of rubbing up against the carrier; the printed-out drawing will definitely help me though (I can just tape it to the plate and make markings through the paper or just drill straight through)."}, {"post_id": 32715, "ts": "2026-07-22T01:25:43Z", "hours": 3.0439, "text": "Designed a few parts. The holder with 4 flanges is for the ADXL345 accelerometer to measure vibrations. The cylindrical part width the mounting face in the middle is for coupling the steel output shaft with the planetary carrier (I may end up getting it machined as I’m not sure what the strength capabilities of PLA are). The model with the two vertical plates is in progress but it is for the shaft (I did not extrude out the spaces where the bearings would go yet). I am also working on outlining a schematic of the electronics and thinking about starting firmware to gather data. I have a non-assembled devboard lying around that I got a few days ago (from a different project) that I may as well use as the central microcontroller for this project; it should have enough IO pins (if not, no big deal; I have a few IO expanders lying around)."}, {"post_id": 30808, "ts": "2026-07-18T18:36:01Z", "hours": 8.8131, "text": "After printing and checking the meshing of the gears, I decided to swap to helical gears as they are more reliable and produce less friction than a herringbone setup despite being slightly weaker and also prone to having the gears slide out of the planetary assembly. I redesigned the shaft clamp design to fit in a smaller size so that I can fit it onto the small shaft of the RS550 DC motor and also changed the gear ratio of the planetary gearbox to be 6. I finished the designs of all of the major motor mounting parts, and printed/verified their functionality with the motor (which just arrived). I have printed the ring gear, the planetary carrier, the 3 planet gears, and the sun gear; however the bearings are yet to arrive so I will not be able to test yet. I also realized that I will need a way to reduce contact surface area of the plastic so as to stop heat from building up, so I will have to reprint the planet gears to have a small notch in the middle that I can glue a small rubber spacer or a nut into."}, {"post_id": 23040, "ts": "2026-07-05T19:32:36Z", "hours": 3.9158, "text": "I conducted some research and eventually decided to implement a planetary gear system to reduce the input RPM for gear testing, as it provides greater strength. I also designed a gear clamp system which allows me to clamp the gears onto the drive shaft reliably with a hex keyway. Below are a few screenshots of the hex keyway system and of the planetary gear system. I am going to conduct a preliminary test print to make sure the gears mesh well, they should mesh fine as my assembly indicates but the tolerances may not work out, or the gears may be too weak, etc."}, {"post_id": 21082, "ts": "2026-07-02T21:12:36Z", "hours": 1.9703, "text": "Built a feature script to auto generate gears which will also be massively helpful in the future during experimentation. Also added some fillets to the front motor mount and two extra front-side mounting holes in case I need extra stability."}, {"post_id": 20202, "ts": "2026-07-01T19:05:31Z", "hours": 1.7519, "text": "I found a motor to use (RS-550, most likely will use th e 18V variant) and designed a mount for the motor which I will most likely 3D print. I also quickly modeled a shaft coupler which I am planning to use"}]...
|
Title: Mechanical Test Bench by @chrisyue321 | Sta Title: Mechanical Test Bench by @chrisyue321 | Stardance
Devlogs:
I found a motor to use (RS-550, most likely will use th e 18V variant) and designed a mount for the motor which I will most likely 3D print. I also quickly modeled a shaft coupler which I am planning to use
Built a feature script to auto generate gears which will also be massively helpful in the future during experimentation. Also added some fillets to the front motor mount and two extra front-side mounting holes in case I need extra stability.
I conducted some research and eventually decided to implement a planetary gear system to reduce the input RPM for gear testing, as it provides greater strength. I also designed a gear clamp system which allows me to clamp the gears onto the drive shaft reliably with a hex keyway. Below are a few screenshots of the hex keyway system and of the planetary gear system. I am going to conduct a preliminary test print to make sure the gears mesh well, they should mesh fine as my assembly indicates but the tolerances may not work out, or the gears may be too weak, etc.
After printing and checking the meshing of the gears, I decided to swap to helical gears as they are more reliable and produce less friction than a herringbone setup despite being slightly weaker and also prone to having the gears slide out of the planetary assembly. I redesigned the shaft clamp design to fit in a smaller size so that I can fit it onto the small shaft of the RS550 DC motor and also changed the gear ratio of the planetary gearbox to be 6. I finished the designs of all of the major motor mounting parts, and printed/verified their functionality with the motor (which just arrived). I have printed the ring gear, the planetary carrier, the 3 planet gears, and the sun gear; however the bearings are yet to arrive so I will not be able to test yet. I also realized that I will need a way to reduce contact surface area of the plastic so as to stop heat from building up, so I will have to reprint the planet gears to have a small notch in the middle that I can glue a small rubber spacer or a nut into.
Designed a few parts. The holder with 4 flanges is for the ADXL345 accelerometer to measure vibrations. The cylindrical part width the mounting face in the middle is for coupling the steel output shaft with the planetary carrier (I may end up getting it machined as I’m not sure what the strength capabilities of PLA are). The model with the two vertical plates is in progress but it is for the shaft (I did not extrude out the spaces where the bearings would go yet). I am also working on outlining a schematic of the electronics and thinking about starting firmware to gather data. I have a non-assembled devboard lying around that I got a few days ago (from a different project) that I may as well use as the central microcontroller for this project; it should have enough IO pins (if not, no big deal; I have a few IO expanders lying around).
I have been simultaneously working on the physical side of the project while also working on the electronics & firmware. I borrowed an ESP32 from the place where I work (very nice) and bought the motor controller, current sensor, hall sensor (for RPM), aluminum shell resistors to apply braking torque, the load & measuring motor, and the accelerometers. I have finished printing all of the parts I need, however I encountered a slight issue with alignment and spent some time fixing that. I made a drawing of my full assembly to place all of the holes properly on the aluminum plate I plan to use. I may add a little bit of extra space between the gearbox and the motor just so that the sun gear has no chance of rubbing up against the carrier; the printed-out drawing will definitely help me though (I can just tape it to the plate and make markings through the paper or just drill straight through).
I finished drilling all of the holes in the aluminum plate, sanded everything down a bit, and mounted all of the parts. I wired up the motor controller & all of the peripherals I currently have (ADXL345 accelerometer, current sensor) and added a potentiometer for motor control. After running the motor a few times I encountered an issue where the high EMI being generated by the motor power lines was interfering with the ESP32 and the other peripherals; I still have not yet found a good solution for electromagnetic isolation. The issue took so much time to resolve. My new worst nightmare is reading the serial output of the ESP32 and seeing “i2c hardware timeout” or “i2c software timeout” or “gpio _ is not usable; maybe conflict with others”. I may just use a separate ESP32 for the peripherals (one ESP for motor one for sensors) to isolate the sensitive power lines from any motor disturbance. I accidentally ran the motor at full power (~13V) and I think it must have hit like 12000 RPM, which instantly generated an extremely high-pitched noise from the gearbox. My dad was watching and got scared ;). Some of the teeth on the sun gear got a bit scratched up from that. I used a box knife to shave some of the teeth down a little and it runs smoother now with less noise; I may apply some grease later when I actually go to run the rig for a long period of time (probably 5-6 hours) to stress-test the gearbox.
Designed the torque output measurement system, which is essentially using the body of the output motor to measure the torque. By allowing the body to roll freely with a printed mount with slots for small metal balls the only resistive force to the rotation of the shaft is the internal friction of the gears and the rotational inertia of all of the parts; therefore if the shaft is moving at constant rotational speed the only torque that it is overcoming is the torque applied by the stator (outer body) of the output motor. Thus I can attach a torque-arm to the free-rolling motor body and use a load cell to measure torque. I wrote firmware to calculate the torque output based on the load cell reading; this has not been tested yet as I need to find a weight to calibrate the load cell with. I just realized there is a record feature that I was not aware of, so I may record some of my work. The issue is that I frequently leave my desk with Onshape and VSCode open which makes it weird to record as I usually do not sit for long stretches of time. I have the physical stuff all in the garage and my laptop and electronics stay upstairs usually unless I am preparing to mount the electronics. I have encountered a few issues relating to 3D printing tolerances and reliability; I had to reprint the gear coupler for the output motor twice as it had too much wiggle room. I also am planning out the sensor array layout and the full measurement pipeline....
|
1792673665.0380464
|
1793278465.0380464
|
|
38773
|
OBJ Viewer by @Tomatofu | Stardance
|
Tomatofu
|
1
|
43.37
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-02T02:51:38Z", "hours": 40.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a .OBJ File Viewer that uses only the CPU (no OpenGL a.k.a software rasterization). It has its own (albeit not very good) parser for .OBJ and .MTL files. It supports texture mappingl, near clipping, Phong illumination, smooth shading, and screenshots. All the user has to do is drag a .OBJ file into the window and it will open it. I don’t have access to an M-series MacBook or a Windows machine at the moment, so I have only packaged binaries for MacOS x86_64 and Linux x86_64. If you are not on any of these platforms, or do not want to download a random binary, view the demo here: https://youtu.be/1D8iWTW6Xe0", "repo": "https://github.com/tomatofoo/obj-viewer", "demo": "https://github.com/tomatofoo/obj-viewer/releases"}]...
|
[{"post_id": 76575, "ts": "202 [{"post_id": 76575, "ts": "2026-10-04T00:59:20Z", "hours": 3.3686, "text": "Changes:I fixed a parsing error with materials with the map_d attribute. I also added support for tiling UVs, so the well-known Sponza model works properly."}, {"post_id": 76019, "ts": "2026-10-02T02:28:19Z", "hours": 2.4911, "text": "I spent a lot of time improving the CMake packaging. Now, I can just run one command and it will build and package the project (with correct linking) for MacOS and Linux. I don’t have access to a Windows machine at the moment, so I haven’t added support for that yet."}, {"post_id": 74729, "ts": "2026-09-28T02:36:54Z", "hours": 0.3878, "text": "My last touch was reversing the Z-direction because OBJ files use a right-handed coordinate system. Now I think I’m ready to ship this project."}, {"post_id": 74718, "ts": "2026-09-28T02:05:02Z", "hours": 3.7272, "text": "I finished adding near clipping. I spent a ton of time figuring out why the UV coordinates were messed up, but I ended up fixing that. Now, you can go extremely close up to the model without any unseen polygons."}, {"post_id": 72019, "ts": "2026-09-22T00:44:22Z", "hours": 10.2025, "text": "I added basic near clipping for polygons with two vertices behind the plane (I will eventually add clipping for polygons with one vertex behind the plane). This actually took forever to figure out. I nearly gave up twice. The attached image puts the clipping plane at 0.5 so you can see what I am talking about, but in reality the clipping distance will be a really low number like 0.01."}, {"post_id": 70415, "ts": "2026-09-19T04:33:18Z", "hours": 0.7992, "text": "I’ve just fixed some more bugs, including: leading spaces not working, UV coordinates being upside down, indicator text not showing, and the specular exponent being the wrong default value. The proper UV coordinates now make some of the free models I downloaded actually work. The rasterizer is now super cool."}, {"post_id": 70394, "ts": "2026-09-19T03:07:26Z", "hours": 1.0697, "text": "I just fixed some bugs. Those bugs include three buffer overflows (💀), a goto initialization error, and file loading not working with Windows paths on other OS’s."}, {"post_id": 70353, "ts": "2026-09-19T00:57:35Z", "hours": 5.4364, "text": "I added texture and material loading support. It uses SDL_image to load the textures and supports relative paths. It supports MTL files. I think I’m going to ship this project soon."}, {"post_id": 53604, "ts": "2026-08-24T07:26:01Z", "hours": 5.8008, "text": "Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing."}, {"post_id": 42750, "ts": "2026-08-07T16:59:50Z", "hours": 2.1453, "text": "This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN."}, {"post_id": 33580, "ts": "2026-07-23T16:56:29Z", "hours": 8.405, "text": "I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping."}]...
|
Title: OBJ Viewer by @Tomatofu | Stardance
Devlog Title: OBJ Viewer by @Tomatofu | Stardance
Devlogs:
I added smooth (phong) shading to my OBJ viewer, and prepared the code for texture mapping.
This update might be a little boring, but I genuinely spent hours debugging a problem with the normals that occured on high-poly models. It added random empty spots in the model and it was genuinely so satisfying to fix it. All that was happening was that it was dividing by zero and returning NaN; I just added a check to avoid NaN.
Texture mapping has been implemented into the renderer but not the parser. My next step is to add textures to the parser so that the user can load the textures automatically instead of manually writing the filepath. I have already set up the structs for MTL support, including a hashmap to allow for string-indexing.
I added texture and material loading support. It uses SDL_image to load the textures and supports relative paths. It supports MTL files. I think I’m going to ship this project soon.
I just fixed some bugs. Those bugs include three buffer overflows (💀), a goto initialization error, and file loading not working with Windows paths on other OS’s.
I’ve just fixed some more bugs, including: leading spaces not working, UV coordinates being upside down, indicator text not showing, and the specular exponent being the wrong default value. The proper UV coordinates now make some of the free models I downloaded actually work. The rasterizer is now super cool.
I added basic near clipping for polygons with two vertices behind the plane (I will eventually add clipping for polygons with one vertex behind the plane). This actually took forever to figure out. I nearly gave up twice. The attached image puts the clipping plane at 0.5 so you can see what I am talking about, but in reality the clipping distance will be a really low number like 0.01.
I finished adding near clipping. I spent a ton of time figuring out why the UV coordinates were messed up, but I ended up fixing that. Now, you can go extremely close up to the model without any unseen polygons.
My last touch was reversing the Z-direction because OBJ files use a right-handed coordinate system. Now I think I’m ready to ship this project.
I spent a lot of time improving the CMake packaging. Now, I can just run one command and it will build and package the project (with correct linking) for MacOS and Linux. I don’t have access to a Windows machine at the moment, so I haven’t added support for that yet.
Changes:I fixed a parsing error with materials with the map_d attribute. I also added support for tiling UVs, so the well-known Sponza model works properly.
Ships:
I made a .OBJ File Viewer that uses only the CPU (no OpenGL a.k.a software rasterization). It has its own (albeit not very good) parser for .OBJ and .MTL files. It supports texture mappingl, near clipping, Phong illumination, smooth shading, and screenshots. All the user has to do is drag a .OBJ file into the window and it will open it. I don’t have access to an M-series MacBook or a Windows machine at the moment, so I have only packaged binaries for MacOS x86_64 and Linux x86_64. If you are not on any of these platforms, or do not want to download a random binary, view the demo here: https://youtu.be/1D8iWTW6Xe0...
|
1793144935.0644794
|
1793231335.0644794
|
|
42911
|
MineAscii by @renanfartes | Stardance
|
renanfartes
|
1
|
43.35
|
359
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T16:11:23Z", "hours": 40.0, "multiplier": 9.06, "payout": 359, "blessing": "neutral", "text": "I made a OpenGL based voxel engine with a terminal Renderer in raw C! The game uses RGB TrueColors ansi scape codes in a buffer before printing it all ar once. It also compreses the RGB colors. The main problem i handled was developing hours without seeing something opn the screen in C. But i managed to got it working with block clulling, chunk and mesh generation logic.", "repo": "https://github.com/Renan-G-projec/MineAscii", "demo": "https://github.com/Renan-G-projec/MineAscii/releases/tag/v0.1.0"}]...
|
[{"post_id": 58747, "ts": "202 [{"post_id": 58747, "ts": "2026-08-31T09:43:02Z", "hours": 3.3486, "text": "Devlog 19 Tree shaking, RLE and terminal checking. I tried to implement a feature that would make the terminal scale accordingly with the users terminal. It was the hardest thing i would have to handle in C. I tried callbacks to resize, signals and so more and it didn’t work. The feature would detect any changes on the size and adapt itself. After hours i just deleted the branch and focused on developing the tree shaking (it is complete!) and now the game does not start when the terminal is not big enough. Next step is to change line breaks with move cursor instructions and move the syscalls to macros so i can add a windows version asap! Also, now the z key exits gracefully unloading everything. AMDG"}, {"post_id": 55540, "ts": "2026-08-27T13:44:47Z", "hours": 0.275, "text": "Devlog 18 Just imprved the readme and added demo video. I also improve the resolution!"}, {"post_id": 55531, "ts": "2026-08-27T13:22:01Z", "hours": 3.0394, "text": "Devlog 17 Finally got it to work!!!! I refactored the code so it supports easy tree shaking (yet is not fully implemented) The termios reads input nonblock and then the game can effectivelly be played (bu terminals reads only one key at a time. This issue i cannot fix right now and it if i try to take input another way the game shall not work on wayland by now.)"}, {"post_id": 54446, "ts": "2026-08-25T13:52:05Z", "hours": 2.9392, "text": "Devlog 16 Terminal Rendering and block placing changed to Stone I implemented a reallyh bad way of printing the terminal to the screen. It works by copyting the pixels from the opengl context, but the code is a mess and the line breaking is weird at dicfferent terminals (i’m using kitty) I will refactor and optimize this by making a component which is responsibgle from receivend the pixels, mounting a ultra optimized string and printing it in one single syscall. Also i may use unicode characters because this shall gave me a better resolutui9on and a better experience overall I"}, {"post_id": 51660, "ts": "2026-08-21T13:43:48Z", "hours": 1.4514, "text": "Devlog 15 Hitbox Interface and Infinite chunk generation I changed the sky color and finally added infinite chunk generation. I was getting weird bugs but it was all negative coordinates stuff, so i added a offset to the perlin noise calculation. It is alfuw and to big negative coordinates it will happen again. I may need to change the lib itself or come with another solution. I also removed a dynamic memory allocation on the chunk generation, it could be made static and now the OS handles the basic allocation. Now the game loads and unloads chunks dynamically. But the render distacne can’t be above 6 or my pc starts to cry. I need to optimize this. Next steps are to add collision and maybe aw few blocks. For the first ship i don’t think i need trees or clouds or complex illumination. AMDG!"}, {"post_id": 50367, "ts": "2026-08-19T15:19:30Z", "hours": 3.2514, "text": "Devlog 14 Chunk with hashmaps and big refactor I Had TONS of headaches with my current code. The mess was a lot more messy than i thought. I changed a lot of the old code and refactored the chunk rendering system. Now the chunks can be on negative coords, the world position unit is calculated in chunks. I implemented a hashmap to calculate the chunks and implemented chunk unloading. It is not performatic (i may have to use greedy culling or even frustum culling). The dynamic chunk loading is not implemented yet but it is easy with this refactor Also i think the code leaks memory because of the hashmap implmenentaiton. I will take a look on that later."}, {"post_id": 49972, "ts": "2026-08-18T23:58:21Z", "hours": 1.8006, "text": "Devlog 13 Block deleting and Block placing Just finished the core block manegment system. The raytracing engine determines which face it has touched and the player puts the block based on that. The code is a mess. I tried implementing a face culling between chunks but failed miserably. I tried making the chunk receive the world context and it didn’t work because of circular dependency (the world imports the chunk and then imports the chunk again), and forward definitions also wasn’t solving My next urgency is to refactor and turn this mess legible. AMDG"}, {"post_id": 48904, "ts": "2026-08-17T13:49:58Z", "hours": 0.8056, "text": "Devlog 12 Visual for the raytracing! So.. I hardcoded this cube so the player can clearly see what block he is looking at. I’m really surprised that this was a lot more fast than the raytracing itself. Deleting blocks will be the next step and will be easy this this help. Unfornatly i had to use gemini to help me debug some little strange issues, even that the code itself was written by me it makes me feel dependent. I wish someone makes an AI blocker lol AMDG"}, {"post_id": 47803, "ts": "2026-08-16T00:32:16Z", "hours": 3.8569, "text": "Devlog 11 Gravity, Jump, Refactor and Raycasting I implemented a very raw way of handling with gravity and a very messy snap logic. It still works but i really do not like the code quality for that. I also added the jump logiac and refactor a lot o the code of the engine itself. Also i implemented the bassic raycasting to the next steps, which are deleting and creating blocks. I think i will have a hard time with these since there’s all the logic of which face is the player looking etc. I used gemini to decide some architectural decisions and some debugging, i’m sad to use ai even for that. Ps: Writing this Devlog for the 3rd time because i didn’t notice that the video was over 50mb. AMDG"}, {"post_id": 47274, "ts": "2026-08-15T03:02:48Z", "hours": 1.0928, "text": "Devlog 10 World generation, stone and perlin noise fized! I fixed that weird bug and added the texture to the dirt, improved a little the terrain generation system and the movimentation. The code for that is still a mess but it works. I also do not know how i can turn this terrain more natural. Just seems so uniform and feels kinda weird. Next steps are making the chunks load and unload on RAM (They’re fixed at the moment) and making the world infinite. I also need to implement gravity and collision to the player. AMDG"}, {"post_id": 47217, "ts": "2026-08-14T23:57:54Z", "hours": 3.8075, "text": "Devlog 09 Raw Chunk generation! I refactored Tons of lines of code, improved the performance and readibility and added a random and undocumented perlin noise library to generate the chunk. I also made the camera and the player 2 separated entities, so in the future if i want to add another persapective a state machine would be more easy. I added the stone block (yet it still not visible on the video) and the chunk generation stills weird. I’m gonna fix that. Also, this perlin noise library is from 12 yearss ago. It is small so maybe i can improve the documentation by opening a pull request (it doesn’t even have a README or License… So i added a reference at external/perlin/LICENSE.md AMDG"}, {"post_id": 45872, "ts": "2026-08-12T16:38:22Z", "hours": 2.9658, "text": "Devlog 08 BLock culling. Finally added block clulling to my voxel engine game! I also refactored all teh mesh generation logic and made MANY refactors to the engine. The first was to break the code into smaller pieces with different responsabilities so i can think only on the problem i am handliing with. I added CubeFace and removed hardcoded pieces. As seen on the video, faces between 2 solid blocks are not generated anymore…. my code looks dangerous on the border btw but the getBlock returns air block when out-of-index."}, {"post_id": 44145, "ts": "2026-08-09T18:25:49Z", "hours": 2.905, "text": "Devlog 07 Chunk Rendering added! I added a lot of things since last devlog. I Encapsulated the textures, organized project structure and started working on the chunk logic. I really do not like the result, it is not optimized but the goal was to see something on the screen fast. I added a block interfacee with the chunk. But i used a lot of pointers and i might be in danger if i not refactor this later or take really care with malloc. I plan to refactor and optimize the logic (faces between solid blocks still being rendered) and i really wonder how i shall add the texture mapping to this. I also had a hard time debugging this because buffer underflows were being caused by premature optimization (yall can even see in the src/core/chunk.c the comment). I used Gemini to debug the logic, but i plan to refactor and using AI makes me kidna sad even for debugging"}, {"post_id": 43548, "ts": "2026-08-08T21:37:24Z", "hours": 2.4325, "text": "Devlog 06 Movimentation + sensitivity + textures added! I added some really simple textures based on the minecraf t classic ones. I created also a texture interface class and modded some shaders because i was troubleshotting to make the atlas work. I want now to work on the core logic as we have all the basic interfaces we need (I just need to put the texture encapsulated and everything shall be ready). Chunks and mesh building will be probably next. As this is a simple model for testing the texture atlas, i raw coded the vertices and this was kinda a headache. Not doing this again for a long time. Also my index buffer was not needed because the faces had shared vertcices but the UV was totally different PS: The texture of the top face is grey because the atlas expect me to color it, but i`m to tired to do this now.. XD"}, {"post_id": 42976, "ts": "2026-08-07T23:39:04Z", "hours": 1.2256, "text": "Devlog 05 Working camera! I was trying to make the camera workingh and i had hard times with it, because opengl does not warn about anything that goes wrong with the shader stuff so it just desapears. I also learned a lot about matrices and this beautiful opengl course is helping me a lot: OpenGL by Victor Gordan . I also added really basic movements for testing. It is not a 3d object yet, it is more like a paper. I need to work in textures and model matrices while making a renderer to organize and optimize the graphical pipeline. Also all the minecraft logic needs to initialize urgently."}, {"post_id": 42310, "ts": "2026-08-06T23:27:04Z", "hours": 2.3978, "text": "Devlog 04 Added matrices library and meshs Ok, so first i coded the mesh logics and it worked well. I do not remember but i have in my memory that it was successfully added, but when i opened vs code today i realised i’ve pushed a code that didn’t compile and even don’t display anything because i did not test the logic after encapsulated. I had to go to gemini and ask it about the bug. I feel bad fort that. I also added the cglm bind to C and it worked well, i even made the square rotates with some matrices (and that was in teh commit that couldn’t compile). I removed it to debug and i’m not likelly to code this again. Next steps is to add some more logic to the Mesh such as model matrices. I plan to make the camera and start going 3d next. Also as seen on the image i added input! I made a wrapper as the GLFW will after be hidden so i don’t need to rewrite input handling in 70 different files."}, {"post_id": 41054, "ts": "2026-08-05T00:27:58Z", "hours": 2.9536, "text": "Devlog 03 Added triangles and mini library! So i learned a little techniques in C while doing this code. I coded some helper functions to handle Shaders (w/ file reading), VAOs, EBOs and VBOs, which are kinda weird to look into the raw call to opengl The functions kinda look like POO but as these objects are just simple unsigned integers i didn’t made any cache miss on that, and no allocation was indeed made. I learned to make it work alos! I hard coded everything on main then refactored line by line commiting it. The result is just a square but the base is readdy!!!"}, {"post_id": 39468, "ts": "2026-08-02T13:09:14Z", "hours": 1.5714, "text": "Devlog 02 Added basic window and linked libraries! So i spent some time adding CMAKE to the project. I do not like the semantics of these metabuild system but it is necessary and useful. I downloaded the GLAD loader and put in a external/folder. I also put by FetchContent the GLFW module so it is not on the source tree. I now have a basic window. But yall may think that this is strange, if it is ascii why would i have a window? My objective is to use the GPU to process the pixels but instead of putting it on the screen, it writes to a buffer and then my code prints using these ANSI escape codes to do RGB. I will disable the window, that’s called offscreen rendering. But to my next tests i will do the framebuffer (i changed the previous class name to ascii buffer because it’s goal is to only print on the terminal. The framebuffer shall be the OpenGL target. The framebuffer functions shall also optimize the asciibuffer by compressing those ANSI scape codes) If it works i can develop the entire game into a big screen and at the last time try to put it on the terminal. Do not know if this is a good idea. Forever"}, {"post_id": 39236, "ts": "2026-08-02T02:11:38Z", "hours": 0.8919, "text": "Devlog 01 Just started the project! I wanna make a minecraft in C that runs on the terminal. I know that will be hard as terminals were not supposed to do that kind of work but this is exactly the reason i’m using C I started developing basic framebuffer functions and got the baaasic pixel rendering."}]...
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Title: MineAscii by @renanfartes | Stardance
Devl Title: MineAscii by @renanfartes | Stardance
Devlogs:
Devlog 01 Just started the project! I wanna make a minecraft in C that runs on the terminal. I know that will be hard as terminals were not supposed to do that kind of work but this is exactly the reason i’m using C I started developing basic framebuffer functions and got the baaasic pixel rendering.
Devlog 02 Added basic window and linked libraries! So i spent some time adding CMAKE to the project. I do not like the semantics of these metabuild system but it is necessary and useful. I downloaded the GLAD loader and put in a external/folder. I also put by FetchContent the GLFW module so it is not on the source tree. I now have a basic window. But yall may think that this is strange, if it is ascii why would i have a window? My objective is to use the GPU to process the pixels but instead of putting it on the screen, it writes to a buffer and then my code prints using these ANSI escape codes to do RGB. I will disable the window, that’s called offscreen rendering. But to my next tests i will do the framebuffer (i changed the previous class name to ascii buffer because it’s goal is to only print on the terminal. The framebuffer shall be the OpenGL target. The framebuffer functions shall also optimize the asciibuffer by compressing those ANSI scape codes) If it works i can develop the entire game into a big screen and at the last time try to put it on the terminal. Do not know if this is a good idea. Forever
Devlog 03 Added triangles and mini library! So i learned a little techniques in C while doing this code. I coded some helper functions to handle Shaders (w/ file reading), VAOs, EBOs and VBOs, which are kinda weird to look into the raw call to opengl The functions kinda look like POO but as these objects are just simple unsigned integers i didn’t made any cache miss on that, and no allocation was indeed made. I learned to make it work alos! I hard coded everything on main then refactored line by line commiting it. The result is just a square but the base is readdy!!!
Devlog 04 Added matrices library and meshs Ok, so first i coded the mesh logics and it worked well. I do not remember but i have in my memory that it was successfully added, but when i opened vs code today i realised i’ve pushed a code that didn’t compile and even don’t display anything because i did not test the logic after encapsulated. I had to go to gemini and ask it about the bug. I feel bad fort that. I also added the cglm bind to C and it worked well, i even made the square rotates with some matrices (and that was in teh commit that couldn’t compile). I removed it to debug and i’m not likelly to code this again. Next steps is to add some more logic to the Mesh such as model matrices. I plan to make the camera and start going 3d next. Also as seen on the image i added input! I made a wrapper as the GLFW will after be hidden so i don’t need to rewrite input handling in 70 different files.
Devlog 05 Working camera! I was trying to make the camera workingh and i had hard times with it, because opengl does not warn about anything that goes wrong with the shader stuff so it just desapears. I also learned a lot about matrices and this beautiful opengl course is helping me a lot: OpenGL by Victor Gordan . I also added really basic movements for testing. It is not a 3d object yet, it is more like a paper. I need to work in textures and model matrices while making a renderer to organize and optimize the graphical pipeline. Also all the minecraft logic needs to initialize urgently.
Devlog 06 Movimentation + sensitivity + textures added! I added some really simple textures based on the minecraf t classic ones. I created also a texture interface class and modded some shaders because i was troubleshotting to make the atlas work. I want now to work on the core logic as we have all the basic interfaces we need (I just need to put the texture encapsulated and everything shall be ready). Chunks and mesh building will be probably next. As this is a simple model for testing the texture atlas, i raw coded the vertices and this was kinda a headache. Not doing this again for a long time. Also my index buffer was not needed because the faces had shared vertcices but the UV was totally different PS: The texture of the top face is grey because the atlas expect me to color it, but i`m to tired to do this now.. XD
Devlog 07 Chunk Rendering added! I added a lot of things since last devlog. I Encapsulated the textures, organized project structure and started working on the chunk logic. I really do not like the result, it is not optimized but the goal was to see something on the screen fast. I added a block interfacee with the chunk. But i used a lot of pointers and i might be in danger if i not refactor this later or take really care with malloc. I plan to refactor and optimize the logic (faces between solid blocks still being rendered) and i really wonder how i shall add the texture mapping to this. I also had a hard time debugging this because buffer underflows were being caused by premature optimization (yall can even see in the src/core/chunk.c the comment). I used Gemini to debug the logic, but i plan to refactor and using AI makes me kidna sad even for debugging
Devlog 08 BLock culling. Finally added block clulling to my voxel engine game! I also refactored all teh mesh generation logic and made MANY refactors to the engine. The first was to break the code into smaller pieces with different responsabilities so i can think only on the problem i am handliing with. I added CubeFace and removed hardcoded pieces. As seen on the video, faces between 2 solid blocks are not generated anymore…. my code looks dangerous on the border btw but the getBlock returns air block when out-of-index.
Devlog 09 Raw Chunk generation! I refactored Tons of lines of code, improved the performance and readibility and added a random and undocumented perlin noise library to generate the chunk. I also made the camera and the player 2 separated entities, so in the future if i want to add another persapective a state machine would be more easy. I added the stone block (yet it still not visible on the video) and the chunk generation stills weird. I’m gonna fix that. Also, this perlin noise library is from 12 yearss ago. It is small so maybe i can improve the documentation by opening a pull request (it doesn’t even have a README or License… So i added a reference at external/perlin/LICENSE.md AMDG
Devlog 10 World generation, stone and perlin noise fized! I fixed that weird bug and added the texture to the dirt, improved a little the terrain generation system and the movimentation. The code for that is still a mess but it works. I also do not know how i can turn this terrain more natural. Just seems so uniform and feels kinda weird. Next steps are making the chunks load and unload on RAM (They’re fixed at the moment) and making the world infinite. I also need to implement gravity and collision to the player. AMDG
Devlog 11 Gravity, Jump, Refactor and Raycasting I implemented a very raw way of handling with gravity and a very messy snap logic. It still works but i really do not like the code quality for that. I also added the jump logiac and refactor a lot o the code of the engine itself. Also i implemented the bassic raycasting to the next steps, which are deleting and creating blocks. I think i will have a hard time with these since there’s all the logic of which face is the player looking etc. I used gemini to decide some architectural decisions and some debugging, i’m sad to use ai even for that. Ps: Writing this Devlog for the 3rd time because i didn’t notice that the video was over 50mb. AMDG
Devlog 12 Visual for the raytracing! So.. I hardcoded this cube so the player can clearly see what block he is looking at. I’m really surprised that this was a lot more fast than the raytracing itself. Deleting blocks will be the next step and will be easy this this help. Unfornatly i had to use gemini to help me debug some little strange issues, even that the code itself was written by me it makes me feel dependent. I wish someone makes an AI blocker lol AMDG
Devlog 13 Block deleting and Block placing Just finished the core block manegment system. The raytracing engine determines which face it has touched and the player puts the block based on that. The code is a mess. I tried implementing a face culling between chunks but failed miserably. I tried making the chunk receive the world context and it didn’t work because of circular dependency (the world imports the chunk and then imports the chunk again), and forward definitions also wasn’t solving My next urgency is to refactor and turn this mess legible. AMDG
Devlog 14 Chunk with hashmaps and big refactor I Had TONS of headaches with my current code. The mess was a lot more messy than i thought. I changed a lot of the old code and refactored the chunk rendering system. Now the chunks can be on negative coords, the world position unit is calculated in chunks. I implemented a hashmap to calculate the chunks and implemented chunk unloading. It is not performatic (i may have to use greedy culling or even frustum culling). The dynamic chunk loading is not implemented yet but it is easy with this refactor Also i think the code leaks memory because of the hashmap implmenentaiton. I will take a look on that later.
Devlog 15 Hitbox Interface and Infinite chunk generation I changed the sky color and finally added infinite chunk generation. I was getting weird bugs but it was all negative coordinates stuff, so i added a offset to the perlin noise calculation. It is alfuw and to big negative coordinates it will happen again. I may need to change the lib itself or come with another solution. I also removed a dynamic memory allocation on the chunk generation, it could be made static and now the OS handles the basic allocation. Now the game loads and unloads chunks dynamically. But the render distacne can’t be above 6 or my pc starts to cry. I need to optimize this. Next steps are to add collision and maybe aw few blocks. For the first ship i don’t think i need trees or clouds or complex illumination. AMDG!
Devlog 16 Terminal Rendering and block placing changed to Stone I implemented a reallyh bad way of printing the terminal to the screen. It works by copyting the pixels from the opengl context, but the code is a mess and the line breaking is weird at dicfferent terminals (i’m using kitty) I will refactor and optimize this by making a component which is responsibgle from receivend the pixels, mounting a ultra optimized string and printing it in one single syscall. Also i may use unicode characters because this shall gave me a better resolutui9on and a better experience overall I
Devlog 17 Finally got it to work!!!! I refactored the code so it supports easy tree shaking (yet is not fully implemented) The termios reads input nonblock and then the game can effectivelly be played (bu terminals reads only one key at a time. This issue i cannot fix right now and it if i try to take input another way the game shall not work on wayland by now.)
Devlog 18 Just imprved the readme and added demo video. I also improve the resolution!
Devlog 19 Tree shaking, RLE and terminal checking. I tried to implement a feature that would make the terminal scale accordingly with the users terminal. It was the hardest thing i would have to handle in C. I tried callbacks to resize, signals and so more and it didn’t work. The feature would detect any changes on the size and adapt itself. After hours i just deleted the branch and focused on developing the tree shaking (it is complete!) and now the game does not start when the terminal is not big enough. Next step is to change line breaks with move cursor instructions and move the syscalls to macros so i can add a windows version asap! Also, now the z key exits gracefully unloading everything. AMDG
Ships:
I made a OpenGL based voxel engine with a terminal Renderer in raw C! The game uses RGB TrueColors ansi scape codes in a buffer before printing it all ar once. It also compreses the RGB colors. The main problem i handled was developing hours without seeing something opn the screen in C. But i managed to got it working with block clulling, chunk and mesh generation logic....
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1793087712.3229125
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1793174112.3229125
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4843
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Apoplexy by @czapla | Stardance
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czapla
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1
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43.34
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360
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T20:43:36Z", "hours": 20.0, "multiplier": 19.11, "payout": 360, "blessing": "neutral", "text": "I have reached a point in development where I can’t wait any longer to finally show everyone what I’ve been working on! The game is clearly still pretty barebones, but it is enough for a MVP. I would love to see you guys try it out, and all my progress has been THOROUGHLY documented in previous devlogs, so I encourage you to have a look at those as well! Please enjoy!", "repo": "https://github.com/dawc17/Apoplexy", "demo": "https://github.com/dawc17/Apoplexy/releases/"}]...
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[{"post_id": 20891, "ts": "202 [{"post_id": 20891, "ts": "2026-07-02T16:51:41Z", "hours": 1.1667, "text": "APOPLEXY patch notes The one about maps Updated WIP for a new map layout! I’ve come to realize that I am not the greatest level designer, but I will try my best anyway. If anyone is interested in helping, reach out!"}, {"post_id": 20198, "ts": "2026-07-01T19:03:26Z", "hours": 1.0297, "text": "APOPLEXY patch notes The one where enemies became more alive New features Enemies now utilize a mix of custom pathfinding and Unity’s Nav Mesh system Patrol points for enemies which leads them to just walk around and chill at some spots Updated Skybox Enemy AI is fun. Until it isn’t. Try it yourself!"}, {"post_id": 20132, "ts": "2026-07-01T17:46:30Z", "hours": 2.2492, "text": "APOPLEXY patch notes The one about particles New features Raylib build-like particles using Unity’s Particle System™ Updated Touched up on UI and made the code for it cleaner. Gameplay updates coming SOON™!"}, {"post_id": 19972, "ts": "2026-07-01T13:17:59Z", "hours": 1.2689, "text": "APOPLEXY announcement The one where I apologize???? Sorry for the lack of content recently, I’ve gotten a bit busy. I don’t have much to show at the moment, but I promise some saucy stuff is in the works. You will not be disappointed!"}, {"post_id": 16415, "ts": "2026-06-26T18:20:45Z", "hours": 2.0456, "text": "APOPLEXY patch notes The one where the port was (mostly) complete. New features None! Updated Added in all missing content from the latest raylib build. (UI still in progress.) This took a while. Sorry to keep you waiting!"}, {"post_id": 14083, "ts": "2026-06-23T02:06:22Z", "hours": 5.3347, "text": "APOPLEXY patch notes The one where the universe itself was made anew. New features New PSX shader which I think looks quite nice! Worse UI! Updated Engine switch from in-house to Unity 6.5 Tweaked animations (mostly shotgun) I would say the game will soon be on complete feature parity with the Raylib version. A lot of the code was virtually the same, so this rewrite moved way quicker than I initially expected…. I already feel like I’m moving so much faster compared to my Raylib attempt."}, {"post_id": 13732, "ts": "2026-06-22T14:50:35Z", "hours": 1.3175, "text": "APOPLEXY I whipped up a quick script that would parse the old JSON levels and make them into unity scenes, and rewrote my old character controller. So far so good!"}, {"post_id": 13656, "ts": "2026-06-22T12:36:58Z", "hours": 2.6675, "text": "IMPORTANT APOPLEXY ANNOUNCEMENT Hello guys! I have come to a realization recently. That is the realization that using Raylib is holding me down. I have been trying really hard to bring my vision to life for these hours I’ve been working on it, but it’s all just taking too long. And in the end, I keep reinventing the wheel and making something that already exists (and is better) in a game engine. I also have some other frustrations with Raylib and how the library limits programmers in some ways, which I won’t go in to in this post. So, I will be porting the project to Unity! That is the tool I’m most comfortable with, and I hope it helps me to iterate faster and bring you guys some interesting gameplay soon. Here are some screenshots from the last Raylib build. See you guys soon!"}, {"post_id": 12567, "ts": "2026-06-20T14:58:52Z", "hours": 1.5383, "text": "APOPLEXY patch notes The one about levels New features Early main menu with level selector Speaking of levels, added a new level, called the “Stealth Compound” (this will not make it into the beta build lol it’s still a testing map) Updated Project updated to C++26 (from C++17) Footstep sounds (went from looping 5 second clip to separate footstep files to easier align with movement speed) Bumped version number on in-game overlay"}, {"post_id": 10926, "ts": "2026-06-17T22:04:44Z", "hours": 2.5814, "text": "APOPLEXY A ship won’t stop me from further updates ;) New features UI “framework” that helps me iterate even quicker (a bunch of stuff is still hardcoded though) Decals, more about that in a future update Slow motion win sequence for dramatic effect xd Updated Old “bio-link” panel gone, replaced by a more subtle healthbar at the bottom of the screen General codebase cleanup and removal of old files Revised PSX shader I hyperfixated a bit too much on the aesthetics, I promise that the next few updates will actually be gameplay related."}, {"post_id": 10126, "ts": "2026-06-16T18:45:37Z", "hours": 2.1403, "text": "APOPLEXY New features: Redesigned UI No updates otherwise. I spent most of this time on a quick refactor to make my life a bit easier, then sketching out a proper UI on paper. This is how it turned out:"}, {"post_id": 9472, "ts": "2026-06-15T20:34:38Z", "hours": 0.9119, "text": "APOPLEXY PRE SHIP UPDATE Some finishing touches on the enemy AI, they can now hear you a lot better when you shoot the shotty, and I added a little grace timer if you’re in the enemy field of view to get time to move out of the way. The enemy AI is still far from perfect, but I thought it good enough for a PRE PRE PRE PRE PRE PRE alpha build. :D"}, {"post_id": 9280, "ts": "2026-06-15T16:07:53Z", "hours": 2.2644, "text": "APOPLEXY New features: Weapon swapping animation Shotgun reload rework Quick melee system (+ shotgun reload pushback and damage) Live noise testing for enemy AI Updated: Smarter AI, react to noise and being hurt Platform-agnostic build system (except macOS) I’ve now decided a bit more on the direction of this game. I want to create an atmospheric stealth first person shooter, with a big emphasis on the stealth part, and optionally a “go loud” playstyle. Expect future updates to work towards that goal!"}, {"post_id": 7633, "ts": "2026-06-12T19:10:59Z", "hours": 3.2106, "text": "APOPLEXY New features: New “Killhouse” map featuring some cheap lighting and wonky walls! New enemy pathfinding built from the ground up (ability to walk around walls and avoid clumping into eachother) Eyes. Dynamic spread on all weapons based on horizontal movement speed New shotgun utilizing this spread system, shoots multiple pellets that have random spread New dynamic crosshair More sounds Updated: Idle animation"}, {"post_id": 6364, "ts": "2026-06-10T18:34:08Z", "hours": 1.9408, "text": "APOPLEXY New features: Whole new audio system with 3D audio Sound effects for footsteps, shooting, reloading and hitting enemies Updated: A few collision bugs Other: Started logging my progress on TikTok (czapladaw67) and YouTube (ironfistdaw) as well. the project is looking more and more like a game every day, really proud of it so far. 😇"}, {"post_id": 5642, "ts": "2026-06-09T14:51:32Z", "hours": 0.9933, "text": "APOPLEXY New features: Skybox Updated pistol model, longer reload time Updated: World shader i had a lot of fun adding the skybox, and i think the new model looks SO sick"}, {"post_id": 5504, "ts": "2026-06-09T09:45:07Z", "hours": 2.1825, "text": "added some proper lighting (after a struggle) and some more editor QOL. it’s all coming along very nicely, check out the video below. (also refactored weapon system for futureproofing and more)"}, {"post_id": 4926, "ts": "2026-06-08T15:08:11Z", "hours": 1.8544, "text": "improved the level editor with some easier controls and a new orbital camera instead of orthographic projection, and added raygui to make selections easier. also refined the movement, headbob and weapon sway!"}, {"post_id": 4813, "ts": "2026-06-08T10:00:38Z", "hours": 1.7911, "text": "added a crude level editor controlled with the keyboard! it loads and saves json files that you can edit and then save with f6 in game (or manually if youd like.) im very proud of this one!"}, {"post_id": 2418, "ts": "2026-06-04T21:47:19Z", "hours": 0.6542, "text": "video below, but i added some visual candy to the project. i like my games to feel niceeee"}, {"post_id": 2393, "ts": "2026-06-04T21:00:10Z", "hours": 0.5369, "text": "i added some blood particles to the blood prisms that try to kill you with a custom particle system i wrote"}, {"post_id": 2365, "ts": "2026-06-04T20:24:48Z", "hours": 0.8644, "text": "finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun."}, {"post_id": 2329, "ts": "2026-06-04T19:23:19Z", "hours": 1.1958, "text": "added hitflash, started working on muzzle flash but disabled for now. also rethinking if the game should be black and white so its disabled for now."}, {"post_id": 862, "ts": "2026-06-02T16:02:18Z", "hours": 0.6136, "text": "i tweaked the shader some more because the other one was an unreadable mess. also added display of current position, will be useful for later! next, i want to work on more of the actual gameplay, i think this look is fine for now (maybe ill make the enemies fully white with a black outline)"}, {"post_id": 812, "ts": "2026-06-02T14:23:08Z", "hours": 1.2922, "text": "I got some hit detection and crude logging up (std::cout). The game is coming along nicely, and raylib is so pleasant to work with. [NOTE: this project was started yesterday when i found out about stardance]"}]...
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Title: Apoplexy by @czapla | Stardance
Devlogs:
I Title: Apoplexy by @czapla | Stardance
Devlogs:
I got some hit detection and crude logging up (std::cout). The game is coming along nicely, and raylib is so pleasant to work with. [NOTE: this project was started yesterday when i found out about stardance]
i tweaked the shader some more because the other one was an unreadable mess. also added display of current position, will be useful for later! next, i want to work on more of the actual gameplay, i think this look is fine for now (maybe ill make the enemies fully white with a black outline)
added hitflash, started working on muzzle flash but disabled for now. also rethinking if the game should be black and white so its disabled for now.
finally finished the muzzle flash. it was suuuch a pain but adds a lot to the feel of the gun.
i added some blood particles to the blood prisms that try to kill you with a custom particle system i wrote
video below, but i added some visual candy to the project. i like my games to feel niceeee
added a crude level editor controlled with the keyboard! it loads and saves json files that you can edit and then save with f6 in game (or manually if youd like.) im very proud of this one!
improved the level editor with some easier controls and a new orbital camera instead of orthographic projection, and added raygui to make selections easier. also refined the movement, headbob and weapon sway!
added some proper lighting (after a struggle) and some more editor QOL. it’s all coming along very nicely, check out the video below. (also refactored weapon system for futureproofing and more)
APOPLEXY New features: Skybox Updated pistol model, longer reload time Updated: World shader i had a lot of fun adding the skybox, and i think the new model looks SO sick
APOPLEXY New features: Whole new audio system with 3D audio Sound effects for footsteps, shooting, reloading and hitting enemies Updated: A few collision bugs Other: Started logging my progress on TikTok (czapladaw67) and YouTube (ironfistdaw) as well. the project is looking more and more like a game every day, really proud of it so far. 😇
APOPLEXY New features: New “Killhouse” map featuring some cheap lighting and wonky walls! New enemy pathfinding built from the ground up (ability to walk around walls and avoid clumping into eachother) Eyes. Dynamic spread on all weapons based on horizontal movement speed New shotgun utilizing this spread system, shoots multiple pellets that have random spread New dynamic crosshair More sounds Updated: Idle animation
APOPLEXY New features: Weapon swapping animation Shotgun reload rework Quick melee system (+ shotgun reload pushback and damage) Live noise testing for enemy AI Updated: Smarter AI, react to noise and being hurt Platform-agnostic build system (except macOS) I’ve now decided a bit more on the direction of this game. I want to create an atmospheric stealth first person shooter, with a big emphasis on the stealth part, and optionally a “go loud” playstyle. Expect future updates to work towards that goal!
APOPLEXY PRE SHIP UPDATE Some finishing touches on the enemy AI, they can now hear you a lot better when you shoot the shotty, and I added a little grace timer if you’re in the enemy field of view to get time to move out of the way. The enemy AI is still far from perfect, but I thought it good enough for a PRE PRE PRE PRE PRE PRE alpha build. :D
APOPLEXY New features: Redesigned UI No updates otherwise. I spent most of this time on a quick refactor to make my life a bit easier, then sketching out a proper UI on paper. This is how it turned out:
APOPLEXY A ship won’t stop me from further updates ;) New features UI “framework” that helps me iterate even quicker (a bunch of stuff is still hardcoded though) Decals, more about that in a future update Slow motion win sequence for dramatic effect xd Updated Old “bio-link” panel gone, replaced by a more subtle healthbar at the bottom of the screen General codebase cleanup and removal of old files Revised PSX shader I hyperfixated a bit too much on the aesthetics, I promise that the next few updates will actually be gameplay related.
APOPLEXY patch notes The one about levels New features Early main menu with level selector Speaking of levels, added a new level, called the “Stealth Compound” (this will not make it into the beta build lol it’s still a testing map) Updated Project updated to C++26 (from C++17) Footstep sounds (went from looping 5 second clip to separate footstep files to easier align with movement speed) Bumped version number on in-game overlay
IMPORTANT APOPLEXY ANNOUNCEMENT Hello guys! I have come to a realization recently. That is the realization that using Raylib is holding me down. I have been trying really hard to bring my vision to life for these hours I’ve been working on it, but it’s all just taking too long. And in the end, I keep reinventing the wheel and making something that already exists (and is better) in a game engine. I also have some other frustrations with Raylib and how the library limits programmers in some ways, which I won’t go in to in this post. So, I will be porting the project to Unity! That is the tool I’m most comfortable with, and I hope it helps me to iterate faster and bring you guys some interesting gameplay soon. Here are some screenshots from the last Raylib build. See you guys soon!
APOPLEXY I whipped up a quick script that would parse the old JSON levels and make them into unity scenes, and rewrote my old character controller. So far so good!
APOPLEXY patch notes The one where the universe itself was made anew. New features New PSX shader which I think looks quite nice! Worse UI! Updated Engine switch from in-house to Unity 6.5 Tweaked animations (mostly shotgun) I would say the game will soon be on complete feature parity with the Raylib version. A lot of the code was virtually the same, so this rewrite moved way quicker than I initially expected…. I already feel like I’m moving so much faster compared to my Raylib attempt.
APOPLEXY patch notes The one where the port was (mostly) complete. New features None! Updated Added in all missing content from the latest raylib build. (UI still in progress.) This took a while. Sorry to keep you waiting!
APOPLEXY announcement The one where I apologize???? Sorry for the lack of content recently, I’ve gotten a bit busy. I don’t have much to show at the moment, but I promise some saucy stuff is in the works. You will not be disappointed!
APOPLEXY patch notes The one about particles New features Raylib build-like particles using Unity’s Particle System™ Updated Touched up on UI and made the code for it cleaner. Gameplay updates coming SOON™!
APOPLEXY patch notes The one where enemies became more alive New features Enemies now utilize a mix of custom pathfinding and Unity’s Nav Mesh system Patrol points for enemies which leads them to just walk around and chill at some spots Updated Skybox Enemy AI is fun. Until it isn’t. Try it yourself!
APOPLEXY patch notes The one about maps Updated WIP for a new map layout! I’ve come to realize that I am not the greatest level designer, but I will try my best anyway. If anyone is interested in helping, reach out!
Ships:
I have reached a point in development where I can’t wait any longer to finally show everyone what I’ve been working on! The game is clearly still pretty barebones, but it is enough for a MVP. I would love to see you guys try it out, and all my progress has been THOROUGHLY documented in previous devlogs, so I encourage you to have a look at those as well! Please enjoy!...
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1793177501.4634893
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Discoverly by @cesarmoal11 | Stardance
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cesarmoal11
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1
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43.34
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385
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T09:08:49Z", "hours": 39.0, "multiplier": 9.86, "payout": 385, "blessing": "neutral", "text": "I finished my web (at the moment). I’ll add new stuff soon, but right now it is a 100% real web in which people can enter and entertain theirselves (and learn a little bit). I’m so proud of it, it’s my first “real web”.", "repo": "https://github.com/cesar-molinaa/Discoverly", "demo": "https://disc0verlyy.netlify.app/"}]...
|
[{"post_id": 57343, "ts": "202 [{"post_id": 57343, "ts": "2026-08-29T13:51:40Z", "hours": 0.3339, "text": "I fixed the categories section. Right now you can see live the exact number of post in each category card. Also you can go to explore posts of the category that you prefer by doing click on the category card."}, {"post_id": 44079, "ts": "2026-08-09T16:30:26Z", "hours": 4.0081, "text": "I was adding some new functionalities to the web. Now, you can do click on the post user for seeing their profile page with the user information. Also I improve some responsive css code to do the web design better for phones."}, {"post_id": 42503, "ts": "2026-08-07T09:06:46Z", "hours": 2.2006, "text": "I was doing some changes since I upload the web to github and netlify. I do a few things (like changing sizes and a few categories)."}, {"post_id": 41979, "ts": "2026-08-06T14:49:13Z", "hours": 7.0136, "text": "I created a user-system, so now people can sign up on Discoverly thanks to firebase (which is a database). Also the user can log in with their account if they have created before. Also ther’s a page for the user settings, like name, photo, biography and his posts. The user can modify it whenever he wants. Also I implement the likes, so users can give likes to the posts. Finally, there is a section in the main page in which there are the posts with the more likes."}, {"post_id": 40999, "ts": "2026-08-04T21:42:06Z", "hours": 9.5042, "text": "I create a full-functional page for the posts. I improve the design of the upper section which includes the title, filters and navbar with some animations. Now, thanks to a lot of hard work the filters are 100% functional, so you can use them to look for your favourite posts. They can filter by category, date and also change the order. The navbar is functional too so now you can search a word and it will show you posts which includes it. I’m so proud of this because it’s my first big proyect using java script and it’s going so well."}, {"post_id": 39391, "ts": "2026-08-02T10:32:31Z", "hours": 4.5814, "text": "I made the web responsive, so now it doesnt’t matter if the user opens the web on a phone, ipad or laptop, because it’ll look nice. It’s my first time doing a responsive design and I’m so proud of how it looks. I also start improving the posts section, creating an upper section inside it with some filters, search bar and the title. Now I’m gonna do this section useful by making the filters and search bar real."}, {"post_id": 38825, "ts": "2026-08-01T12:01:30Z", "hours": 3.8342, "text": "I did a lot of different things (not as important as the previous but also important). 1. I change the place where the posts appear after they have been created. Now they appear on a different html document where you can go by using the menu. 2. I improve the search bar so the user can search on the posts section and find the post they want. I added some animations and css to make this section better. 3. I added a section which includes more information about Discoverly. It’s located after the categories section, the user can go there by doing click on the button of the beginning. I divided this section in three cards: Que es Discoverly, Su objetivo y Aprender de otra forma. 4. I create the footer at the end of the website, which includes some useful links (not all of them work yet). 5. I do some css changes to make the website prettier (like gradients and box-shadows)."}, {"post_id": 38195, "ts": "2026-07-31T14:12:03Z", "hours": 1.8511, "text": "I connected the button of the form to a section which includes posts. Now, when the user fills the form and clicks on the button, the web leads him to home. Now the user is able to go to the posts section and check all the posts which were created by him or by other users. Also if the user clicks on a post he will be able to see it better on a new page, with a bigger post and an exit button to return home."}, {"post_id": 38094, "ts": "2026-07-31T09:45:54Z", "hours": 4.3411, "text": "I spent a lot of time with this section of Discoverly, but I think it’s one of the most important parts and I’m so glad with the result. It consists on a formulary whose objective is to create a post by filling information gaps. The design is the same that the rest of the web, I used the same colors and hover animations more less. I’m so proud of the most visual part of the section, because while your writing the post, you can see at the same time the result which is going to be the other people. Also there are character-counters for some gaps, they also change its color depending on the number of characters. Finally, there is an error message at the end of the formulary, which indicates the user ti fill all the compulsory gaps the post needs. I’mm really proud of this section, it’s my first formulary and I love the connection between it and the post preview. I hope you’ll like it like I do."}, {"post_id": 37621, "ts": "2026-07-30T14:13:59Z", "hours": 1.1339, "text": "I created a section whose goal is to explain the user how to create a post. It includes a title, a brief sentence, an example post, the steps of the creation of a post, the button which lead to the page where posts are created and finally and eslogan."}, {"post_id": 37520, "ts": "2026-07-30T10:24:11Z", "hours": 0.9483, "text": "I improve the posts cards (with some help of chati) giving them a modern and professional appearance. In the future, the user will be able to change a template to write their discoveries, add images, the category… Also my idea is to allow people to give likes and post comments on the posts."}, {"post_id": 37306, "ts": "2026-07-29T22:26:07Z", "hours": 0.545, "text": "I just do the featured posts section with a few posts. These are temporal, they are only the structure for the future java script-created posts."}, {"post_id": 37286, "ts": "2026-07-29T21:46:47Z", "hours": 0.7869, "text": "I created a section for the different categories of posts. I used a grid for organize these categories (it could be more in the future). Firstly, I do it each one with a different colorful background, but I think it looks better with only one border that indicates the color of the category. I also add some hover to the cards."}, {"post_id": 37266, "ts": "2026-07-29T20:48:53Z", "hours": 1.0547, "text": "I did the web cover, which includes the title of the site, the eslogan, a brief description in spanish (because I’m spanish) of the web functionality and also a button which in the future will guide the user to another place. I’m using a palette of a few colors for now. I create a section with a search bar where the user will be able to search for different articles."}, {"post_id": 36957, "ts": "2026-07-29T11:31:24Z", "hours": 1.2283, "text": "I started the web by creating the main menu. It takes me a time to create the logo, name and brand intention: Discoverly is a site where people can learn new random things and also share their newest own discoveries. It will be organized by sections depend on the category of the knowledge. Every day people will be able to find new articles which have been created by other users. People will be able to upload articles to the blog with their recent discoveries about VERY RANDOM STUFF. With time and effort it will be a lot of articles and categories which people will be able to check and entertain themselves by reading random facts discovered by other people."}]...
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Title: Discoverly by @cesarmoal11 | Stardance
Dev Title: Discoverly by @cesarmoal11 | Stardance
Devlogs:
I started the web by creating the main menu. It takes me a time to create the logo, name and brand intention: Discoverly is a site where people can learn new random things and also share their newest own discoveries. It will be organized by sections depend on the category of the knowledge. Every day people will be able to find new articles which have been created by other users. People will be able to upload articles to the blog with their recent discoveries about VERY RANDOM STUFF. With time and effort it will be a lot of articles and categories which people will be able to check and entertain themselves by reading random facts discovered by other people.
I did the web cover, which includes the title of the site, the eslogan, a brief description in spanish (because I’m spanish) of the web functionality and also a button which in the future will guide the user to another place. I’m using a palette of a few colors for now. I create a section with a search bar where the user will be able to search for different articles.
I created a section for the different categories of posts. I used a grid for organize these categories (it could be more in the future). Firstly, I do it each one with a different colorful background, but I think it looks better with only one border that indicates the color of the category. I also add some hover to the cards.
I just do the featured posts section with a few posts. These are temporal, they are only the structure for the future java script-created posts.
I improve the posts cards (with some help of chati) giving them a modern and professional appearance. In the future, the user will be able to change a template to write their discoveries, add images, the category… Also my idea is to allow people to give likes and post comments on the posts.
I created a section whose goal is to explain the user how to create a post. It includes a title, a brief sentence, an example post, the steps of the creation of a post, the button which lead to the page where posts are created and finally and eslogan.
I spent a lot of time with this section of Discoverly, but I think it’s one of the most important parts and I’m so glad with the result. It consists on a formulary whose objective is to create a post by filling information gaps. The design is the same that the rest of the web, I used the same colors and hover animations more less. I’m so proud of the most visual part of the section, because while your writing the post, you can see at the same time the result which is going to be the other people. Also there are character-counters for some gaps, they also change its color depending on the number of characters. Finally, there is an error message at the end of the formulary, which indicates the user ti fill all the compulsory gaps the post needs. I’mm really proud of this section, it’s my first formulary and I love the connection between it and the post preview. I hope you’ll like it like I do.
I connected the button of the form to a section which includes posts. Now, when the user fills the form and clicks on the button, the web leads him to home. Now the user is able to go to the posts section and check all the posts which were created by him or by other users. Also if the user clicks on a post he will be able to see it better on a new page, with a bigger post and an exit button to return home.
I did a lot of different things (not as important as the previous but also important). 1. I change the place where the posts appear after they have been created. Now they appear on a different html document where you can go by using the menu. 2. I improve the search bar so the user can search on the posts section and find the post they want. I added some animations and css to make this section better. 3. I added a section which includes more information about Discoverly. It’s located after the categories section, the user can go there by doing click on the button of the beginning. I divided this section in three cards: Que es Discoverly, Su objetivo y Aprender de otra forma. 4. I create the footer at the end of the website, which includes some useful links (not all of them work yet). 5. I do some css changes to make the website prettier (like gradients and box-shadows).
I made the web responsive, so now it doesnt’t matter if the user opens the web on a phone, ipad or laptop, because it’ll look nice. It’s my first time doing a responsive design and I’m so proud of how it looks. I also start improving the posts section, creating an upper section inside it with some filters, search bar and the title. Now I’m gonna do this section useful by making the filters and search bar real.
I create a full-functional page for the posts. I improve the design of the upper section which includes the title, filters and navbar with some animations. Now, thanks to a lot of hard work the filters are 100% functional, so you can use them to look for your favourite posts. They can filter by category, date and also change the order. The navbar is functional too so now you can search a word and it will show you posts which includes it. I’m so proud of this because it’s my first big proyect using java script and it’s going so well.
I created a user-system, so now people can sign up on Discoverly thanks to firebase (which is a database). Also the user can log in with their account if they have created before. Also ther’s a page for the user settings, like name, photo, biography and his posts. The user can modify it whenever he wants. Also I implement the likes, so users can give likes to the posts. Finally, there is a section in the main page in which there are the posts with the more likes.
I was doing some changes since I upload the web to github and netlify. I do a few things (like changing sizes and a few categories).
I was adding some new functionalities to the web. Now, you can do click on the post user for seeing their profile page with the user information. Also I improve some responsive css code to do the web design better for phones.
I fixed the categories section. Right now you can see live the exact number of post in each category card. Also you can go to explore posts of the category that you prefer by doing click on the category card.
Ships:
I finished my web (at the moment). I’ll add new stuff soon, but right now it is a 100% real web in which people can enter and entertain theirselves (and learn a little bit). I’m so proud of it, it’s my first “real web”....
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1793123422.6536133
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1793209822.6536133
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46091
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Buds Little Garden by @Egisipub | Stardance
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Egisipub
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0
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43.29
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0
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[]
|
[{"post_id": 62651, "ts": "202 [{"post_id": 62651, "ts": "2026-09-06T03:40:18Z", "hours": 4.0208, "text": "adding more special little details and art!"}, {"post_id": 61119, "ts": "2026-09-03T21:16:23Z", "hours": 9.6392, "text": "I finished a full save system! only a few things left on my list to go i did accidentally leave my ide and art app open on accident, so there’s a little bit more time than their should be but i think its ok, i just wont use the stardust i get from that time :)"}, {"post_id": 59307, "ts": "2026-09-01T00:57:41Z", "hours": 0.9553, "text": "this a shorter update time wise, however i did just completley finish the achivments! this marks a very important milestone to the progect as the game is mostly feature-complete, i still have a ton of polishing, art, and fun things to add, (and saves :) ), so stay tuned I will say this game is now fully playable on github, you can open the page and play almost 90% of the gameplay that ive planned so excited to continue this progect!"}, {"post_id": 58625, "ts": "2026-08-31T03:32:00Z", "hours": 4.7836, "text": "really close to getting this done, wrote out all of the variables and made a ton of if statments today! achivments should be done by tue and i can start working on the polish and saves. current to do list -finish achivments -add a save system (localsave) -add basic tutorial -add visual polish (flowers and rocks on ground) -add rain occasionaly -more visual polish (particle system) -tons of sound effects -animations for some things i’m really excited for this project and really happy that its not currently super laggy for anyone :)"}, {"post_id": 57773, "ts": "2026-08-30T02:01:01Z", "hours": 4.4311, "text": "current list of all achivments im going to be adding more soon, am currently working on programming them all in right now, i have most of the art done, i expect that i will be done with the achivments shortly"}, {"post_id": 56333, "ts": "2026-08-28T02:00:10Z", "hours": 4.9089, "text": "have really been grinding the art lately, so not much actual code was pushed, i will be excited to (hopefully) share all of the achievements completed with you sometime in the next day or 2 :) ps: i have checked the rules again and it seems i may have accidentally accumulated 20-30 mins of like sum sort of time i shouldn’t have from leaving my ide open, but i will try to close it in the future pss: any ideas on lore yall have?"}, {"post_id": 52742, "ts": "2026-08-23T02:24:01Z", "hours": 2.2869, "text": "added every seed, now a total of 22"}, {"post_id": 52616, "ts": "2026-08-22T20:40:22Z", "hours": 2.4203, "text": "added 3 new seeds and some achievements"}, {"post_id": 52070, "ts": "2026-08-22T04:05:35Z", "hours": 2.0389, "text": "added 4 new plants: herb, pumpkin, blueberry bush, and radish started creating achivements"}, {"post_id": 49367, "ts": "2026-08-18T04:39:56Z", "hours": 0.3758, "text": "changed some UI ATTENTION: this marks a major milestone in my development, so therefore i will be posting less devlogs for more hours, so that you guys don’t have to get 200 devlogs for each individual seed or achievement I add"}, {"post_id": 49353, "ts": "2026-08-18T04:02:25Z", "hours": 0.4575, "text": "added marigolds"}, {"post_id": 49337, "ts": "2026-08-18T03:15:13Z", "hours": 0.3161, "text": "added broccoli"}, {"post_id": 49330, "ts": "2026-08-18T02:47:46Z", "hours": 0.9453, "text": "Added potato Seeds"}, {"post_id": 48532, "ts": "2026-08-16T23:12:41Z", "hours": 0.3458, "text": "balanced progression and made the first layer of farm pre tilled"}, {"post_id": 47884, "ts": "2026-08-16T04:33:28Z", "hours": 0.5053, "text": "added watering"}, {"post_id": 47286, "ts": "2026-08-15T04:24:47Z", "hours": 0.8614, "text": "added a better way to select seeds and added tooltips"}, {"post_id": 45547, "ts": "2026-08-12T03:29:29Z", "hours": 0.395, "text": "added tooltips and balanced my game"}, {"post_id": 45492, "ts": "2026-08-12T00:55:30Z", "hours": 0.8075, "text": "added a better way to select your seed"}, {"post_id": 44881, "ts": "2026-08-10T22:28:31Z", "hours": 0.3681, "text": "cleanup ui, and made a number formatting system to allwo for bigger numbers"}, {"post_id": 44720, "ts": "2026-08-10T17:38:56Z", "hours": 0.3314, "text": "added more UI, and a fence, as well as future places for a proper shop, and achievements"}, {"post_id": 44680, "ts": "2026-08-10T16:33:29Z", "hours": 0.2711, "text": "added custom music"}, {"post_id": 44663, "ts": "2026-08-10T16:05:35Z", "hours": 0.3172, "text": "added more/better UI"}, {"post_id": 44306, "ts": "2026-08-09T23:36:53Z", "hours": 0.5181, "text": "added some art"}, {"post_id": 44281, "ts": "2026-08-09T22:46:14Z", "hours": 0.2819, "text": "Added tilling, better seeds, coins, and basically made it a real game now"}, {"post_id": 44123, "ts": "2026-08-09T18:03:50Z", "hours": 0.4094, "text": "finished the basic tilemap system and added seeds"}, {"post_id": 44109, "ts": "2026-08-09T17:34:46Z", "hours": 0.2958, "text": "starting the tilemap system"}]...
|
Title: Buds Little Garden by @Egisipub | Stardance Title: Buds Little Garden by @Egisipub | Stardance
Devlogs:
starting the tilemap system
finished the basic tilemap system and added seeds
Added tilling, better seeds, coins, and basically made it a real game now
added some art
added more/better UI
added custom music
added more UI, and a fence, as well as future places for a proper shop, and achievements
cleanup ui, and made a number formatting system to allwo for bigger numbers
added a better way to select your seed
added tooltips and balanced my game
added a better way to select seeds and added tooltips
added watering
balanced progression and made the first layer of farm pre tilled
Added potato Seeds
added broccoli
added marigolds
changed some UI ATTENTION: this marks a major milestone in my development, so therefore i will be posting less devlogs for more hours, so that you guys don’t have to get 200 devlogs for each individual seed or achievement I add
added 4 new plants: herb, pumpkin, blueberry bush, and radish started creating achivements
added 3 new seeds and some achievements
added every seed, now a total of 22
have really been grinding the art lately, so not much actual code was pushed, i will be excited to (hopefully) share all of the achievements completed with you sometime in the next day or 2 :) ps: i have checked the rules again and it seems i may have accidentally accumulated 20-30 mins of like sum sort of time i shouldn’t have from leaving my ide open, but i will try to close it in the future pss: any ideas on lore yall have?
current list of all achivments im going to be adding more soon, am currently working on programming them all in right now, i have most of the art done, i expect that i will be done with the achivments shortly
really close to getting this done, wrote out all of the variables and made a ton of if statments today! achivments should be done by tue and i can start working on the polish and saves. current to do list -finish achivments -add a save system (localsave) -add basic tutorial -add visual polish (flowers and rocks on ground) -add rain occasionaly -more visual polish (particle system) -tons of sound effects -animations for some things i’m really excited for this project and really happy that its not currently super laggy for anyone :)
this a shorter update time wise, however i did just completley finish the achivments! this marks a very important milestone to the progect as the game is mostly feature-complete, i still have a ton of polishing, art, and fun things to add, (and saves :) ), so stay tuned I will say this game is now fully playable on github, you can open the page and play almost 90% of the gameplay that ive planned so excited to continue this progect!
I finished a full save system! only a few things left on my list to go i did accidentally leave my ide and art app open on accident, so there’s a little bit more time than their should be but i think its ok, i just wont use the stardust i get from that time :)
adding more special little details and art!...
|
1792918421.0388288
|
1793782421.0388288
|
|
34744
|
Pet Productivity by @yenllo | Stardance
|
yenllo
|
0
|
43.28
|
0
|
[]
|
[{"post_id": 33300, "ts": "202 [{"post_id": 33300, "ts": "2026-07-23T02:49:42Z", "hours": 5.0208, "text": "Moved the server to Heroku — and a container that died in silence Migration week. The server moved from Render to Heroku (student credits, plus Render’s cold starts were the slowest thing in the whole app). It should have been “change the remote, copy the config vars” — instead the dyno crashed on boot in under a second, exit 0, without printing a single byte. Not one log line. I swapped in a trivial entrypoint (worked), added boot breadcrumbs (never printed), pinned –platform=linux/amd64 (not it), and finally reduced the entrypoint to a bare exec printenv — which also produced zero output. That was the tell: nothing that went through sh -c survived. Root cause: my Dockerfile ended with ENTRYPOINT [“/bin/sh”, “-c”, “ASPNETCORE_HTTP_PORTS=${PORT:-8080} exec dotnet …”], and Heroku re-wraps your dyno command in its own sh -c. The inner string loses its quoting, so the outer shell parsed my entire command as just a variable assignment — a perfectly valid shell program that does nothing and exits 0. The fix is almost insulting: make the ENTRYPOINT a single token (/app/start.sh) — one argument can’t be re-split by anyone else’s shell. Cutover is done: config migrated, JWT secret rotated on purpose (all old sessions invalidated), auto-deploy on push wired up, the Heroku support ticket closed with the real root cause, and Render is now suspended. Verified working on a real phone. A pet died in production and it was my fault. The anti-decay “absence shield” (long absence → your pet sleeps instead of dying) keyed off the last-activity date — which only got set when you logged a task. So: install the app, look around, never log anything, come back a week later → last activity is null, you fall through to the normal decay rule, and your pet starves without ever being protected. Found it with my own account: pet “Mario”, 50 XP, crystallized. Now birth itself stamps the activity anchor — creating an account counts as activity — plus a streak guard so your first-ever task counts as day 1 instead of day 0. The dev-only pet-state diagnostic endpoint I added to investigate is staying; it’s what exposed the whole case. Furniture now drags like you’d expect. Press a piece and carry it around the room, with a magnet snapping it to the cell under your finger (grab-offset aware, silently refusing invalid cells). Tap-to-move and the D-pad still work. While in there I deleted the entire per-item “scale mod” system — eyeballed multipliers per furniture keyword — because the drawn width now simply is the isometric width of the item’s footprint. The double bed had 36% excess width and was climbing up the wall; now it sits exactly in its cells. Also measured real footprints for 19 more items against their actual sprites (tables, kitchens, piano, fireplace, aquarium…). Rugs are floors now. They got their own slot: they don’t block furniture, furniture doesn’t block them, and they render in a separate pass so they’re always underneath — you can finally put the sofa on the rug. Also swapped the pretty-but-unreadable glass modal cards for opaque ones (text over a busy animated room was a lottery), fixed the birth ceremony’s name panel overlapping the creature, and the group-creation archetype picker is now a swipeable carousel."}, {"post_id": 31411, "ts": "2026-07-19T19:13:43Z", "hours": 9.1844, "text": "Wall paintings you can put a sofa in front of, and the app finally explains itself Big week in three acts, all deployed to Render today. Art. The pet finally has its full sprite set — 11 poses (idle, happy, sad, sleeping, crystallized…) plus the legacy statues that dead pets leave behind in the room. Best lesson of the batch: two of the three things that “looked wrong” with the new art were the renderer’s fault, not the artist’s. The sunset tint was multiplying over every sprite and drowning the palette, and furniture was drawing at nearly double the intended scale. Fixed the renderer and the exact same PNGs suddenly looked right. Room editing rework. Decorating used to be “buy it and it lands somewhere”. Now there’s a real edit mode: visible grid, ghost preview anchored to the piece’s front corner, tap the destination cell to move it, red flash if it doesn’t fit. Every catalog item now declares its footprint in its info.json — beds and sofas are proper 2×1 rectangles instead of fat squares, and rotating a piece swaps its footprint. The fun part: wall items. Paintings, windows and clocks now hang on dedicated rails along the two back walls and don’t occupy floor cells, so you can put a sofa in front of a painting like a normal human. Their height on the wall is auto-calibrated per sprite, because a fixed offset that looked fine for a clock launched a bookshelf out through the top of the wall. The app explains itself now. Fresh-install testing showed the game was unreadable to anyone who isn’t me: what’s “Growth”? why ×1.2? what’s gold even for? Shipped a one-time intro card per screen (replayable from Settings), tap-anything explanations for every stat and mechanic, and a full animation pass — bars tween, gold counts up, +XP/+Gold float off the pet, evolutions flash, and the tic-tac-toe ritual celebrates a line only when you complete one, not when the page loads. Two rules kept it cheap: counters animate the viewmodel value (never the label text), and the Frenzy pulse rides the diorama’s existing frame tick instead of adding another timer. The autonomous review loop also kept paying rent: it caught the “Level 3” chip contradicting the “Baby” stage shown two lines below it (two different formulas for the same concept), group member statuses hardcoded in Spanish while their English translations sat orphaned in the localization table, cancelling Google login being reported as a login failure, an entire welcome screen nothing navigates to anymore (deleted), and my favorite — when your pet is dead and your task isn’t hard enough to revive it, the client was string-matching a phrase the server never actually sends, so instead of “still crystallized” you got the full confetti celebration with “+0 XP · +0 Gold”."}, {"post_id": 28360, "ts": "2026-07-14T15:54:19Z", "hours": 29.0764, "text": "Fixed the game feel: pet was levitating, blurry, and out of place Deep dive into “why does this feel off” today, with actual profiling instead of guessing. Performance: the Shop tab took 4.9s to open even with everything supposedly cached. Turned out the real cost wasn’t network or sprite loading — it was rebuilding 10 category filter chips by clearing and re-adding them one by one to a bound ObservableCollection, each Add triggering a full CollectionView layout pass. Batching that into a single collection assignment plus caching the catalog for the session dropped it to 11ms. Also found the room diorama’s frame times were fine on average (8ms of a 40ms budget) but spiked to 28ms — turned out to be GC pressure from allocating a new SKPaint + blur filter per shadow, per frame, 25 times a second. Reusing them cut the worst frame to ~12ms. Visual bug: the pet sprite looked blurry, floated above the floor, and had a system emoji stuck to it that never matched the pixel-art style. Root cause: the pet wasn’t actually part of the room’s canvas — it was a separate XAML overlaid on top, scaled with bilinear filtering (blurry) while the furniture underneath uses nearest-neighbor (crisp pixels), and centered in its box instead of anchored to the floor tile where its shadow already was. Moved the pet into the same Skia canvas as the furniture, anchored to its shadow, and dropped the emoji. Now it reads as actually standing in the room instead of floating over a photo of one. Also fixed a 10-day false “server is down” alert (uptime monitor was sending HEAD requests, endpoint only accepted GET → automatic 405 → reported as downtime the whole time the server was fine) and wired Sentry into the Android client so crashes on real phones stop being invisible. Also shipped a live demo page so people can try the core mechanic without installing anything — type what you actually did today, and the real Gemini-powered judge rates its difficulty and shows what your pet would have earned: petproductivity.onrender.com/demo.html"}]...
|
Title: Pet Productivity by @yenllo | Stardance
De Title: Pet Productivity by @yenllo | Stardance
Devlogs:
Fixed the game feel: pet was levitating, blurry, and out of place Deep dive into “why does this feel off” today, with actual profiling instead of guessing. Performance: the Shop tab took 4.9s to open even with everything supposedly cached. Turned out the real cost wasn’t network or sprite loading — it was rebuilding 10 category filter chips by clearing and re-adding them one by one to a bound ObservableCollection, each Add triggering a full CollectionView layout pass. Batching that into a single collection assignment plus caching the catalog for the session dropped it to 11ms. Also found the room diorama’s frame times were fine on average (8ms of a 40ms budget) but spiked to 28ms — turned out to be GC pressure from allocating a new SKPaint + blur filter per shadow, per frame, 25 times a second. Reusing them cut the worst frame to ~12ms. Visual bug: the pet sprite looked blurry, floated above the floor, and had a system emoji stuck to it that never matched the pixel-art style. Root cause: the pet wasn’t actually part of the room’s canvas — it was a separate XAML overlaid on top, scaled with bilinear filtering (blurry) while the furniture underneath uses nearest-neighbor (crisp pixels), and centered in its box instead of anchored to the floor tile where its shadow already was. Moved the pet into the same Skia canvas as the furniture, anchored to its shadow, and dropped the emoji. Now it reads as actually standing in the room instead of floating over a photo of one. Also fixed a 10-day false “server is down” alert (uptime monitor was sending HEAD requests, endpoint only accepted GET → automatic 405 → reported as downtime the whole time the server was fine) and wired Sentry into the Android client so crashes on real phones stop being invisible. Also shipped a live demo page so people can try the core mechanic without installing anything — type what you actually did today, and the real Gemini-powered judge rates its difficulty and shows what your pet would have earned: petproductivity.onrender.com/demo.html
Wall paintings you can put a sofa in front of, and the app finally explains itself Big week in three acts, all deployed to Render today. Art. The pet finally has its full sprite set — 11 poses (idle, happy, sad, sleeping, crystallized…) plus the legacy statues that dead pets leave behind in the room. Best lesson of the batch: two of the three things that “looked wrong” with the new art were the renderer’s fault, not the artist’s. The sunset tint was multiplying over every sprite and drowning the palette, and furniture was drawing at nearly double the intended scale. Fixed the renderer and the exact same PNGs suddenly looked right. Room editing rework. Decorating used to be “buy it and it lands somewhere”. Now there’s a real edit mode: visible grid, ghost preview anchored to the piece’s front corner, tap the destination cell to move it, red flash if it doesn’t fit. Every catalog item now declares its footprint in its info.json — beds and sofas are proper 2×1 rectangles instead of fat squares, and rotating a piece swaps its footprint. The fun part: wall items. Paintings, windows and clocks now hang on dedicated rails along the two back walls and don’t occupy floor cells, so you can put a sofa in front of a painting like a normal human. Their height on the wall is auto-calibrated per sprite, because a fixed offset that looked fine for a clock launched a bookshelf out through the top of the wall. The app explains itself now. Fresh-install testing showed the game was unreadable to anyone who isn’t me: what’s “Growth”? why ×1.2? what’s gold even for? Shipped a one-time intro card per screen (replayable from Settings), tap-anything explanations for every stat and mechanic, and a full animation pass — bars tween, gold counts up, +XP/+Gold float off the pet, evolutions flash, and the tic-tac-toe ritual celebrates a line only when you complete one, not when the page loads. Two rules kept it cheap: counters animate the viewmodel value (never the label text), and the Frenzy pulse rides the diorama’s existing frame tick instead of adding another timer. The autonomous review loop also kept paying rent: it caught the “Level 3” chip contradicting the “Baby” stage shown two lines below it (two different formulas for the same concept), group member statuses hardcoded in Spanish while their English translations sat orphaned in the localization table, cancelling Google login being reported as a login failure, an entire welcome screen nothing navigates to anymore (deleted), and my favorite — when your pet is dead and your task isn’t hard enough to revive it, the client was string-matching a phrase the server never actually sends, so instead of “still crystallized” you got the full confetti celebration with “+0 XP · +0 Gold”.
Moved the server to Heroku — and a container that died in silence Migration week. The server moved from Render to Heroku (student credits, plus Render’s cold starts were the slowest thing in the whole app). It should have been “change the remote, copy the config vars” — instead the dyno crashed on boot in under a second, exit 0, without printing a single byte. Not one log line. I swapped in a trivial entrypoint (worked), added boot breadcrumbs (never printed), pinned –platform=linux/amd64 (not it), and finally reduced the entrypoint to a bare exec printenv — which also produced zero output. That was the tell: nothing that went through sh -c survived. Root cause: my Dockerfile ended with ENTRYPOINT [“/bin/sh”, “-c”, “ASPNETCORE_HTTP_PORTS=${PORT:-8080} exec dotnet …”], and Heroku re-wraps your dyno command in its own sh -c. The inner string loses its quoting, so the outer shell parsed my entire command as just a variable assignment — a perfectly valid shell program that does nothing and exits 0. The fix is almost insulting: make the ENTRYPOINT a single token (/app/start.sh) — one argument can’t be re-split by anyone else’s shell. Cutover is done: config migrated, JWT secret rotated on purpose (all old sessions invalidated), auto-deploy on push wired up, the Heroku support ticket closed with the real root cause, and Render is now suspended. Verified working on a real phone. A pet died in production and it was my fault. The anti-decay “absence shield” (long absence → your pet sleeps instead of dying) keyed off the last-activity date — which only got set when you logged a task. So: install the app, look around, never log anything, come back a week later → last activity is null, you fall through to the normal decay rule, and your pet starves without ever being protected. Found it with my own account: pet “Mario”, 50 XP, crystallized. Now birth itself stamps the activity anchor — creating an account counts as activity — plus a streak guard so your first-ever task counts as day 1 instead of day 0. The dev-only pet-state diagnostic endpoint I added to investigate is staying; it’s what exposed the whole case. Furniture now drags like you’d expect. Press a piece and carry it around the room, with a magnet snapping it to the cell under your finger (grab-offset aware, silently refusing invalid cells). Tap-to-move and the D-pad still work. While in there I deleted the entire per-item “scale mod” system — eyeballed multipliers per furniture keyword — because the drawn width now simply is the isometric width of the item’s footprint. The double bed had 36% excess width and was climbing up the wall; now it sits exactly in its cells. Also measured real footprints for 19 more items against their actual sprites (tables, kitchens, piano, fireplace, aquarium…). Rugs are floors now. They got their own slot: they don’t block furniture, furniture doesn’t block them, and they render in a separate pass so they’re always underneath — you can finally put the sofa on the rug. Also swapped the pretty-but-unreadable glass modal cards for opaque ones (text over a busy animated room was a lottery), fixed the birth ceremony’s name panel overlapping the creature, and the group-creation archetype picker is now a swipeable carousel....
|
1792731248.1745791
|
1793336048.1745791
|
|
57199
|
Crowbit by @Gizzi | Stardance
|
Gizzi
|
1
|
43.19
|
81
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-03T20:33:22Z", "hours": 35.0, "multiplier": 2.31, "payout": 81, "blessing": "neutral", "text": "to whom it may CAWcern, this is my silly little social media app that is missing an entire backend. however I spent a considerable amount of hours just designing and making the UI for it and I’m still working on improving it but for now, I like what I have come up with and I’ll likely add a few more things before I start work on the backend also since there’s no backend, just go to /home because the login/signup screen doesn’t actually do anything yet. do let me know what you like and don’t like about the ui design, it’s essentially supposed to be a twitter + reddit + discord thing.", "repo": "https://github.com/Crowbit-dev/Crowbit", "demo": "https://crowbit.vercel.app/"}]...
|
[{"post_id": 77547, "ts": "202 [{"post_id": 77547, "ts": "2026-10-07T12:21:32Z", "hours": 1.0125, "text": "and on the 43rd hour, god said: “let there be profiles” and there was profiles… also some other ui fixes like centering the text inside the notification badge. what comes next is probably the backend now and maybe some other ui changes along the way. I made a todo list on the readme with everything i can remember that needs to be put on it, so i’ll probably end up adding other stuff to the readme again as i go and remember what else i wanted to make"}, {"post_id": 77332, "ts": "2026-10-06T15:46:56Z", "hours": 7.1811, "text": "I made some minor ui changes + added a help center and a wip profiles page, but most of the work went into refactoring the code, I split alot of the code into different files and changed the way url paths are handled"}, {"post_id": 76523, "ts": "2026-10-03T20:12:53Z", "hours": 6.9214, "text": "finished settings ui, this marks most of the ui design done except for a few things that aren’t added yet"}, {"post_id": 75912, "ts": "2026-10-01T16:11:05Z", "hours": 4.6442, "text": "woo new cool stuff searching ui and whatever, i’m close to my first ship which will likely just be a standalone frontend and mvp for ui. not really much backend work yet"}, {"post_id": 75281, "ts": "2026-09-29T17:05:04Z", "hours": 3.6833, "text": "made proper notifications ui + a somewhat acceptable ui for communities chat"}, {"post_id": 74578, "ts": "2026-09-27T17:37:13Z", "hours": 10.3875, "text": "changed up the way dms look + added comments to the feed… gulp…"}, {"post_id": 69818, "ts": "2026-09-17T20:48:37Z", "hours": 6.8364, "text": "changed the ui big time"}, {"post_id": 61050, "ts": "2026-09-03T19:19:50Z", "hours": 1.5347, "text": "really early design of the home page, not a super big fan of it atm so i might make more changes"}, {"post_id": 59889, "ts": "2026-09-01T21:33:53Z", "hours": 0.9419, "text": "i added some cool crow graphics to my auth pages"}, {"post_id": 59699, "ts": "2026-09-01T16:56:06Z", "hours": 0.2992, "text": "barebones signup page… good things to come mayhaps 😰😰"}]...
|
Title: Crowbit by @Gizzi | Stardance
Devlogs:
bar Title: Crowbit by @Gizzi | Stardance
Devlogs:
barebones signup page… good things to come mayhaps 😰😰
i added some cool crow graphics to my auth pages
really early design of the home page, not a super big fan of it atm so i might make more changes
changed the ui big time
changed up the way dms look + added comments to the feed… gulp…
made proper notifications ui + a somewhat acceptable ui for communities chat
woo new cool stuff searching ui and whatever, i’m close to my first ship which will likely just be a standalone frontend and mvp for ui. not really much backend work yet
finished settings ui, this marks most of the ui design done except for a few things that aren’t added yet
I made some minor ui changes + added a help center and a wip profiles page, but most of the work went into refactoring the code, I split alot of the code into different files and changed the way url paths are handled
and on the 43rd hour, god said: “let there be profiles” and there was profiles… also some other ui fixes like centering the text inside the notification badge. what comes next is probably the backend now and maybe some other ui changes along the way. I made a todo list on the readme with everything i can remember that needs to be put on it, so i’ll probably end up adding other stuff to the readme again as i go and remember what else i wanted to make
Ships:
to whom it may CAWcern, this is my silly little social media app that is missing an entire backend. however I spent a considerable amount of hours just designing and making the UI for it and I’m still working on improving it but for now, I like what I have come up with and I’ll likely add a few more things before I start work on the backend also since there’s no backend, just go to /home because the login/signup screen doesn’t actually do anything yet. do let me know what you like and don’t like about the ui design, it’s essentially supposed to be a twitter + reddit + discord thing....
|
1793152230.8284707
|
1793238630.8284707
|
|
16234
|
Meow-Net by @SynthReaper | Stardance
|
SynthReaper
|
1
|
43.17
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T11:33:20Z", "hours": 42.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? MeowNet: Feline management cockpit and zero-knowledge community coordination platform. Features: Live mapping, regional chapters, and volunteer tracking systems. Safety: Emergency registry with dispatch tools and supply chain inventories. Privacy: Browser AES-GCM-256 client-side encrypted dashboard for medical records. AI Helper: Integrated assistant using Gemini, OpenAI, and Anthropic models. What was challenging? UX Fix: Implemented keyless server-side defaults for instant dashboard access. DB Spoofing: Users could bypass client logic to verify their own hours. DB Fix: Refactored Row-Level Security policies to enforce admin-only scopes. ReDoS Flaws: Text sanitization utility triggered regex security vulnerability flags. Code Fix: Replaced regex with a safe, linear O(N) scanner. What are you proud of? Clean Code: Zero warnings and zero vulnerabilities found during build analysis. Theme Sync: Leaflet map tiles that dynamically update between dark/warm modes. Action AI: Chat bubbles that extract JSON to render database commit buttons. What should people know so they can test your project? General: Register a volunteer account to log sightings and take quizzes use features.", "repo": "https://github.com/SynthReaper/MeowNet", "demo": "https://meownet-sr.vercel.app/"}]...
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[{"post_id": 23005, "ts": "202 [{"post_id": 23005, "ts": "2026-07-05T18:26:46Z", "hours": 1.1719, "text": "DOM XSS Sanitization: Hardened volunteer-supplied image URLs across profile and reports pages by sanitizing them through the getSafeImageSrc filter. Log Cat UI Polish: Swapped the dashed file uploader for a clean image preview with a delete trigger, converted checkboxes to styled pills, and added tooltips."}, {"post_id": 22787, "ts": "2026-07-05T11:27:44Z", "hours": 18.9175, "text": "v0.9.0 (Social Impact & Field Coordination) : Introduced the Volunteer Management System (VMS) for hours/skills tracking, the Emergency Case Registry (ECR) for incident map and dispatch, the Supply Chain Registry for inventory control, and Regional Chapters coverage. Added zero-knowledge vault unlock bypass to allow AI Helper default messaging, and hardened RLS policies on skills/hours. v0.8.0 - v0.8.2 (Refactoring, Welfare Score & Heatmaps) : Deployed a dynamic Cat Welfare Score calculator (0-100) on cat details page. Added point marker density heatmaps. Consolidated 61 database migration files down to 5. Swept static analysis findings (cognitive complexity reduction, flattened nested ternaries, and readonly props rules). v0.7.0 (Security Hardening & Documentation) : Secured API proxy routes against model param SSRF. Hardened security headers, added missing routes to API docs, and corrected database schemas description. v0.6.0 (Cryptographic Verification & Certificates) : Implemented dynamic Certificate Verification Portal. Secured volunteer certificates with HMAC-SHA256 signatures validated server-side. Added a dispute queue panel on staff audit logs. v0.5.0 (Admin & Maintenance Mode) : Released maintenance mode gate configurations, dynamic gamification engines, and supreme admin management console views."}, {"post_id": 17081, "ts": "2026-06-27T18:50:36Z", "hours": 6.97, "text": "v0.4.0 (Auth, Queries & Docs): Added a sliding auth segmented toggle (AuthTabs), three-tier support query escalation pipeline, Clerk OTP failure popups, and comprehensive judge docs. v0.3.0 & v0.2.0 (Analytics & Credentials): Built charts and maps for Admin/Moderator dashboards, targeted announcement notice board routing, and direct DB auth bypassing Clerk. v0.1.0 (Launch): Released the core Next.js 16 platform with a 3D WebGL globe, PostGIS fuzzed location map, and HuggingFace FastAPI breed classification service."}, {"post_id": 15407, "ts": "2026-06-25T01:27:13Z", "hours": 15.8278, "text": "MeowNet is a fun, real-time platform that connects cat guardians to map colonies, log sightings, and coordinate TNR & rescue efforts."}]...
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Title: Meow-Net by @SynthReaper | Stardance
Devlo Title: Meow-Net by @SynthReaper | Stardance
Devlogs:
MeowNet is a fun, real-time platform that connects cat guardians to map colonies, log sightings, and coordinate TNR & rescue efforts.
v0.4.0 (Auth, Queries & Docs): Added a sliding auth segmented toggle (AuthTabs), three-tier support query escalation pipeline, Clerk OTP failure popups, and comprehensive judge docs. v0.3.0 & v0.2.0 (Analytics & Credentials): Built charts and maps for Admin/Moderator dashboards, targeted announcement notice board routing, and direct DB auth bypassing Clerk. v0.1.0 (Launch): Released the core Next.js 16 platform with a 3D WebGL globe, PostGIS fuzzed location map, and HuggingFace FastAPI breed classification service.
v0.9.0 (Social Impact & Field Coordination) : Introduced the Volunteer Management System (VMS) for hours/skills tracking, the Emergency Case Registry (ECR) for incident map and dispatch, the Supply Chain Registry for inventory control, and Regional Chapters coverage. Added zero-knowledge vault unlock bypass to allow AI Helper default messaging, and hardened RLS policies on skills/hours. v0.8.0 - v0.8.2 (Refactoring, Welfare Score & Heatmaps) : Deployed a dynamic Cat Welfare Score calculator (0-100) on cat details page. Added point marker density heatmaps. Consolidated 61 database migration files down to 5. Swept static analysis findings (cognitive complexity reduction, flattened nested ternaries, and readonly props rules). v0.7.0 (Security Hardening & Documentation) : Secured API proxy routes against model param SSRF. Hardened security headers, added missing routes to API docs, and corrected database schemas description. v0.6.0 (Cryptographic Verification & Certificates) : Implemented dynamic Certificate Verification Portal. Secured volunteer certificates with HMAC-SHA256 signatures validated server-side. Added a dispute queue panel on staff audit logs. v0.5.0 (Admin & Maintenance Mode) : Released maintenance mode gate configurations, dynamic gamification engines, and supreme admin management console views.
DOM XSS Sanitization: Hardened volunteer-supplied image URLs across profile and reports pages by sanitizing them through the getSafeImageSrc filter. Log Cat UI Polish: Swapped the dashed file uploader for a clean image preview with a delete trigger, converted checkboxes to styled pills, and added tooltips.
Ships:
What did you make? MeowNet: Feline management cockpit and zero-knowledge community coordination platform. Features: Live mapping, regional chapters, and volunteer tracking systems. Safety: Emergency registry with dispatch tools and supply chain inventories. Privacy: Browser AES-GCM-256 client-side encrypted dashboard for medical records. AI Helper: Integrated assistant using Gemini, OpenAI, and Anthropic models. What was challenging? UX Fix: Implemented keyless server-side defaults for instant dashboard access. DB Spoofing: Users could bypass client logic to verify their own hours. DB Fix: Refactored Row-Level Security policies to enforce admin-only scopes. ReDoS Flaws: Text sanitization utility triggered regex security vulnerability flags. Code Fix: Replaced regex with a safe, linear O(N) scanner. What are you proud of? Clean Code: Zero warnings and zero vulnerabilities found during build analysis. Theme Sync: Leaflet map tiles that dynamically update between dark/warm modes. Action AI: Chat bubbles that extract JSON to render database commit buttons. What should people know so they can test your project? General: Register a volunteer account to log sightings and take quizzes use features....
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