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9911
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Space Station by @CoolHotDog64 | Stardance
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CoolHotDog64
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1
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35.0
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558
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-05T15:12:15Z", "hours": 35.0, "multiplier": 15.96, "payout": 558, "blessing": "neutral", "text": "Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers", "repo": "https://github.com/CoolHotDog64/Space-Station", "demo": "https://makerworld.com/en/models/3153870-international-space-station"}]...
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[{"post_id": 40795, "ts": "202 [{"post_id": 40795, "ts": "2026-08-04T15:33:46Z", "hours": 1.2672, "text": "I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too."}, {"post_id": 40425, "ts": "2026-08-03T22:43:52Z", "hours": 5.0711, "text": "Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments"}, {"post_id": 39782, "ts": "2026-08-02T23:40:39Z", "hours": 2.7942, "text": "I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!"}, {"post_id": 39652, "ts": "2026-08-02T19:36:50Z", "hours": 3.6136, "text": "I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!"}, {"post_id": 38240, "ts": "2026-07-31T15:13:39Z", "hours": 4.8233, "text": "Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!"}, {"post_id": 35250, "ts": "2026-07-26T15:35:54Z", "hours": 5.5306, "text": "I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!"}, {"post_id": 34346, "ts": "2026-07-24T23:17:37Z", "hours": 3.4117, "text": "Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!"}, {"post_id": 32580, "ts": "2026-07-21T21:01:33Z", "hours": 2.9056, "text": "Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!"}, {"post_id": 31406, "ts": "2026-07-19T18:57:37Z", "hours": 3.8147, "text": "I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!"}, {"post_id": 29143, "ts": "2026-07-15T20:33:33Z", "hours": 1.6956, "text": "I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments."}]...
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Title: Space Station by @CoolHotDog64 | Stardance
Title: Space Station by @CoolHotDog64 | Stardance
Devlogs:
I Just Started My Space Station! I decided to do the International Space Station! So far I have been working on the solar panels on the ISS, I have also started to connect them together and add small detail to them My next goal is to create the main frame of the building and then move on to smaller details I’m excited on where this project will go! If you have any suggestions share them in the comments.
I’m Still Working On Adding Realism To My Space Station| I was able to do a lot in the past 4 hours I was able to add an angle to the solar panels on my space station I fixed the main solar panel connection to the main body I created radiator panels with realistic fillets to add realism I added a long solar panel to the end of the radiator panels What I still need to work on I still need to create the fluid manifold assembly and fix the body to add realism I need to add a little realism to other parts So far, this project is going well and I can’t wait for the end result!
Still Working On My Space Station What I fixed I fixed the shape of the body of the space station since it was the wrong shape I fixed the shape of the Thermal Radiator Panels since before they were too large and thick I changed the angle and position of the Thermal Radiator Panels since they were also wrong, I moved them from horizontal to vertical and I added a new angle I added new parts in the middle of the 2 Thermal Radiator panels (I still need to add more detail) Changed the angle of the solar panels on the space station for more realism What I still need to do: Still need to work on the body of the space station like adding supports I still need to add more to the parts in the middle of the 2 Thermal Radiator Panels since right now they are super simple and they have the wrong shapes This space station is really coming together! I can’t wait for the result. If you have any suggestions about my space station you can share them in the comments!
Still Working On My Space Station This project is getting more realistic every day. This is what I did in the past 3 hours and 24 minutes: I added a connection point from this “web” structure to the body of the space station. This took me a couple of tries, but after I did it the space station was much more realistic. I made the body of the space shuttle smaller since it was slightly too large, and it intersected with a lot of parts (There are still some intersection errors that I haven’t fixed yet). I added a main frame to the “web” structure. This was still a slow process, but it was still one of the fastest parts of this project. I added smaller crosses in between the “web” structure. This added much more realism. I didn’t finish though since I still have 2 more sides to do. What I still need to do: I still need to fix the “web” structure. It intersects some parts and only 60% of it’s done right now. I still need to replicate this part on the other side. So far, I have only done one side. I should be able to replicate it quickly with the mirror tool. I need to add a similar part further into the space station’s structure. This will probably take much longer and will be more challenging. I also have to add more realism to the body of the space station, since right now it’s mostly just a block. This took a long time, and I’m estimating that making these supports will take about 12 more hours since they take a long time to make. So far, this project has taken a long time, but I’m happy with the current result. If you have any suggestions, feel free to leave them in the comments!
I’m Almost Done The Body Of My Space Station! So far, I’ve made huge progress on the body of the space station, and I’m very happy with the current state What I Edited On My Space Shuttle In The Past 5 Hours: I finished off the structure that I almost completed in my last devlog. This took a while since it was super precise. I added another support structure. This took less time, but it still took a long time to complete . I completely redesigned the radiator panels, adding realistic angle and dimensions. I changed the shape on some parts of the space station to add more realism. Before, it was a constant hexagon, but now it goes from a square to a hexagon. I started to add realistic supports to the Photovoltaic Radiator panels since right now they are floating. What I still need to work on: I still need to add all the supports on the Photovoltaic Radiator panels. I still have to add more realism to the body of the space shuttle. I need to add detail to the middle of the space station’s body. I still need to add the Russian Orbital Segment to the space station. Right now there is nothing there. This devlog is longer than usual since I did this in 1 day. I’m very happy with the progress and I can’t wait for the finished result. If you have any suggestions, leave them in the comments!
Still Working On My Space Station So far I’m Getting very close to completing this challenging project! What I did in the past 5 hours: I added much more realism to the middle of the space stations body since before it was just a block I started creating the Canadarm, I still need to make multiple edits to it though I added more smaller details to the structure of the space station What I still need to work on: I still need to create the Canadarm and I need to attach it to the space station I still need to add some smaller parts around the space station I need to add solar panels to the Canadarm This projects is close form being done. So far I’m very happy with the result!
I Am Almost Done The Canadarm On My Space Station! What I did to the Canadarm in the past 3 hours: I changed the dimensions of the Canadarm to add more realism to my model I added a realistic control panel to the space station connected to the Canadarm I added the Control Movement Gyroscope to the space shuttle I smoothed out a part of the main body structure of the space station since it was sticking out weird What I still need to work on: I still need to fix a large piece of the Canadarm since its the wrong shape and dimensions I still need to add multiple small parts to the Canadarm and other small parts to the space station I’m very happy with the current result, I hope to finish This project soon! If you have any suggestions, leave them in the comments!
I finished the Russian Segment On My Space Station! This includes one of the most complex parts of the space station so this took me a while This is what I did today: I worked on the dimensions of the Russian Segment on the space station. This included using tools to add realism like fillets and drafts. I moved the radiator panels closer together to increase realism and detail to the space station. I added Control Movement Gyroscopes to the space shuttle. This took a while since the part was very small and precise. What I still need to do I still need to add many smaller parts to the space shuttle. I still need to fix the Radiator Panels connection since I reduced their spacing This project is going very well and so far I’m very happy with the result. If you have any suggestions, please leave them in the comments!
Still Editing My Space Station I was able to get a lot done today (This devlog is longer since I did 5 hours in 1 day). This is what I finished: I fixed the supports on the many radiators, this took a while since I needed to make a lot of them and it took a while to make realistic I added 5 small, realistic panels to the space station, this took a while since I needed to base the many small parts off of 1 image I added 6 small solar panels that were missing on the space station previously, this added a lot more to the overall image of the space shuttle I added 2 Zvezda Service Modules (They look like mushrooms) I still need to add multiple small details to the space station but overall, I added every section to the exterior of the space station. This project is very close from being done! If you have any suggestions, you can leave them in the comments
I Finished My Space Station! This project was faster then the last one, but I’m very happy with the current result! The project should be rated today or tomorrow, all I need to do is create my readme and the description of my space shuttle What I did since last develog: I created the connection between the solar panels and the main body of the space station, this took a while since I needed to make it realistic and there weren’t many images sowing this component on the ISS I added a new small component to my space station, this connected to a previous piece I made I added another new part to the underside of my space station, this was hard to so since you couldn’t really see the component in the reference image I used This has been an awesome project to create! Feel free to print my project once its shipped! You should be able to multicolor print it too.
Ships:
Space Station I created the International Space Station using CAD (Computer Aided Design) This was a hard challenge for me, here are some of the issues I had while creating this Not enough images, there were very few images that showed the space station in detail and almost none were clear, I fixed this by finding an image made by NASA which I based my space shuttle off of Very small parts, the parts that I had to make were very small and precise, what I had to do is I had to create an object (using the extrude tool) and then I used the transform tool to “freely” move it No dimensions available, since there were none, I just had to base it off of the NASA image and estimate the size of every object, this turned out well and I think I got almost everything the right size, I probably couldn’t do any better Why this design is unique and better then others available: This design is way more realistic then many models created, many models are rushed and low effort, I worked really hard to design this project and I think mine out performs a ton of models available especially since some models are created by professionals This design is unique since it’s actually realistic and allows multi color printing, instead of just coloring the faces of the objects which doesn’t do anything, I made sure that the color was a separate object so it could be multi color printed This was a very fun and interesting project! I will also mention that this is a MODEL of the ISS, If you think that it would be better to create my own, that would defeat the whole purpose since it wouldn’t do anything if I made my own, making a model lets me create a part of history (Last rate someone thought that I should create my own space shuttle instead of copying one which ruins the whole purpose) The information on how to download and print my file is in high detail in my readme, but I will quickly explain it here: First, click try project Second, you will see a bar at the bottom of your screen with a download button Thirdly click it and a menu will pop up to print it Or you can go to the readme and above it there should be step, stl and 3mf files that you can just download This was a very fun and exciting project! Thank you for viewing my project. One thing i will mention is if you try to print it, you might get issues since some of the parts are very small, the larger the better for printing. If the print messes up its not the 3D design’s fault, its the printers...
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Drone Interceptor by @aarav_patel0436 | Stardance
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aarav_patel0436
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-23T19:15:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Drone Interceptor because I wanted to see if I could make a computer actually understand where a drone is in 3D space and aim a physical tracking system at it. It started as a simple idea: detect a drone with a camera, estimate its position, and move a turret to follow it. But the project slowly turned into a much bigger journey through computer vision, electronics, firmware, controls, PCB design, and a lot of debugging. The first version used YOLOv8 to detect drones from a webcam. From there, I added camera calibration, depth estimation, 3D position tracking, prediction arrows, and live turret control using a Raspberry Pi Pico 2. I tested pan and tilt tracking with a stepper motor and servo, and eventually got the turret tracking system and depth perception working together. The hardest part was definitely the hardware. I originally tried to hack into a commercial drone controller by sending joystick-like signals from my computer through a Pico. After a lot of testing, voltage measurements, broken controller moments, resistor changes, and late-night debugging, I realized that approach was too fragile. So I pivoted: instead of fighting the controller, I designed my own custom PCBs while still reusing the small Snaptain SP350 drone frame, motors, and propellers. I’m proud of this project because it became more than just code. It has real firmware, real electronics, real CAD, real PCB files, simulation videos, and a working tracking pipeline. I also made demo simulations that show how the drone tracking, following, orbiting, and standoff behavior would work, so the project can be understood even while I’m waiting for the PCBs to arrive. Right now, the turret tracking and depth perception system work, the code is organized, the README has setup instructions and demo links, and the custom PCB fabrication files are ready. The next step is assembling the PCBs when they arrive and continuing the flight-control side on real hardware.", "repo": "https://github.com/aaravpatel0/DroneInterception", "demo": ""}]...
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[{"post_id": 14501, "ts": "202 [{"post_id": 14501, "ts": "2026-06-23T17:21:00Z", "hours": 9.3503, "text": "Today I finished the main code and PCB design work for the drone tracking and interception project. The software side is now working, including the turret tracking system and the depth perception setup. I tested the camera-based tracking, servo movement, and position estimation, and the system is able to detect and follow the target properly. A big part of the project also changed direction. At first, I was trying to hack into a commercial drone controller and control the drone that way, but that turned out to be unreliable and difficult to build on. After testing, debugging, and experimenting with different control methods, I pivoted to designing my own custom PCBs for the drone instead. I am still using the original drone frame, but the electronics will be custom-made so I can control the motors and hardware much more directly. I also finished designing the custom PCBs for the project. One board is for the drone-side control hardware, and the other is for the turret/control setup that connects the computer, camera, stepper, servos, and control electronics together in a cleaner and more organized way. After a lot of debugging, redesigning, and checking the layouts, the boards are ready to be manufactured. At this point, most of the major development work is complete. The code is finished, the tracking and depth perception systems have been tested, and the PCB files are ready. Now I just need to wait for the custom PCBs to arrive so I can assemble the hardware, test everything together, and finish the final version of the project. I couldn’t post all my videos and screenshots in this one post, but hopefully everyone will be able to see them in the future."}, {"post_id": 12253, "ts": "2026-06-20T00:41:36Z", "hours": 21.5931, "text": "Finally, I’m getting close to finishing both the turret and the drone-control system.On the turret side, the vision tracking pipeline is working with the servo. The detector can find the drone, estimate its position in the camera frame, and send movement commands to the tracking hardware. The next major step is testing the full pan-and-tilt behavior together, so the turret can smoothly follow a moving drone instead of only proving that one axis works. This will involve tuning the tracking response, reducing jitter, and making sure the servo and pan mechanism move accurately without overshooting.On the drone-control side, this was a huge milestone. After accidentally damaging the drone controller board, repairing it, and spending hours debugging different circuit designs, I finally got computer-based control working through a Raspberry Pi Pico 2. The Pico acts as a ground-station hardware bridge: it receives control commands from the computer over USB and converts them into analog joystick-like signals that the drone remote can understand.One of the biggest problems was that the original joystick potentiometers were still physically connected to the controller board, so they were pulling the signal voltage back toward center. After testing with a voltmeter, I found that the Pico was sending the correct signal, but the controller board was loading it down. Changing the resistor value in the filter circuit gave the Pico enough authority over the signal line while still keeping the output controlled and smooth.At this point, the system can successfully influence the drone remote from the computer. The next step is to finish testing all control channels, verify the voltage ranges with the multimeter, and then move into careful live movement tests. This is the first time the project has connected the detection/tracking software to real hardware control in a way that actually works."}, {"post_id": 8980, "ts": "2026-06-14T23:19:58Z", "hours": 4.0464, "text": "After taking a brief pause from this project during finals week, I’m excited to share that I finally got real-time drone tracking working. The system can now detect my drone from a live camera feed using a custom-trained YOLOv8 model and draw reliable bounding boxes around it. From there, I calculate the center of the drone’s bounding box, compare it to the center of the camera frame, and use that offset to track where the drone is moving. I also started mapping that position onto a 3D graph using OpenCV, with only one camera instead of a multi-camera setup. This took quite a bit of math and debugging. I had to work through monocular camera geometry, pixel offsets, scaling, and OpenCV visualization before the tracking started making sense. I also trained and tested my own drone detection model, then built the pipeline so the model can run live, pick the highest-confidence drone detection, and output useful position/error data in real time. The next step is connecting this tracking system to the physical turret. The code now calculates horizontal and vertical error values from the drone’s position in the frame, which can be sent to an Arduino to control pan and tilt movement. Currently I’m working on “hacking” into this small drone I own, and doing some resoldering and rewiring so that this store-bought drone can be controlled digitally though my Arduino instead of through a human with its remote. Then using this digital control system, I can then intercept the larger flying drone and take it down."}]...
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Title: Drone Interceptor by @aarav_patel0436 | Sta Title: Drone Interceptor by @aarav_patel0436 | Stardance
Devlogs:
After taking a brief pause from this project during finals week, I’m excited to share that I finally got real-time drone tracking working. The system can now detect my drone from a live camera feed using a custom-trained YOLOv8 model and draw reliable bounding boxes around it. From there, I calculate the center of the drone’s bounding box, compare it to the center of the camera frame, and use that offset to track where the drone is moving. I also started mapping that position onto a 3D graph using OpenCV, with only one camera instead of a multi-camera setup. This took quite a bit of math and debugging. I had to work through monocular camera geometry, pixel offsets, scaling, and OpenCV visualization before the tracking started making sense. I also trained and tested my own drone detection model, then built the pipeline so the model can run live, pick the highest-confidence drone detection, and output useful position/error data in real time. The next step is connecting this tracking system to the physical turret. The code now calculates horizontal and vertical error values from the drone’s position in the frame, which can be sent to an Arduino to control pan and tilt movement. Currently I’m working on “hacking” into this small drone I own, and doing some resoldering and rewiring so that this store-bought drone can be controlled digitally though my Arduino instead of through a human with its remote. Then using this digital control system, I can then intercept the larger flying drone and take it down.
Finally, I’m getting close to finishing both the turret and the drone-control system.On the turret side, the vision tracking pipeline is working with the servo. The detector can find the drone, estimate its position in the camera frame, and send movement commands to the tracking hardware. The next major step is testing the full pan-and-tilt behavior together, so the turret can smoothly follow a moving drone instead of only proving that one axis works. This will involve tuning the tracking response, reducing jitter, and making sure the servo and pan mechanism move accurately without overshooting.On the drone-control side, this was a huge milestone. After accidentally damaging the drone controller board, repairing it, and spending hours debugging different circuit designs, I finally got computer-based control working through a Raspberry Pi Pico 2. The Pico acts as a ground-station hardware bridge: it receives control commands from the computer over USB and converts them into analog joystick-like signals that the drone remote can understand.One of the biggest problems was that the original joystick potentiometers were still physically connected to the controller board, so they were pulling the signal voltage back toward center. After testing with a voltmeter, I found that the Pico was sending the correct signal, but the controller board was loading it down. Changing the resistor value in the filter circuit gave the Pico enough authority over the signal line while still keeping the output controlled and smooth.At this point, the system can successfully influence the drone remote from the computer. The next step is to finish testing all control channels, verify the voltage ranges with the multimeter, and then move into careful live movement tests. This is the first time the project has connected the detection/tracking software to real hardware control in a way that actually works.
Today I finished the main code and PCB design work for the drone tracking and interception project. The software side is now working, including the turret tracking system and the depth perception setup. I tested the camera-based tracking, servo movement, and position estimation, and the system is able to detect and follow the target properly. A big part of the project also changed direction. At first, I was trying to hack into a commercial drone controller and control the drone that way, but that turned out to be unreliable and difficult to build on. After testing, debugging, and experimenting with different control methods, I pivoted to designing my own custom PCBs for the drone instead. I am still using the original drone frame, but the electronics will be custom-made so I can control the motors and hardware much more directly. I also finished designing the custom PCBs for the project. One board is for the drone-side control hardware, and the other is for the turret/control setup that connects the computer, camera, stepper, servos, and control electronics together in a cleaner and more organized way. After a lot of debugging, redesigning, and checking the layouts, the boards are ready to be manufactured. At this point, most of the major development work is complete. The code is finished, the tracking and depth perception systems have been tested, and the PCB files are ready. Now I just need to wait for the custom PCBs to arrive so I can assemble the hardware, test everything together, and finish the final version of the project. I couldn’t post all my videos and screenshots in this one post, but hopefully everyone will be able to see them in the future.
Ships:
I built Drone Interceptor because I wanted to see if I could make a computer actually understand where a drone is in 3D space and aim a physical tracking system at it. It started as a simple idea: detect a drone with a camera, estimate its position, and move a turret to follow it. But the project slowly turned into a much bigger journey through computer vision, electronics, firmware, controls, PCB design, and a lot of debugging. The first version used YOLOv8 to detect drones from a webcam. From there, I added camera calibration, depth estimation, 3D position tracking, prediction arrows, and live turret control using a Raspberry Pi Pico 2. I tested pan and tilt tracking with a stepper motor and servo, and eventually got the turret tracking system and depth perception working together. The hardest part was definitely the hardware. I originally tried to hack into a commercial drone controller by sending joystick-like signals from my computer through a Pico. After a lot of testing, voltage measurements, broken controller moments, resistor changes, and late-night debugging, I realized that approach was too fragile. So I pivoted: instead of fighting the controller, I designed my own custom PCBs while still reusing the small Snaptain SP350 drone frame, motors, and propellers. I’m proud of this project because it became more than just code. It has real firmware, real electronics, real CAD, real PCB files, simulation videos, and a working tracking pipeline. I also made demo simulations that show how the drone tracking, following, orbiting, and standoff behavior would work, so the project can be understood even while I’m waiting for the PCBs to arrive. Right now, the turret tracking and depth perception system work, the code is organized, the README has setup instructions and demo links, and the custom PCB fabrication files are ready. The next step is assembling the PCBs when they arrive and continuing the flight-control side on real hardware....
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1793137991.7886677
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1793224391.7886677
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23793
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C-pad by @MustafaBerisha | Stardance
|
MustafaBerisha
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0
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35.0
|
0
|
[]
|
[{"post_id": 37902, "ts": "202 [{"post_id": 37902, "ts": "2026-07-30T21:52:08Z", "hours": 5.0, "text": "DevLog #18. 2026-07-30. Hello people! I finished making the base casing now. Next devlog I will make the holes for the OLED screen, MX switch holes and the general design! Hopefully y’all like how it looks, I would love feedback! That’s about it. Thanks for reading!"}, {"post_id": 36790, "ts": "2026-07-29T02:12:36Z", "hours": 6.0, "text": "DevLog #17. 2026-07-29. Hello people! I dont think I have disclosed this with yall, but putting the drill holes from the pcb on the case was incredibly hard, Thats the reason i have putting off making the case. but I finally gone pretty far in the case “Journey” or whatever you wanna call it! I overcame this by adding a SVG of the PCB in the Tinkercad file, letting me easier put the holes nicely. I also did minor fixes on the PCB, I made the annular ring (the copper thing around the screw holes in a PCB) from 6mm to 7mm to make sure the screw wont touch anything outside the ring. This is pretty much the entire days work. Also, I saw “Please write this yourself, humans read it!” here, I dont know if everyone gets this or not, but i dont use AI for any descriptions or anything like that! Thats about it! Thanks for reading!"}, {"post_id": 36035, "ts": "2026-07-27T21:11:44Z", "hours": 2.0, "text": "DevLog #16. 2026-07-27. Hello people! I been working a little bit more on the Github page but i mostly spent my time on the 3D printing case… it was hard to say the least. I think im gonna redo the case entirely. Id love if someone helped me with it! my Slack username is Mustafa berisha, but my display name is Zorp! Thats about it! Thanks for reading!"}, {"post_id": 35916, "ts": "2026-07-27T17:48:51Z", "hours": 3.0, "text": "Dev log #15. 2026-07-27. Hello people! I spent most of my time doing my Github site for this project. I wanted to take a break from the 3D printing case thing. Thats about it! Thanks for reading!"}, {"post_id": 35587, "ts": "2026-07-27T03:41:48Z", "hours": 3.0, "text": "ReCap #2. Hello people! The PCB part of the project was quite long, so il do it in a bullet point type of list/story thing. 1. THE START: I started up easyEDA, I wanted to put all the components on the schematic first, but finding all of them were pretty hard, specifically the Cherry MX style keys. I couldnt find them for like an hour😭! I searched up a bunch of different synonyms to it, but kept getting empty handed, Until i found the user contributed tab on easyEDA. I connected them to the microcontroller, But then realized i had to use diodes too. The most difficult part was the different sides, anode and cathode, I kept mixing them up! I added the OLED screen next. The OLED screen was pretty easy to put in, only about a minute or so to put it in the schematic. 2. PCB DESIGN: I started with a few problems, like i didnt know how big the PCB should be and how the layout should look like. I decided it to be 90mm by 86.5 mm. I put the 3x3 switches in a grid, and the microcontroller in the top left corner. The Diodes in the bottom left corner and two screw holes in the corners. 3. THE FINISHED PRODUCT: I at first put a bunch of random silkscreen but then put it all at the back of the PCB and tried to make it more professional in the front. Thats about it! Next ReCap will be at #21 dev log. Thanks for reading! (btw i added net labels in the schematic today.)"}, {"post_id": 34893, "ts": "2026-07-25T23:56:14Z", "hours": 3.0, "text": "Dev log #14. 2026-07-26. Hello people! I finally finished the PCB silkscreen, I like it! I tried to make it both a little funny and personal in a professional setting. I will be working on the 3D printing case only from now on! Unless i wanna change the PCB design again. Tell me your opinion on it! Thats about it guys. Thanks for reading!"}, {"post_id": 34297, "ts": "2026-07-24T21:37:09Z", "hours": 2.0, "text": "Dev Log #13. 2026-07-24. Hello people! Today I added screw hole and put all the personalized silkscreen in the back and i wanted it too look more “professional”, I put the diodes more neatly together and added “HACKCLUB” in an awesome font! Please give me suggestions to make the PCB look better! Il put your credits in the back corner of the PCB if i use your idea! Tomorrow il have to Make the PCB and the 3D printing case look better. Thats about it. Thanks for reading!"}, {"post_id": 34061, "ts": "2026-07-24T14:55:01Z", "hours": 1.0, "text": "Dev log #12. 2026-07-24. Hello people! I have some sad and a little irritating news, i have to redesign the entire 3D case. I under estimated the size of the PCB, so i have to recalculate, I will do this later today! The red plank is the PCB. Thanks for reading!"}, {"post_id": 33468, "ts": "2026-07-23T13:23:54Z", "hours": 1.0, "text": "Dev log #11. 2026-07-23. Hello people! Today I just made the top plate design a little better and the OLED screen cut out a little bigger. Thats about it. Im still having problem about the USB cutout and stuff from the earlier dev log, so if you have any answers please comment! Thats about it. Thanks for reading!"}, {"post_id": 33272, "ts": "2026-07-23T01:50:19Z", "hours": 1.0, "text": "Dev log #10. 2026-07-23. Hello people! The 19mm calculate was from center to center of the switches! between the sides its 5mm. I started putting together the top layer, but im not done yet! I have a few questions about where the USB port and how big the OLED screen should be on the 3D case, if you know please tell me in the comments! Thats about it. Thanks for reading!"}, {"post_id": 33249, "ts": "2026-07-23T00:23:33Z", "hours": 0.0, "text": "Dev log #9. 2026-07-23. Hello people! this will be quite a short dev log, i started making the keycap things, but im pretty confused the spacing, like how big the caps should be and how much space between them. What i found on the internet it said 19mm, but it seems wayyy to much. I will probably ask the Slack server for help. Thanks for reading!"}, {"post_id": 33219, "ts": "2026-07-22T22:43:32Z", "hours": 0.0, "text": "Dev log #8. 2026-07-23. Hello people! I finished the base layout of the case, well i have to add the switch holder things and the actual design and stuff. I made a Lego type of thing, i added pegs in the corners and holes at the layer on top, Its 3 layers. Thats pretty much it! I would love if someone rated my dev logs! Thanks for reading!"}, {"post_id": 33120, "ts": "2026-07-22T18:57:57Z", "hours": 1.0, "text": "Recap #1 2026-07-22. Hello people! I decided to make my first ever Recap thing! just to summarize today really quick, I went back to Tinkercad and I finally figured it out! I Made the wall thing and the backplate. Il do the recap thing now! I started with not knowing what diodes are and i had to delete my entire projects more than three times, but its been fun! the schematic took about four hours or so, I needed to find the right modules which was a pain! I couldnt find the cherry mx switches on easyEDA, but i found it…. after like an hour. i then started connecting diodes. I connected an OLED mini screen to the Xiao rp 2024 microcontroller, After that I connected a Rotary encoder but i decided to remove it after giving me sooo much trouble. When my PCB was done I added a few things on the silkscreen, a few refrences, a few pictures and credits! Right now im making a 3D printing case on tinkerpad! Thats all for now. The next recap will be on Dev log #14, so every 7th dev log one of these things will come out! Tell me your opinion on my devlogs, Id love to hear them! Thanks for reading!"}, {"post_id": 32486, "ts": "2026-07-21T18:19:31Z", "hours": 0.0, "text": "Dev log #7 2026-07-21. Hello people! I started designing the C-pad! I tried to start the 3D printing thing on a site called Tinkercad but got annoyed and deleted the project. Im looking for other online 3D printing thing, i appreciate recommandations! Thanks for reading!"}, {"post_id": 32406, "ts": "2026-07-21T15:52:53Z", "hours": 1.0, "text": "Dev log #6. 2026-07-21. Hello people! I decided to remove the rotary, it gave me so many issues and i didnt even know why i wanted it. But i got some help from someone in the slack! They noticed that i switches up the SDA and SCL, I didnt see that before. I made the lines slightly thicker (0.3 mm) and when i did the auto route thing i got 0 DRC errors! I like how the pcb looks. I think im finally done with the PCB (hopefully i didnt jinx it) and will start on the 3d printing thing later. Thanks for reading!"}, {"post_id": 32010, "ts": "2026-07-20T21:26:10Z", "hours": 1.0, "text": "Dev log #5. 2026-07-20. Hello people! I have finished the PCB!!!!! I had to make it slightly bigger to fit all the switches, and then i added a few images and refrences on the silkscreen! I did a invincible, young sheldon/big bang theory, Apple, stardance, albert camus and tyler the creator! I learned how to make silkscreen layers and a PCB in general. This is my first ever PCB and its been super fun! next dev log im probably gonna start on the 3d printing. Thanks for reading!"}, {"post_id": 31913, "ts": "2026-07-20T18:14:07Z", "hours": 2.0, "text": "Dev log #4. 2026-07-20. Hello people! I did alot this session! First i finished the switches and diodes, then I added a OLED screen, then i added a rotary thing! i started on the PCB but im probably gonna redo it. I like how the schematic looks, i tried to make it as organized as possible. I had to remove the old switches and use a new model, since the first ones didnt have a PCB version too. This has been fun! I will probably make another Dev log after this. Thanks for reading!"}, {"post_id": 31830, "ts": "2026-07-20T15:00:08Z", "hours": 1.0, "text": "Dev log #3. 2026-07-20. Hello people! I decided to work on a logo! it took about an hour. I took inspiration from apples old rainbow logo. I added the stardance “mascot” in the corner! I tried to make it as colorful as possible. I learned how to use canva better by making letters out of shapes. I might change the logo later on. I appreciate constructive criticism. Thanks for reading!"}, {"post_id": 31329, "ts": "2026-07-19T17:03:31Z", "hours": 1.0, "text": "Dev log #2, 2026-07-18. Hello people! i had even MORE trouble with connecting all the switches. I had to connect diodes, which was pretty hard to understand at first. I will probably make another dev log later today. I learned about diodes and how they look and connect. This has been so fun to do, even when i had to delete all the wiring it was just more fun to do it again and making it look better. I appreciate if anyone says if i did anything wrong in the picture below. Thanks so much for reading!"}, {"post_id": 30843, "ts": "2026-07-18T19:48:15Z", "hours": 1.0, "text": "Dev Log #1. 2026-07-18 I had some trouble starting the project. I used EasyEDA which i had some trouble finding the rights symbols, But i finally found the MX switches and started connecting them. I didnt connect all of them yet, i have four left to connect. This has been fun since this is my first ever hackclub project. I learned how to make a schematics and how EasyEDA software works. Im looking forward to see the end project. Thanks for reading!"}]...
|
Title: C-pad by @MustafaBerisha | Stardance
Devlo Title: C-pad by @MustafaBerisha | Stardance
Devlogs:
Dev Log #1. 2026-07-18 I had some trouble starting the project. I used EasyEDA which i had some trouble finding the rights symbols, But i finally found the MX switches and started connecting them. I didnt connect all of them yet, i have four left to connect. This has been fun since this is my first ever hackclub project. I learned how to make a schematics and how EasyEDA software works. Im looking forward to see the end project. Thanks for reading!
Dev log #2, 2026-07-18. Hello people! i had even MORE trouble with connecting all the switches. I had to connect diodes, which was pretty hard to understand at first. I will probably make another dev log later today. I learned about diodes and how they look and connect. This has been so fun to do, even when i had to delete all the wiring it was just more fun to do it again and making it look better. I appreciate if anyone says if i did anything wrong in the picture below. Thanks so much for reading!
Dev log #3. 2026-07-20. Hello people! I decided to work on a logo! it took about an hour. I took inspiration from apples old rainbow logo. I added the stardance “mascot” in the corner! I tried to make it as colorful as possible. I learned how to use canva better by making letters out of shapes. I might change the logo later on. I appreciate constructive criticism. Thanks for reading!
Dev log #4. 2026-07-20. Hello people! I did alot this session! First i finished the switches and diodes, then I added a OLED screen, then i added a rotary thing! i started on the PCB but im probably gonna redo it. I like how the schematic looks, i tried to make it as organized as possible. I had to remove the old switches and use a new model, since the first ones didnt have a PCB version too. This has been fun! I will probably make another Dev log after this. Thanks for reading!
Dev log #5. 2026-07-20. Hello people! I have finished the PCB!!!!! I had to make it slightly bigger to fit all the switches, and then i added a few images and refrences on the silkscreen! I did a invincible, young sheldon/big bang theory, Apple, stardance, albert camus and tyler the creator! I learned how to make silkscreen layers and a PCB in general. This is my first ever PCB and its been super fun! next dev log im probably gonna start on the 3d printing. Thanks for reading!
Dev log #6. 2026-07-21. Hello people! I decided to remove the rotary, it gave me so many issues and i didnt even know why i wanted it. But i got some help from someone in the slack! They noticed that i switches up the SDA and SCL, I didnt see that before. I made the lines slightly thicker (0.3 mm) and when i did the auto route thing i got 0 DRC errors! I like how the pcb looks. I think im finally done with the PCB (hopefully i didnt jinx it) and will start on the 3d printing thing later. Thanks for reading!
Dev log #7 2026-07-21. Hello people! I started designing the C-pad! I tried to start the 3D printing thing on a site called Tinkercad but got annoyed and deleted the project. Im looking for other online 3D printing thing, i appreciate recommandations! Thanks for reading!
Recap #1 2026-07-22. Hello people! I decided to make my first ever Recap thing! just to summarize today really quick, I went back to Tinkercad and I finally figured it out! I Made the wall thing and the backplate. Il do the recap thing now! I started with not knowing what diodes are and i had to delete my entire projects more than three times, but its been fun! the schematic took about four hours or so, I needed to find the right modules which was a pain! I couldnt find the cherry mx switches on easyEDA, but i found it…. after like an hour. i then started connecting diodes. I connected an OLED mini screen to the Xiao rp 2024 microcontroller, After that I connected a Rotary encoder but i decided to remove it after giving me sooo much trouble. When my PCB was done I added a few things on the silkscreen, a few refrences, a few pictures and credits! Right now im making a 3D printing case on tinkerpad! Thats all for now. The next recap will be on Dev log #14, so every 7th dev log one of these things will come out! Tell me your opinion on my devlogs, Id love to hear them! Thanks for reading!
Dev log #8. 2026-07-23. Hello people! I finished the base layout of the case, well i have to add the switch holder things and the actual design and stuff. I made a Lego type of thing, i added pegs in the corners and holes at the layer on top, Its 3 layers. Thats pretty much it! I would love if someone rated my dev logs! Thanks for reading!
Dev log #9. 2026-07-23. Hello people! this will be quite a short dev log, i started making the keycap things, but im pretty confused the spacing, like how big the caps should be and how much space between them. What i found on the internet it said 19mm, but it seems wayyy to much. I will probably ask the Slack server for help. Thanks for reading!
Dev log #10. 2026-07-23. Hello people! The 19mm calculate was from center to center of the switches! between the sides its 5mm. I started putting together the top layer, but im not done yet! I have a few questions about where the USB port and how big the OLED screen should be on the 3D case, if you know please tell me in the comments! Thats about it. Thanks for reading!
Dev log #11. 2026-07-23. Hello people! Today I just made the top plate design a little better and the OLED screen cut out a little bigger. Thats about it. Im still having problem about the USB cutout and stuff from the earlier dev log, so if you have any answers please comment! Thats about it. Thanks for reading!
Dev log #12. 2026-07-24. Hello people! I have some sad and a little irritating news, i have to redesign the entire 3D case. I under estimated the size of the PCB, so i have to recalculate, I will do this later today! The red plank is the PCB. Thanks for reading!
Dev Log #13. 2026-07-24. Hello people! Today I added screw hole and put all the personalized silkscreen in the back and i wanted it too look more “professional”, I put the diodes more neatly together and added “HACKCLUB” in an awesome font! Please give me suggestions to make the PCB look better! Il put your credits in the back corner of the PCB if i use your idea! Tomorrow il have to Make the PCB and the 3D printing case look better. Thats about it. Thanks for reading!
Dev log #14. 2026-07-26. Hello people! I finally finished the PCB silkscreen, I like it! I tried to make it both a little funny and personal in a professional setting. I will be working on the 3D printing case only from now on! Unless i wanna change the PCB design again. Tell me your opinion on it! Thats about it guys. Thanks for reading!
ReCap #2. Hello people! The PCB part of the project was quite long, so il do it in a bullet point type of list/story thing. 1. THE START: I started up easyEDA, I wanted to put all the components on the schematic first, but finding all of them were pretty hard, specifically the Cherry MX style keys. I couldnt find them for like an hour😭! I searched up a bunch of different synonyms to it, but kept getting empty handed, Until i found the user contributed tab on easyEDA. I connected them to the microcontroller, But then realized i had to use diodes too. The most difficult part was the different sides, anode and cathode, I kept mixing them up! I added the OLED screen next. The OLED screen was pretty easy to put in, only about a minute or so to put it in the schematic. 2. PCB DESIGN: I started with a few problems, like i didnt know how big the PCB should be and how the layout should look like. I decided it to be 90mm by 86.5 mm. I put the 3x3 switches in a grid, and the microcontroller in the top left corner. The Diodes in the bottom left corner and two screw holes in the corners. 3. THE FINISHED PRODUCT: I at first put a bunch of random silkscreen but then put it all at the back of the PCB and tried to make it more professional in the front. Thats about it! Next ReCap will be at #21 dev log. Thanks for reading! (btw i added net labels in the schematic today.)
Dev log #15. 2026-07-27. Hello people! I spent most of my time doing my Github site for this project. I wanted to take a break from the 3D printing case thing. Thats about it! Thanks for reading!
DevLog #16. 2026-07-27. Hello people! I been working a little bit more on the Github page but i mostly spent my time on the 3D printing case… it was hard to say the least. I think im gonna redo the case entirely. Id love if someone helped me with it! my Slack username is Mustafa berisha, but my display name is Zorp! Thats about it! Thanks for reading!
DevLog #17. 2026-07-29. Hello people! I dont think I have disclosed this with yall, but putting the drill holes from the pcb on the case was incredibly hard, Thats the reason i have putting off making the case. but I finally gone pretty far in the case “Journey” or whatever you wanna call it! I overcame this by adding a SVG of the PCB in the Tinkercad file, letting me easier put the holes nicely. I also did minor fixes on the PCB, I made the annular ring (the copper thing around the screw holes in a PCB) from 6mm to 7mm to make sure the screw wont touch anything outside the ring. This is pretty much the entire days work. Also, I saw “Please write this yourself, humans read it!” here, I dont know if everyone gets this or not, but i dont use AI for any descriptions or anything like that! Thats about it! Thanks for reading!
DevLog #18. 2026-07-30. Hello people! I finished making the base casing now. Next devlog I will make the holes for the OLED screen, MX switch holes and the general design! Hopefully y’all like how it looks, I would love feedback! That’s about it. Thanks for reading!...
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1792939995.0230517
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1793803995.0230517
|
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27126
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Poem AI by @kallenseelo | Stardance
|
kallenseelo
|
1
|
35.0
|
560
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T06:23:03Z", "hours": 35.0, "multiplier": 15.84, "payout": 560, "blessing": "neutral", "text": "PoemAI is a small neural language model built from scratch with the goal of generating English poetry. Instead of using something like PyTorch or fine-tuning an existing small LLM, I attempted to build a simple neural network to generate poetry, and it was trained on a large collection of English poetry. This project is mainly a way for me to learn how LLMs and transformers work under the hood and attempt to build my own very basic one! It also helps me learn how processing the dataset and adjusting settings can affect the performance and overall quality of large language models, such as Top-K, epochs, learning rate, etc. IF YOU WANT TO TRY THIS, just click on the link and type anything out. Honestly, while it doesn’t produce really coherent text, it’s super interesting to read and see the patterns and formations take shape from just a bunch of lines of data and some math! And it creates some actually impressive connections, even if the poems/sonnets don’t make much sense! There are a few challenges I encountered when building and coding this neural language model. The first was getting my head wrapped around the concepts and understanding, “What the heck am I doing?” It was a lot of learning concepts and looking at how other people build and code large language models so that I could implement them myself! The second challenge was getting the LLM from training to chat. I had no idea really how to do this, as it’s easy to train and develop the backend of the LLM, but getting it from training to talking took a while, and I ended up using AI to help me learn. Gemini’s learning mode helped me actually understand what the heck I was doing and not just copy and paste! Finally, the final one was optimization; my architecture honestly sucked, so I had to spend a lot of time learning and fixing the bugs and issues in my code that let it eat up 10 GB of RAM. I honestly think I’m proud that I even finished this project, as it was such a pain, but looking back on it, it was super rewarding overall. My other favourite part was the website, getting streaming working, and building HTML for the first time, with absolutely no AI at all. Overall it was super rewarding, and I WOULD recommend doing something similar for your project!", "repo": "https://github.com/k754a/PoemAI", "demo": "https://k754a.hackclub.app/PoemAi"}]...
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[{"post_id": 48685, "ts": "202 [{"post_id": 48685, "ts": "2026-08-17T06:05:35Z", "hours": 4.7856, "text": "Finished the project! Better outputs, using torch, output streaming, and a readme! Try it! -> https://k754a.hackclub.app/PoemAi Ok, a decent amount of stuff! First, after the retraining of the model, I got it up and running on the server; that didn’t take too long. What took the longest was switching from the AI slop of the chat to using a simpler torch approach. I’m going to be honest, AI did do a lot of the handholding for the inference, but it really helped me learn and did save me 15+ hours for sure, though I did write a large chunk of it, using learning mode, rather than the fast answer. The next thing was output streaming. Output streaming made it feel so much faster and more efficient and less slow overall and helped a lot! Finally, the readme. The readme took a bit, as I made a few graphs and some stats and stuff, but it’s all done! Overall this project was a super fun and interesting project that helped me learn a LOT about AI and how they are trained, and I have mad respect for the people who figured this out from basically nothing!"}, {"post_id": 47930, "ts": "2026-08-16T06:13:50Z", "hours": 5.3281, "text": "Small changes to the website, better training data, efficiency, and performance! Try it! -> https://k754a.hackclub.app/PoemAi This took so freaking long, just because of all the random bugs, issues, and problems training an AI can have. But some of the biggest changes came from the dataset. Changing the dataset from a lot of junk to more Shakespeare ended up really improving output and structure (even though it doesn’t really rhyme). The other things were mixing the data. Instead of training on the same text doc, I shuffle the data around, still in the chunks so as to not affect output performance, but because of shuffling each epoch, running longer training (like 400 epochs) created much better results. Another update was because of these larger parameters and changes to the model; it created a problem where my loader could no longer load the model file, so I switched it to a bin and to store pure binary, allowing much faster loading and a memory drop from 3 GB to 1.1, running on the NEST server! Overall, this has been a super fun project! There is still one thing I want to change: the main chat loader is basically all AI, and I kind of hate using it, so I’m going to attempt to code my own. I could see that taking a bit, but then I’m done! EDIT: I’ve also been testing with different learning speeds, epochs, and context windows, and i ended up getting a even better model than the one currently, so i’m going to run the 400 epochs, overnight, and it should be updated by morning!"}, {"post_id": 46747, "ts": "2026-08-14T07:04:46Z", "hours": 3.1731, "text": "Web interface up, backend, and changes to CSS and HTML for all devices! Try it out!! -> https://k754a.hackclub.app/PoemAi Ok, this was not too hard; I updated a bunch of the CSS to make sure it worked for mobile and other aspect ratios (and stuff like that)! Next was the harder part: I coded the backend and sent a packet requesting the poem and got a packet back from the server. This was probably the hardest part, but overall it was good! I ended up changing a lot of the original AI chatbot to update it to take in a request and send it back out, but I did use a bit more AI to make it efficient, as it was using 2 GB of RAM on Nest lol, but that was probably the only AI part, and I really didn’t use AI for anything else, definitely keeping it under 30%.Overall it was good. I want to get a better model, as it’s alright, but it’s lowkey lacking, so yeah!"}, {"post_id": 46590, "ts": "2026-08-13T22:37:18Z", "hours": 5.3225, "text": "Faster sorting and work on the chat UI! Over the last bit, I’ve worked a lot on building a basic chat UI. I’m going to be honest, even though I’ve built a browser engine, I’ve actually not done that much HTML coding (without tons of AI), so without using AI, I built just a basic chat UI that lets you send in your word and get the poem back (but it hasn’t been wired yet). This took me a ridiculously long time, as I’m just not very good at HTML, but everyone has to start somewhere! The sorting was also another change; this allowed the AI to train so much faster, and I also changed a few compiler settings to have faster training times, but overall that was it. I’m not a huge fan of all of it, so I want to put in some more work for the UI, get it running and hosted on NEST, then just improve the AI and be done! So yeah."}, {"post_id": 45460, "ts": "2026-08-11T22:59:59Z", "hours": 3.1222, "text": "Finished training the BoW (Bag of Words) custom architecture model, with 0.7m and 3m parameter models. It’s been a hot minute since I’ve worked on this project, but I decided I gotta finish this, ‘cause those hours won’t earn themselves! Today, I fixed a few bugs with the training, but the main change was upping the dataset size from 96k chars to 600k and a 3m version as well. This proved to create much higher AI performance and took about 4 hours to train for both (as it’s trained on CPU, with one thread). While it works, i used some quick ai just code the chat part, to test to make sure the models worked, and to fix any bugs, but i plan to write the chat connection in c++ (as the ai version is in python), then to create the web view, and hook it up to my nest site! Overall a good day, and I should finish it up soon."}, {"post_id": 18731, "ts": "2026-06-29T22:21:35Z", "hours": 4.5611, "text": "Migrated to C++, as well as made training faster and smarter! Some of the main things I changed were to add epochs (going through the data more than once). Also, thanks to C++, I was able to improve the speed from about an hour and a half to under 2 seconds; however, with epochs, it’s about a minute, which isn’t too bad overall! I’m almost done with this project; I’ll build the chat interface, then I’m planning to make a UI for it on Nest so that people can use it! This project has really taught me a lot about ML and LLMs, and I’m starting to understand (and appreciate) how they are built! There really isnt much to see still, but next time i should have a vid of it working fully!"}, {"post_id": 17800, "ts": "2026-06-28T18:44:44Z", "hours": 4.0686, "text": "Converted the tokenizer and data processing to C++! Ok, this wasn’t as horrible as I thought it would be; however, it was just super long, as I had to search for similar functions and fix tons of errors, and overall it took a bit! However, I’m in the perfect place for converting the training part, then testing it! So stay tuned for that. :) The vid below shows just the basic loop running! (Not much to see, though)"}, {"post_id": 17404, "ts": "2026-06-28T05:22:44Z", "hours": 2.3661, "text": "Trained the first version! Ok, so today, I was able to build a full tokenizer and train the first version! However, it was super duper slow, but thanks to learning how to do this in Python (with very minimal libraries), I think I can code it in C++! The AI took about 2 hours for about 100 neurons and 96k samples. My plan is to make this train faster and smarter, as it has poetry structure but not the poetry part overall! The video below shows the code, as the AI currently returns bad outputs! Thanks for reading!"}, {"post_id": 17046, "ts": "2026-06-27T17:51:51Z", "hours": 2.6456, "text": "Started work on the AI! Ok, taking a break from my other project, I wanted to program a simple AI without using libraries like PyTorch, as well as learn Python! The idea for my AI is you give it a word, and it creates poetry from that word (even if it doesn’t make much sense, I’m just trying to get it to rhyme)! Today, I worked on learning some Python, as well as building the start of the tokenizer! So far it’s not too bad, and I should have it finished by the end of today! Some challenges I’ve been running into are just learning Python in general, because I keep trying to do std::cout to print things, lol, but overall it’s going well! Thanks for reading!"}]...
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Title: Poem AI by @kallenseelo | Stardance
Devlog Title: Poem AI by @kallenseelo | Stardance
Devlogs:
Started work on the AI! Ok, taking a break from my other project, I wanted to program a simple AI without using libraries like PyTorch, as well as learn Python! The idea for my AI is you give it a word, and it creates poetry from that word (even if it doesn’t make much sense, I’m just trying to get it to rhyme)! Today, I worked on learning some Python, as well as building the start of the tokenizer! So far it’s not too bad, and I should have it finished by the end of today! Some challenges I’ve been running into are just learning Python in general, because I keep trying to do std::cout to print things, lol, but overall it’s going well! Thanks for reading!
Trained the first version! Ok, so today, I was able to build a full tokenizer and train the first version! However, it was super duper slow, but thanks to learning how to do this in Python (with very minimal libraries), I think I can code it in C++! The AI took about 2 hours for about 100 neurons and 96k samples. My plan is to make this train faster and smarter, as it has poetry structure but not the poetry part overall! The video below shows the code, as the AI currently returns bad outputs! Thanks for reading!
Converted the tokenizer and data processing to C++! Ok, this wasn’t as horrible as I thought it would be; however, it was just super long, as I had to search for similar functions and fix tons of errors, and overall it took a bit! However, I’m in the perfect place for converting the training part, then testing it! So stay tuned for that. :) The vid below shows just the basic loop running! (Not much to see, though)
Migrated to C++, as well as made training faster and smarter! Some of the main things I changed were to add epochs (going through the data more than once). Also, thanks to C++, I was able to improve the speed from about an hour and a half to under 2 seconds; however, with epochs, it’s about a minute, which isn’t too bad overall! I’m almost done with this project; I’ll build the chat interface, then I’m planning to make a UI for it on Nest so that people can use it! This project has really taught me a lot about ML and LLMs, and I’m starting to understand (and appreciate) how they are built! There really isnt much to see still, but next time i should have a vid of it working fully!
Finished training the BoW (Bag of Words) custom architecture model, with 0.7m and 3m parameter models. It’s been a hot minute since I’ve worked on this project, but I decided I gotta finish this, ‘cause those hours won’t earn themselves! Today, I fixed a few bugs with the training, but the main change was upping the dataset size from 96k chars to 600k and a 3m version as well. This proved to create much higher AI performance and took about 4 hours to train for both (as it’s trained on CPU, with one thread). While it works, i used some quick ai just code the chat part, to test to make sure the models worked, and to fix any bugs, but i plan to write the chat connection in c++ (as the ai version is in python), then to create the web view, and hook it up to my nest site! Overall a good day, and I should finish it up soon.
Faster sorting and work on the chat UI! Over the last bit, I’ve worked a lot on building a basic chat UI. I’m going to be honest, even though I’ve built a browser engine, I’ve actually not done that much HTML coding (without tons of AI), so without using AI, I built just a basic chat UI that lets you send in your word and get the poem back (but it hasn’t been wired yet). This took me a ridiculously long time, as I’m just not very good at HTML, but everyone has to start somewhere! The sorting was also another change; this allowed the AI to train so much faster, and I also changed a few compiler settings to have faster training times, but overall that was it. I’m not a huge fan of all of it, so I want to put in some more work for the UI, get it running and hosted on NEST, then just improve the AI and be done! So yeah.
Web interface up, backend, and changes to CSS and HTML for all devices! Try it out!! -> https://k754a.hackclub.app/PoemAi Ok, this was not too hard; I updated a bunch of the CSS to make sure it worked for mobile and other aspect ratios (and stuff like that)! Next was the harder part: I coded the backend and sent a packet requesting the poem and got a packet back from the server. This was probably the hardest part, but overall it was good! I ended up changing a lot of the original AI chatbot to update it to take in a request and send it back out, but I did use a bit more AI to make it efficient, as it was using 2 GB of RAM on Nest lol, but that was probably the only AI part, and I really didn’t use AI for anything else, definitely keeping it under 30%.Overall it was good. I want to get a better model, as it’s alright, but it’s lowkey lacking, so yeah!
Small changes to the website, better training data, efficiency, and performance! Try it! -> https://k754a.hackclub.app/PoemAi This took so freaking long, just because of all the random bugs, issues, and problems training an AI can have. But some of the biggest changes came from the dataset. Changing the dataset from a lot of junk to more Shakespeare ended up really improving output and structure (even though it doesn’t really rhyme). The other things were mixing the data. Instead of training on the same text doc, I shuffle the data around, still in the chunks so as to not affect output performance, but because of shuffling each epoch, running longer training (like 400 epochs) created much better results. Another update was because of these larger parameters and changes to the model; it created a problem where my loader could no longer load the model file, so I switched it to a bin and to store pure binary, allowing much faster loading and a memory drop from 3 GB to 1.1, running on the NEST server! Overall, this has been a super fun project! There is still one thing I want to change: the main chat loader is basically all AI, and I kind of hate using it, so I’m going to attempt to code my own. I could see that taking a bit, but then I’m done! EDIT: I’ve also been testing with different learning speeds, epochs, and context windows, and i ended up getting a even better model than the one currently, so i’m going to run the 400 epochs, overnight, and it should be updated by morning!
Finished the project! Better outputs, using torch, output streaming, and a readme! Try it! -> https://k754a.hackclub.app/PoemAi Ok, a decent amount of stuff! First, after the retraining of the model, I got it up and running on the server; that didn’t take too long. What took the longest was switching from the AI slop of the chat to using a simpler torch approach. I’m going to be honest, AI did do a lot of the handholding for the inference, but it really helped me learn and did save me 15+ hours for sure, though I did write a large chunk of it, using learning mode, rather than the fast answer. The next thing was output streaming. Output streaming made it feel so much faster and more efficient and less slow overall and helped a lot! Finally, the readme. The readme took a bit, as I made a few graphs and some stats and stuff, but it’s all done! Overall this project was a super fun and interesting project that helped me learn a LOT about AI and how they are trained, and I have mad respect for the people who figured this out from basically nothing!
Ships:
PoemAI is a small neural language model built from scratch with the goal of generating English poetry. Instead of using something like PyTorch or fine-tuning an existing small LLM, I attempted to build a simple neural network to generate poetry, and it was trained on a large collection of English poetry. This project is mainly a way for me to learn how LLMs and transformers work under the hood and attempt to build my own very basic one! It also helps me learn how processing the dataset and adjusting settings can affect the performance and overall quality of large language models, such as Top-K, epochs, learning rate, etc. IF YOU WANT TO TRY THIS, just click on the link and type anything out. Honestly, while it doesn’t produce really coherent text, it’s super interesting to read and see the patterns and formations take shape from just a bunch of lines of data and some math! And it creates some actually impressive connections, even if the poems/sonnets don’t make much sense! There are a few challenges I encountered when building and coding this neural language model. The first was getting my head wrapped around the concepts and understanding, “What the heck am I doing?” It was a lot of learning concepts and looking at how other people build and code large language models so that I could implement them myself! The second challenge was getting the LLM from training to chat. I had no idea really how to do this, as it’s easy to train and develop the backend of the LLM, but getting it from training to talking took a while, and I ended up using AI to help me learn. Gemini’s learning mode helped me actually understand what the heck I was doing and not just copy and paste! Finally, the final one was optimization; my architecture honestly sucked, so I had to spend a lot of time learning and fixing the bugs and issues in my code that let it eat up 10 GB of RAM. I honestly think I’m proud that I even finished this project, as it was such a pain, but looking back on it, it was super rewarding overall. My other favourite part was the website, getting streaming working, and building HTML for the first time, with absolutely no AI at all. Overall it was super rewarding, and I WOULD recommend doing something similar for your project!...
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PECKO-platformer by @Miyako | Stardance
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Miyako
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1
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35.0
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92
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T06:35:39Z", "hours": 35.0, "multiplier": 2.97, "payout": 92, "blessing": "neutral", "text": "so i made a platformer game where you have to collect all the coins while avioding the enemy to reach the end and game finish since its my first game aside from angry bird i made with completely based on tutorial here i did follow tutorial and then made changes in the game as i’m new to it so i struggled alot finding the tools and and what type of code i should write for adding this particular function through i learn alot while making this game and also did few things completely by myself so i’m a bit happy that i learned in a way", "repo": "https://github.com/miyakostarry/PECKO-platformer", "demo": "https://miyakostarry.itch.io/peckos-coin-rush"}]...
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[{"post_id": 25160, "ts": "202 [{"post_id": 25160, "ts": "2026-07-09T06:31:35Z", "hours": 1.3122, "text": "so finnaly i made all the finnaly changes and now i’m about to ship my first project"}, {"post_id": 24705, "ts": "2026-07-08T13:57:28Z", "hours": 4.1006, "text": "🎮 Devlog #8 – The Finish Line! Pecko is Complete 🐥✨ Today was one of the biggest days of this project—I officially finished Pecko! The last feature I worked on was the tutorial dialogue. I wanted the game to feel welcoming, so instead of showing all the instructions at once, I created a typewriter effect where the text appears one character at a time, just like someone is typing. While implementing it, I learned how await, create_timer(), and the timeout signal work together to pause the code briefly before displaying the next letter. Like every game development session, things didn’t work perfectly on the first try. I ran into the “Invalid assignment of property ‘text’ on a base object of type ‘null instance’” error because my script couldn’t find the correct Label node. After checking my scene tree and correcting the node path, the dialogue started working as expected. I also spent time improving the dialogue itself. Instead of plain instructions, I gave Pecko a bit of personality: “Pecko loves shiny gold and never leaves a coin behind! Help him collect every single coin to complete the level.” I also added a helpful tip to let players know they can press Esc at any time to open the Pause Menu. While experimenting, I tried to make only the word Esc appear in a different color. That’s when I discovered that a normal Label can’t color individual words and that RichTextLabel is the proper node for styled text. Even though I didn’t implement it yet, I learned something new about Godot’s UI system. Finally, after weeks of learning, debugging, fixing bugs, adding coins, enemies, checkpoints, timers, a pause menu, settings, notifications, and polishing the gameplay… Pecko is complete. This project taught me far more than just how to make a platformer. I learned how scenes connect together, how signals simplify communication between objects, how CanvasLayer keeps UI fixed on the screen, how to debug Godot errors, and how to turn an idea into a playable game. This isn’t the end—it’s the beginning. My first game is finished, and I’m excited to build even bigger and better games in the future. 🎉 Project Status: Completed (ps - really satisfied with it because while coding i got my python revised as gdscript kind of similar to it though few things were that took me realy long time to understand but its fine i’m new to godot i’m still learning )"}, {"post_id": 24050, "ts": "2026-07-07T10:52:23Z", "hours": 2.7417, "text": "Devlog – The Settings Menu Strikes Back ⚙️Today’s goal was simple: add a settings menu to the game.At first, I thought it would be a quick task, but it turned into one of those classic “why isn’t this working?” moments. After setting up the settings button and trying to connect everything, I kept running into errors. The menu refused to behave the way I expected, and I spent a good amount of time checking node paths, signals, scene hierarchy, and scripts to figure out what had gone wrong.It was one of those bugs where everything looked correct, yet the game had other plans.After carefully going through the setup step by step, I finally found the issue, fixed it, and… it worked! 🎉 The settings menu opened exactly as intended, and seeing it function properly after all that debugging was incredibly satisfying.Today’s biggest lesson wasn’t just about creating a settings menu—it was about staying patient while debugging. Every error forced me to understand Godot a little better, and solving it felt like a small victory.Progress made today:Added the settings menu.Tracked down and fixed the setup error.Successfully got the settings menu working.Learned more about debugging UI and scene connections in Godot.Every bug solved is another level unlocked as a game developer. On to the next feature!"}, {"post_id": 23843, "ts": "2026-07-07T00:50:34Z", "hours": 6.7011, "text": "Devlog #5 – Pause Menu, Audio & More! 🎮Made some solid progress on my platformer today!What’s New⏸️ Added a Pause Menu that can be opened with the Escape key.▶️ Added Resume functionality to continue the game.🔄 Added a Restart button to reload the current level.🏠 Added a Back to Menu button.❌ Added a Quit button to close the game.🪙 Added coin collection sound effects.💥 Added a hurt/death sound effect for the kill zone.🎵 Added background music to make the game feel more alive.ChallengesThe biggest challenge was understanding how pausing works in Godot. I had to learn how CanvasLayer, get_tree().paused, scene changes, and button signals all work together. I also spent time debugging audio issues and figuring out where different sounds should be controlled.What’s Next⚙️ Add a Settings menu.🔊 Allow players to toggle music and sound effects on and off.✨ Continue polishing the gameplay and UI.I’m still learning Godot and game development, but every feature I finish helps me understand a little more. Looking forward to sharing the next update!"}, {"post_id": 22128, "ts": "2026-07-04T12:59:28Z", "hours": 4.7683, "text": "Devlog – Day 2: UI Improvements & Coin CollectionToday I focused on improving the core gameplay loop and adding user interface elements to make the game feel more complete.What I worked onAdded a coin counter that updates whenever the player collects a coin.Connected the score system to a Label inside a CanvasLayer, ensuring the UI stays fixed on the screen even when the camera or player moves.Continued refining the coin collection logic, making sure the score increases correctly when a coin is picked up.Began implementing a Congratulations message that appears after collecting all the coins. While working on this, I encountered a node path error (Node not found), which helped me better understand how Godot searches for nodes relative to the current scene.Explored how to use CanvasLayer to display UI elements such as score, win messages, and future game notifications.Learned about different ways to create a countdown timer, including using Godot’s built-in Timer node and creating a timer with _process(delta).ChallengesThe biggest issue today was accessing UI nodes from the correct script. I learned that using an incorrect node path causes Godot to search relative to the current node, resulting in a “Node not found” error. Understanding the scene tree and node hierarchy made it much easier to troubleshoot these issues.Next StepsFinish the “Congratulations” screen after all coins are collected.Add a countdown timer to create a time-based challenge.Implement a “Time’s Up” or “Game Over” screen if the player runs out of time.Continue polishing the UI and overall gameplay experience.Overall, today was focused on connecting gameplay mechanics with the user interface. Although I ran into a few errors, they helped me gain a better understanding of Godot’s scene tree and node system, making future UI development much easier."}, {"post_id": 21545, "ts": "2026-07-03T15:50:26Z", "hours": 10.5783, "text": "Devlog #3 – Start Menu, Coin Win Condition, and a UI Challenge 🎮 Made some nice progress on my Godot platformer today! I added a simple start menu, so the game now begins from a proper title screen instead of jumping straight into gameplay. It already feels much more like an actual game. I also implemented a win condition. Once the player collects all the coins in the level, the game automatically returns to the start menu. It’s a simple feature, but it completes the gameplay loop and makes the level feel finished. The biggest challenge today was the coin counter UI. I wanted to display the number of collected coins on the screen using a CanvasLayer and a Label. It sounded straightforward, but I ran into issues with node paths, CanvasLayer setup, and null instance errors while trying to update the label from my game logic. After moving things around and experimenting with different approaches, I realized I still need to clean up how my GameManager communicates with the UI. So the score display isn’t finished yet, but I understand the problem much better than when I started. Even though everything didn’t work on the first try, today was a reminder that game development is often about debugging and understanding how different systems connect together. Progress today: ✅ Added a start menu. ✅ Player returns to the start menu after collecting all coins. ✅ Started implementing a coin counter UI. 🛠️ Still debugging the score display."}, {"post_id": 19175, "ts": "2026-06-30T13:13:33Z", "hours": 1.4728, "text": "so basically i added slimes as enemy and it was my first time using libresprite and oh god even though it was so simple i loved it best part of making slime is that as beginner you don’t have to draw the walking sprite sheet that feels hard and another few things i added is that while playing you can use A key as Left Arrow key and D key as right Arrow key and W key and SpaceBar as jump key and another things i have added is the frames for jumping, and running and also when the knight enters the kill zone that basically the slime it falls off the platform and also when right is pressed it turns right and when left is prrssed it turns left and i have done same thing with slime it changes left to right when it collide with some body"}, {"post_id": 18983, "ts": "2026-06-30T04:44:54Z", "hours": 3.7025, "text": "so currently i made few more tiles here and added moew coins and also i’m planing to add enemy here so that it look cool and that asset pack have those and i will use everything that those sprite sheeet or asset pack contain and another thing i was wondering to add i’m sure but a pop up coin when the player enters in scene ? well i’m not sure about that pop up thing never used before but will try it"}]...
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Title: PECKO-platformer by @Miyako | Stardance
De Title: PECKO-platformer by @Miyako | Stardance
Devlogs:
so currently i made few more tiles here and added moew coins and also i’m planing to add enemy here so that it look cool and that asset pack have those and i will use everything that those sprite sheeet or asset pack contain and another thing i was wondering to add i’m sure but a pop up coin when the player enters in scene ? well i’m not sure about that pop up thing never used before but will try it
so basically i added slimes as enemy and it was my first time using libresprite and oh god even though it was so simple i loved it best part of making slime is that as beginner you don’t have to draw the walking sprite sheet that feels hard and another few things i added is that while playing you can use A key as Left Arrow key and D key as right Arrow key and W key and SpaceBar as jump key and another things i have added is the frames for jumping, and running and also when the knight enters the kill zone that basically the slime it falls off the platform and also when right is pressed it turns right and when left is prrssed it turns left and i have done same thing with slime it changes left to right when it collide with some body
Devlog #3 – Start Menu, Coin Win Condition, and a UI Challenge 🎮 Made some nice progress on my Godot platformer today! I added a simple start menu, so the game now begins from a proper title screen instead of jumping straight into gameplay. It already feels much more like an actual game. I also implemented a win condition. Once the player collects all the coins in the level, the game automatically returns to the start menu. It’s a simple feature, but it completes the gameplay loop and makes the level feel finished. The biggest challenge today was the coin counter UI. I wanted to display the number of collected coins on the screen using a CanvasLayer and a Label. It sounded straightforward, but I ran into issues with node paths, CanvasLayer setup, and null instance errors while trying to update the label from my game logic. After moving things around and experimenting with different approaches, I realized I still need to clean up how my GameManager communicates with the UI. So the score display isn’t finished yet, but I understand the problem much better than when I started. Even though everything didn’t work on the first try, today was a reminder that game development is often about debugging and understanding how different systems connect together. Progress today: ✅ Added a start menu. ✅ Player returns to the start menu after collecting all coins. ✅ Started implementing a coin counter UI. 🛠️ Still debugging the score display.
Devlog – Day 2: UI Improvements & Coin CollectionToday I focused on improving the core gameplay loop and adding user interface elements to make the game feel more complete.What I worked onAdded a coin counter that updates whenever the player collects a coin.Connected the score system to a Label inside a CanvasLayer, ensuring the UI stays fixed on the screen even when the camera or player moves.Continued refining the coin collection logic, making sure the score increases correctly when a coin is picked up.Began implementing a Congratulations message that appears after collecting all the coins. While working on this, I encountered a node path error (Node not found), which helped me better understand how Godot searches for nodes relative to the current scene.Explored how to use CanvasLayer to display UI elements such as score, win messages, and future game notifications.Learned about different ways to create a countdown timer, including using Godot’s built-in Timer node and creating a timer with _process(delta).ChallengesThe biggest issue today was accessing UI nodes from the correct script. I learned that using an incorrect node path causes Godot to search relative to the current node, resulting in a “Node not found” error. Understanding the scene tree and node hierarchy made it much easier to troubleshoot these issues.Next StepsFinish the “Congratulations” screen after all coins are collected.Add a countdown timer to create a time-based challenge.Implement a “Time’s Up” or “Game Over” screen if the player runs out of time.Continue polishing the UI and overall gameplay experience.Overall, today was focused on connecting gameplay mechanics with the user interface. Although I ran into a few errors, they helped me gain a better understanding of Godot’s scene tree and node system, making future UI development much easier.
Devlog #5 – Pause Menu, Audio & More! 🎮Made some solid progress on my platformer today!What’s New⏸️ Added a Pause Menu that can be opened with the Escape key.▶️ Added Resume functionality to continue the game.🔄 Added a Restart button to reload the current level.🏠 Added a Back to Menu button.❌ Added a Quit button to close the game.🪙 Added coin collection sound effects.💥 Added a hurt/death sound effect for the kill zone.🎵 Added background music to make the game feel more alive.ChallengesThe biggest challenge was understanding how pausing works in Godot. I had to learn how CanvasLayer, get_tree().paused, scene changes, and button signals all work together. I also spent time debugging audio issues and figuring out where different sounds should be controlled.What’s Next⚙️ Add a Settings menu.🔊 Allow players to toggle music and sound effects on and off.✨ Continue polishing the gameplay and UI.I’m still learning Godot and game development, but every feature I finish helps me understand a little more. Looking forward to sharing the next update!
Devlog – The Settings Menu Strikes Back ⚙️Today’s goal was simple: add a settings menu to the game.At first, I thought it would be a quick task, but it turned into one of those classic “why isn’t this working?” moments. After setting up the settings button and trying to connect everything, I kept running into errors. The menu refused to behave the way I expected, and I spent a good amount of time checking node paths, signals, scene hierarchy, and scripts to figure out what had gone wrong.It was one of those bugs where everything looked correct, yet the game had other plans.After carefully going through the setup step by step, I finally found the issue, fixed it, and… it worked! 🎉 The settings menu opened exactly as intended, and seeing it function properly after all that debugging was incredibly satisfying.Today’s biggest lesson wasn’t just about creating a settings menu—it was about staying patient while debugging. Every error forced me to understand Godot a little better, and solving it felt like a small victory.Progress made today:Added the settings menu.Tracked down and fixed the setup error.Successfully got the settings menu working.Learned more about debugging UI and scene connections in Godot.Every bug solved is another level unlocked as a game developer. On to the next feature!
🎮 Devlog #8 – The Finish Line! Pecko is Complete 🐥✨ Today was one of the biggest days of this project—I officially finished Pecko! The last feature I worked on was the tutorial dialogue. I wanted the game to feel welcoming, so instead of showing all the instructions at once, I created a typewriter effect where the text appears one character at a time, just like someone is typing. While implementing it, I learned how await, create_timer(), and the timeout signal work together to pause the code briefly before displaying the next letter. Like every game development session, things didn’t work perfectly on the first try. I ran into the “Invalid assignment of property ‘text’ on a base object of type ‘null instance’” error because my script couldn’t find the correct Label node. After checking my scene tree and correcting the node path, the dialogue started working as expected. I also spent time improving the dialogue itself. Instead of plain instructions, I gave Pecko a bit of personality: “Pecko loves shiny gold and never leaves a coin behind! Help him collect every single coin to complete the level.” I also added a helpful tip to let players know they can press Esc at any time to open the Pause Menu. While experimenting, I tried to make only the word Esc appear in a different color. That’s when I discovered that a normal Label can’t color individual words and that RichTextLabel is the proper node for styled text. Even though I didn’t implement it yet, I learned something new about Godot’s UI system. Finally, after weeks of learning, debugging, fixing bugs, adding coins, enemies, checkpoints, timers, a pause menu, settings, notifications, and polishing the gameplay… Pecko is complete. This project taught me far more than just how to make a platformer. I learned how scenes connect together, how signals simplify communication between objects, how CanvasLayer keeps UI fixed on the screen, how to debug Godot errors, and how to turn an idea into a playable game. This isn’t the end—it’s the beginning. My first game is finished, and I’m excited to build even bigger and better games in the future. 🎉 Project Status: Completed (ps - really satisfied with it because while coding i got my python revised as gdscript kind of similar to it though few things were that took me realy long time to understand but its fine i’m new to godot i’m still learning )
so finnaly i made all the finnaly changes and now i’m about to ship my first project
Ships:
so i made a platformer game where you have to collect all the coins while avioding the enemy to reach the end and game finish since its my first game aside from angry bird i made with completely based on tutorial here i did follow tutorial and then made changes in the game as i’m new to it so i struggled alot finding the tools and and what type of code i should write for adding this particular function through i learn alot while making this game and also did few things completely by myself so i’m a bit happy that i learned in a way...
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1793123716.0620825
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1793210116.0620825
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28952
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TRI-DevLab's Portfolio Website by @Tri | Stard TRI-DevLab's Portfolio Website by @Tri | Stardance...
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Tri
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T12:55:50Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories", "repo": "https://github.com/TRI-DevLab/personal-portfolio", "demo": "https://tri-devlab.github.io/personal-portfolio/"}]...
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[{"post_id": 80966, "ts": "202 [{"post_id": 80966, "ts": "2026-10-19T12:32:15Z", "hours": 10.4131, "text": "Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour"}, {"post_id": 78354, "ts": "2026-10-10T15:21:24Z", "hours": 11.2778, "text": "It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up"}, {"post_id": 41570, "ts": "2026-08-05T21:13:03Z", "hours": 3.69, "text": "This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section."}, {"post_id": 40557, "ts": "2026-08-04T06:00:57Z", "hours": 3.2228, "text": "Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit"}, {"post_id": 40450, "ts": "2026-08-03T23:35:19Z", "hours": 5.9464, "text": "Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon"}]...
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Title: TRI-DevLab's Portfolio Website by @Tri Title: TRI-DevLab's Portfolio Website by @Tri | Stardance
Devlogs:
Just Started - the Home page is mostly done; more on the planning & the actual site will be coming soon
Just worked on the About Page; it was quite troublesome trying to get the layout of this just right, but it doesn’t look too bad. I’ll be focusing on the education section and hope to post the log pretty soon. Oh and I did edit the Home page a little bit
This section was quite the journey, though I did learn a lot. Looking forward to finishing the next section.
It’s been a while, but I have finally completed the portfolio and the blog sections, moving on to do the contact and the footer next and probably some other features to finish it up
Last log with opening page and plenty of functionality added, like toggle navgaition position and even theme colour
Ships:
What I built & key features Custom Styling & Layout: Implemented custom CSS grid/flexbox layouts, smooth section transitions, and responsive typography without relying on UI component libraries. Interactive Elements: Added dynamic theme toggling (dark/light mode), functional mobile navigation, and client-side contact form validation. Project Showcase: Integrated dedicated project cards and direct links to live demos and repositories...
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1793155989.6544423
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1793242389.6544423
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29073
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MR. ELECTRIC! by @Nicholas-Reyne | Stardance
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Nicholas-Reyne
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2
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35.0
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403
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-28T02:17:38Z", "hours": 9.0, "multiplier": 6.27, "payout": 55, "blessing": "neutral", "text": "I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}, {"ship_num": 2, "ts": "2026-08-29T02:34:50Z", "hours": 26.0, "multiplier": 14.95, "payout": 348, "blessing": "neutral", "text": "I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!", "repo": "https://github.com/RaduUdrea1/Mr_Electric2", "demo": "https://raduudrea1.github.io/Mr_Electric2/"}]...
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[{"post_id": 74721, "ts": "202 [{"post_id": 74721, "ts": "2026-09-28T02:15:44Z", "hours": 4.9092, "text": "Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!"}, {"post_id": 68954, "ts": "2026-09-16T03:25:31Z", "hours": 3.9431, "text": "Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!"}, {"post_id": 56994, "ts": "2026-08-29T01:55:13Z", "hours": 4.7481, "text": "Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!"}, {"post_id": 53475, "ts": "2026-08-24T01:20:19Z", "hours": 13.0117, "text": "It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style."}, {"post_id": 34082, "ts": "2026-07-24T15:36:43Z", "hours": 8.5542, "text": "This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength."}]...
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Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardanc Title: MR. ELECTRIC! by @Nicholas-Reyne | Stardance
Devlogs:
This is the first devlog for my Mr. Electric project, its a small scale passion project designed to simulate electric fields with user input. I designed it over the span of about eight hours, alongside working the physics problems myself from Griffiths Electrodynamics Fourth Edition. Cursor assisted in debugging the code. The code uses NumPy, SciPy and Matplotlib. There are a few honest limits: I had to scale the arrows so nothing was generated close to the origin, the result was monstrous arrows because of the divide by zero issue. Dirac Delta is furthermore, simply a cosmetic feature. Dirac Delta represents particles, and graphically it is just an infinitely tall spike, I tried to simulate that in 3d and ended up with the current delta cluster. The project contains four run modes, one charge, two charge, Gaussian sphere plus probe and delta cluster. The main issue for this log was simply setting up the functions, and making sure everything worked! Up next is a public demo, more features, and a heatmap to help indicate relative vector strength.
It’s been a while since I’ve posted a devlog! This is Mr. Electric updates. I’ve brought the simulator into the html proper with a new simulate page. The code uses python connected to javascript. New features: Smoothed out the html and cleaned up any bugs. Added a simulate.html page where the simulator actually runs using Pyodide. Added dropdown options and menus to input values for the simulator. Future features: Planned expansion of simulator with more probe points, and drag and drop feature for probes. Ability to do actual calculations with the fields, and more dynamic fields that are prettier and smoother. Cleaner html and better style and buttons, including a unified nav style.
Devlog 3: I added the ability to set a probe point on the first three run modes, the probe point will return electric field magnitude at that point, but it will also return the x, y and z components of that magnitude, so that anyone doing electrostatics problems can check their work as well. The graph now takes inputs in nanocoulombs, and it grows when larger inputs are put in, rather than changing the color. Guide and gallery have been updated to include these changes as well. Inputs have also been stacked neatly rather than arrayed one by one. Honest limits: One single color for all the plots, Gaussian mode not yet helpful because it still only contains one charge, and Dirac Delta is still just cosmetic! Future work will fix these!
Hello all: I added a new background to make Mr. Electric feel less bland. I organized the information in the pages into blocks, this way it is easier to read, and less info-dumpy. I introduced a slider mode for the charges as well, this way you could drag the slider along and it would update the charge. Future changes are coming: Potentials, Electric Potential Energy, Better Dirac-Delta and more! Stay tuned!
Hello all: I replaced the buggy dirac-delta mode with two new modes. The first is the ring charge mode, this creates a superposition of 36 point charges, which effectively simulates a continuous charged ring (not perfectly, but close enough to minimize error). This is especially useful for physics problems, as tons of them involve ring charges. Next, I added a mode that allowed you to change the permittivity of the space the charge is in, with a handful of presets ranging from the vacuum (free space) to pure water, all the way to titanium dioxide. In so doing, I also modified the guide and physics, enjoy these modes as you please. Furthermore, electric potential and electric potential energy were added to each mode, denoted by variables V and U. More additions to come in the future, stay tuned!
Ships:
I made an electric field simulator. It took about the past two or so months to actually figure out how anything works. It’s designed to help people visualize electric fields when doing electrostatics. It took a long time to learn the HTML, Python and JS to actually code it but I’m proud of the fact that it even exists. Future modes will include more stuff, and I’m happy to get a chance to ship it!
I made an electric field simulator, and added two new key features from the last ship. The first being a ring charge, the second being a permittivity changer. I found the physics behind the ring charge to be very challenging, and it required many hours of brainstorming and drafting on paper to figure out. I’m very happy with how it all turned out, and I think the actual html now looks very pretty with the new background and organization!...
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1793105569.3662446
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1793191969.3662446
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36933
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Apolinum - arise! by @Fiskerz | Stardance
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Fiskerz
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1
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35.0
|
0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-12T18:50:00Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file.", "repo": "https://github.com/Catmaster543/Apolinum-Arise-1.21.1", "demo": "https://www.curseforge.com/minecraft/mc-mods/apolinum-arise/"}]...
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[{"post_id": 79118, "ts": "202 [{"post_id": 79118, "ts": "2026-10-12T18:49:47Z", "hours": 6.6783, "text": "Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this."}, {"post_id": 60859, "ts": "2026-09-03T14:17:54Z", "hours": 5.2222, "text": "Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)"}, {"post_id": 39656, "ts": "2026-08-02T19:39:32Z", "hours": 3.1769, "text": "Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 38888, "ts": "2026-08-01T13:40:09Z", "hours": 2.0658, "text": "Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 34737, "ts": "2026-07-25T18:17:51Z", "hours": 5.8508, "text": "Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)"}, {"post_id": 31832, "ts": "2026-07-20T15:03:54Z", "hours": 7.8119, "text": "Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!"}, {"post_id": 30762, "ts": "2026-07-18T16:40:32Z", "hours": 4.4644, "text": "New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat."}]...
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Title: Apolinum - arise! by @Fiskerz | Stardance
Title: Apolinum - arise! by @Fiskerz | Stardance
Devlogs:
New awakening structure! Devlog #1 I added the awakening structure, which serves as an introduction of the mod to the player. The structure spawns quite rarely and has an appearance of some sort of church. Inside you can find: Two puzzles Two lore books Three (in theory four) different visual layers The awakening block that starts the chance for blood moons to spawn. It also harms any player that has touched it and will dissappear, alongside all of the other ones in that world. Upon triggering the block (which is done by any players touch) a sound is played (for all players in that world) and an ominous message is broadcasted in the chat.
Added the blood moon, mosquito and improved the shrine! Devlog #2 & 3 I added the blood moon a rather rare event that can happen after a world is “awaken” by the awakening ritual. During the blood moon, regular players get weakness and mining fatique and aggresive mobs are buffed. Also a slightly eerie music plays to get you into the atmosphere. During the blood moon a new and rare enemy can be encountered - the mosquito. Just like the ones in real life it does not exactly do all that much damage, but the aftermath is catastrophical. The strength of all effects during a blood moon is scaled depending on the moon phase, so when the moon is in full strength the effects are as well. At last, but definitely not least the awakening shrine has been improved, with that huge shoutout to Fishy drawer for the amazing build!
Added the infection, incubation of it and so much more Devlog #4, 5 & 6 This time I added the entire infection, so here’s something about it: You can sometimes (about a 10% chance) become infected by getting bit by the mosquito It takes for an infected player to become truly infected full 10 in-game days, during which the player enters an “ incubation state ” During the incubation state the: Each day further into the incubation something changes, until you reach the tenth day These changes are mostly weaknesses, such as getting random negative effects at random for a short period of time, or growing moles, which are visible to other players Once you are fully infected a majority of the debuffs are lifted, whilst new ones are added Such as: losing a lot of your inventory space, not being able to wear boots and helmets, or burning in the sun. On the other hand you also gain some decent buffs at night, during bloodmoons, or being ignored by enemies Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the downed state and revive possibility! Devlog #7 I added the downed state, which is entered whenever you would normally die. When you are in this state you can not: move, interact with the world, or access the inventory . There are 3 unique poses, chosen at random, so it doesn’t look all that generic. Over the period of the next 60s since you’ve been downed your screen will turn more and more red, until it matches the vanilla red overlay when you normally die. The moment it reaches that color is also the moment, when you die. When you are healthy (thus not infected yet) any other healthy player can revive you by simply holding G for a few seconds while you’re downed. If a non-healthy player finds you though… you not might be as lucky with this one to say the least, but more on that another time! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the the ability to “bite” downed players, thus allowing for the infection to begin its spread Devlog #8 This time around I added a new “bite” bar , which for now fills up by staying somewhere dark and once is full you can bite downed players . This plays a new sfx and has a 20% chance of infecting that player . The bite bar contains three textures in total, which is for the bar frame, the progress and the finished frame, displayed upon reaching 100%. I also changed some inconsistencies from last time, such as being able to see an indicator for when you can revive a player. Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project :)
Added the sleep/energy bar and added the base for skills! Devlog #9 for Apolinum arise! So I’ve decided to add the energy mechanic , which means that now, alongside dealing with hunger, you also have to be worried about being rested well . If you do not sleep, you will fall asleep wherever you’re at. To make it a bit easier to deal with, you can now rest at anytime on your bed, even if others won’t go to sleep, it does not matter, you will just lay there and still regain energy by doing so. If others do decide to join in, then it is only better for you; by skipping a night you regain the full amount of energy you would’ve gotten if you rested all of the time. Also note that resting during the day is only half as effecient as if you were resting at night . On a full bar you can survive for three days before running out of energy. Huge thx to @FishyDrawer for helping out with the energy bars texture , as I just wasn’t capable of figuring out any sort of design for it. I also added the the base for skill trees , which can be accessed by either getting infected and getting that side of the skills, or after three players have been infected and you use the “Forbidden Tome” to access the skills. And that is about it for this time, if you find this interesting be sure to follow! Seeing this project for the first time? I am making a pretty big minecraft mod that adds an infection , blood moons and so much more! It is mainly aimed for servers, as playing an infection mod alone doesn’t make much sense. The disease/infection will become spreadable among players and forming two sides; the infected and the healthy one, each fighting for their side using various things and skills they learn on their way. Majority of what I just wrote here is yet to be added, so if you are just a tiny bit curious be sure to keep an eye on this project, or me :)
Added two test skills + ship preparations! Devlog #10 for Apolinum Arise Since last time it’s been a pretty long time and with stardance slowly nearing its end I’ve decided to wrap this project up. Here’s what’s new : The hive-mind wand . The first test ability for the infected side, by hitting an enemy with this, it will become targeted by all mobs within range, even passive ones! The strong punch . By holding for about 3s on a mob you will deal triple normal damage. This is also for the infected side, but this time it’s locked behind a different branch. Wrote the README . Somehow I’ve dodging this up until now, so I’ve written a fairly detailed README file. Published the project to CurseForge . This was a complaint I got last time I’ve published a mod as a project, so here it is shipwrights! Outside this I think it’s all for this post, so once the project gets approved on CurseForge I’ll ship this.
Ships:
What am I looking at? Well you’re looking at a Minecraft mod, about an infection that has is pretty big and aimed primarily for multiplayer servers, as playing this in singleplayer just does not make sense. Features These are the main and biggest features, see the README file for them all! Blood moons - after you “awake” the world, these can take place at random nights, with a growing chance each night without one Energy system - all healthy players have their own “energy” bar, which can be re-filled by sleeping. In addition to this, you can sleep anytime now, with the catch being that during day your energy will refill at only half the normal rate Full incubation + infection states - during the incubation, each day that goes by, the worse your symptoms will get. Once you pass the incubation state you’ll reach the fully infected state. During which, many, MANY changes take place, from you burning in the sun, all hostile mobs no longer targeting you to getting stronger with any blood moon! What was difficult/challenging Two things really. 1) Planning out all of the features and things to add to keep them balanced . It was pretty messy, to a point I had to write down a pretty detailed document just for me. And 2) Modeling the mosquito . As silly as this sounds, it was my first time EVER opening blockbench, so making an entire mosquito was no joke. I am pretty happy with the result of the mosquito, as well as the entire project. Testing/trying out You can download the mod file from CurseForge using the “Try project” button and installing the dependencies I’ve listed with the file....
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1793155963.623966
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1793242363.623966
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38455
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The Game Jam Experience by @Ivan | Stardance
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Ivan
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T15:58:30Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a game in 96 hours for the 2026 GMTK Game Jam which ranked 149th out of over 10000 submissions in the Creativity criteria! The theme for this year’s jam was “Countdown” which made me think of a game idea I’ve been wanting to create for quite a while : “You wake up and realise you have exactly 5 minutes to submit your game to the GMTK Game Jam, and the worst part is, the game isn’t even finished yet. Everything you do in the next 5 minutes will have an impact on your submission’s rank.”", "repo": "https://github.com/IvanMishin1/GMTK2026/", "demo": "https://ivannn06.itch.io/the-game-jam-experience"}]...
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[{"post_id": 39996, "ts": "202 [{"post_id": 39996, "ts": "2026-08-03T10:51:15Z", "hours": 5.5558, "text": "The results for the GMTK Game Jam 2026 are in! “The Game Jam Experience” got 149th place in the Creativity criteria out of more than 10k submissions which is my record so far. I received a lot of positive feedback however there was a consensus that the game was a bit too short which is why I decided to add a few new gameplay elements. The game icon will now try to run away from the cursor which adds yet another comic element to the gameplay. Added a new bug for players to find and fix Added animations to the robot Updated the main menu Made the bug list more straightforward"}, {"post_id": 36685, "ts": "2026-07-28T22:00:52Z", "hours": 2.7558, "text": "Throughout GMTK2026, I realised that making Fake OS Games is pretty fun. Unfortunately, as many people remarked during the rating period, the game ended up very short due to the fact that creating a fake OS took a significant part of the 96 hours of the jam. For this reason, I have decided to create a template for future game jams. Following the jam, I created a new Unity Project featuring a minimal fake OS setup that I am currently working on improving. One of the first things I did was commenting my code and adding null checks to make execution safer. In addition to that, originally, mini games were created by instantiating a prefab inside which was problematic as several mini games needed to exist in the same scene at the same time. In my fake OS template, I replaced prefab creation with additive scene loading to better separate mini games."}, {"post_id": 35442, "ts": "2026-07-26T21:09:48Z", "hours": 4.8447, "text": "Added 5 different ending to the game depending on how good the final game is Added music and sound effects Submitted to the GMTK2026 Game Jam"}, {"post_id": 35114, "ts": "2026-07-26T10:44:06Z", "hours": 3.7367, "text": "Added a simple browser where players can submit their game Created the main menu by reusing some of the game’s assets"}, {"post_id": 34692, "ts": "2026-07-25T16:49:04Z", "hours": 9.4008, "text": "Added a game editor in which players must debug their game and fix issues"}, {"post_id": 33757, "ts": "2026-07-23T22:31:29Z", "hours": 3.3139, "text": "Finished coding the conversation with the artist. Added a countdown before the end of the game jam Added a Hints and Tips window Changed background colour and made many new textures for the game"}, {"post_id": 33483, "ts": "2026-07-23T13:54:34Z", "hours": 3.91, "text": "Teamwork is an essential part of any game jam (except of course if you are working alone like me). I started working on a chat app inside the game and improved window graphics."}, {"post_id": 33192, "ts": "2026-07-22T21:32:21Z", "hours": 1.1181, "text": "“You have 96 hours to make a game that fits the following theme : [Countdown]”. For this year’s GMTK game jam, I decided to make a game which simulates those last 10 stressful minutes right before the end of a Game Jam when you actually need to submit something that works. I want this game to consist of a simple Operating System UI in which the player will have to face various challenges before being able to finally submit the game. I decided to use Unity for this project as it’s the engine I am most comfortable in. Started by making a simple draggable window UI."}]...
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Title: The Game Jam Experience by @Ivan | Stardanc Title: The Game Jam Experience by @Ivan | Stardance
Devlogs:
“You have 96 hours to make a game that fits the following theme : [Countdown]”. For this year’s GMTK game jam, I decided to make a game which simulates those last 10 stressful minutes right before the end of a Game Jam when you actually need to submit something that works. I want this game to consist of a simple Operating System UI in which the player will have to face various challenges before being able to finally submit the game. I decided to use Unity for this project as it’s the engine I am most comfortable in. Started by making a simple draggable window UI.
Teamwork is an essential part of any game jam (except of course if you are working alone like me). I started working on a chat app inside the game and improved window graphics.
Finished coding the conversation with the artist. Added a countdown before the end of the game jam Added a Hints and Tips window Changed background colour and made many new textures for the game
Added a game editor in which players must debug their game and fix issues
Added a simple browser where players can submit their game Created the main menu by reusing some of the game’s assets
Added 5 different ending to the game depending on how good the final game is Added music and sound effects Submitted to the GMTK2026 Game Jam
Throughout GMTK2026, I realised that making Fake OS Games is pretty fun. Unfortunately, as many people remarked during the rating period, the game ended up very short due to the fact that creating a fake OS took a significant part of the 96 hours of the jam. For this reason, I have decided to create a template for future game jams. Following the jam, I created a new Unity Project featuring a minimal fake OS setup that I am currently working on improving. One of the first things I did was commenting my code and adding null checks to make execution safer. In addition to that, originally, mini games were created by instantiating a prefab inside which was problematic as several mini games needed to exist in the same scene at the same time. In my fake OS template, I replaced prefab creation with additive scene loading to better separate mini games.
The results for the GMTK Game Jam 2026 are in! “The Game Jam Experience” got 149th place in the Creativity criteria out of more than 10k submissions which is my record so far. I received a lot of positive feedback however there was a consensus that the game was a bit too short which is why I decided to add a few new gameplay elements. The game icon will now try to run away from the cursor which adds yet another comic element to the gameplay. Added a new bug for players to find and fix Added animations to the robot Updated the main menu Made the bug list more straightforward
Ships:
I made a game in 96 hours for the 2026 GMTK Game Jam which ranked 149th out of over 10000 submissions in the Creativity criteria! The theme for this year’s jam was “Countdown” which made me think of a game idea I’ve been wanting to create for quite a while : “You wake up and realise you have exactly 5 minutes to submit your game to the GMTK Game Jam, and the worst part is, the game isn’t even finished yet. Everything you do in the next 5 minutes will have an impact on your submission’s rank.”...
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1793098259.0403132
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1793184659.0403132
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38756
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Dragonfly Control Software by @dr_aerospace | Star Dragonfly Control Software by @dr_aerospace | Stardance...
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dr_aerospace
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1
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35.0
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515
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T15:04:18Z", "hours": 35.0, "multiplier": 12.24, "payout": 515, "blessing": "neutral", "text": "I made a program, written in the KerboScript language, to autonomously control a replica of NASA’s Dragonfly mission (or any kind of rotorcraft) in Kerbal Space Program. Aside of selecting your target altitude or waypoint, the script is designed to be completely independent of human interaction. To use this program, you will need a ship with rotors that can maneuver in any direction and a kOS-enabled probe core. The script also integrates with the SCANsat mod to show the user telemetry and ETA data in the terminal (you can still use the script if you don’t have the SCANsat mod). The program’s flight profile divides into four main stages Liftoff , Cruise , Approach , and Landing . Each one of these has its own variables, loops, conditionals, and triggers. The script’s flow is designed to move on with each stage in an orderly manner. Each stage also has controls for altitude, pitch, and throttle depending on which stage is the code running. Besides the main control functions, the script also has two safety function to prevent crashes or rolling down slopes. The first one of this functions is Landing Abort . This function activates the exact second the drone lands and checks for five seconds if its pitch or roll exceed dangerous angles. If so happens, the script will take off rapidly, fly in a straight line for 30 seconds, and attempt to land again. If the drone lands in stable ground, it simply understands that it landed in safe ground and that landing abort is not needed. The other safety function is called the Safe Altitude Maintenance . This function executes with every refresh of the Cruise loop, and checks if the drone is within its target altitude margin and the distance to the ground goes below 500 meters. If that occurs, the drone accelerates to climb and maintain a 500 meter distance to the ground. When the drone returns to its target altitude margin and the distance to the ground becomes greater than 500, it returns to its normal Cruise mode. This is especially useful when flying at low altitude and near mountainous regions. After the drone lands and confirms it is safely leveled, it activates the Scientific Analysis Sequence . This sequence is composed by PRINT, action group, and WAIT commands. The main idea of this function is that it is completely customizable; this way, the user can select which instruments activate at what time. Also, there is another function that, in a fraction of a second, activates only one action group just after the Cruise loop’s conditionals are fulfilled and before the Approach loop activates. The objective is to place either telemetry or barometric scans while the drone is airborne. The objective of this script is to make powered flight in KSP rather an autonomous, stress-free experience. Any KSP player, from newbie to experienced can use the script to automate planet exploration.", "repo": "https://github.com/JuanD0409/Dragonfly-Control-Software", "demo": "https://youtu.be/TBGFOX5xo8Q"}]...
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[{"post_id": 72805, "ts": "202 [{"post_id": 72805, "ts": "2026-09-23T19:27:24Z", "hours": 2.4856, "text": "Devlog 8 (and final) of the Dragonfly Control Software I’m pleased to announce that the Dragonfly Control Software is ready to ship for review! Aside from final touches and adjustments, the last thing I made for the program is a function that triggers an action group set to activate telemetry scans from SCANsat-related parts. The idea for this is to place activation command for these scans in a determined action group triggered by the code itself. This function is called from the Cruise function right after its loop is complete and before the Approach function is called. This way, the telemetry scans are done at Dragonfly’s target altitude. You can see the function in action in the video I left below. Speaking about videos, I should get to editing the Demo video I have to upload. I’m very proud of myself and I hope many KSP players get to use this script since drones are very hard to design and fly in KSP."}, {"post_id": 72072, "ts": "2026-09-22T03:27:39Z", "hours": 3.5306, "text": "Devlog 7 of the Dragonfly Control Software Safety First! This devlog is all about the safety features of Dragonfly’s script. This script has two safety functions that work at certain times of Dragonfly’s flight procedure and for the same idea: NOT CRASHING . The first one is the Landing Abort set of functions (that I have talked about but never shown until today). The main idea of this function is to prevent rolling down a hill or mountain. It works by checking if Dragonfly’s pitch exceeds 45 degrees or if its roll exceeds 30 degrees (each to either side). If so happens, Dragonfly panics, takes off, locks its heading, flies straight for 30 seconds, and attempts to land. Once Dragonfly lands, it re-checks if its pitch or roll exceed the limiters, and takes off again if needed until it finds an adequate landing spot. The second function is a safe altitude maintenance function (something very much like the PULL UP PULL UP or CAUTION, TERRAIN alerts and crash avoidance systems on airplanes). This function constantly executes with every refreshing of the Cruise main UNTIL loop and evaluates the following conditions: if Dragonfly’s altitude over sea level is within a 10-meter margin of error around the target altitude, and if Dragonfly’s altitude over ground level goes below 500 meters. Both conditionals are joined by an AND gate and if both are true, Dragonfly initiates an altitude maintenance mode. It is supposed to maintain a 500 meter distance from the ground until its altitude over ground level is within a 10-meter margin around 500 meters and its altitude over sea level is around the same 10-meter margin around its target altitude. When both conditions are true, Dragonfly understands that it is once again at its target altitude and at a safe distance from the ground, and returns to its normal cruise. This mode is quite useful when flying low to avoid mountains or hills, especially steep ones like the ones in the video. Although this script is very smart are cautious, DO NOT FLY DRAGONFLY TO A MOUNTAIN! During my testing, I have had multiple crashes and errors while attempting to land at the sides or top of mountains. Also, if you fly Dragonfly to a mountain, the landing abort function will go crazy and keep you there for half an hour (or more) trying to land on the mountain. I have given my advice to thee, you shall see if you follow it or reject it."}, {"post_id": 69945, "ts": "2026-09-18T03:29:28Z", "hours": 8.3464, "text": "Devlog 6 of the Dragonfly Control Software I have worked than what should be considered overtime in the project and my effort is giving its fruits! With some help of AI doing a lot of math and calculus, I managed to make an actual approach function. First, Dragonfly calculates the distance to to the target Waypoint as a triangle. This means, in easy words, that the distance to the ground is one side of the triangle, the distance from the current point on the ground that Dragonfly is flying over to the Waypoint is the other side of the triangle, and the distance from the actual craft to the Waypoint is the hypotenuse of the triangle. Therefore, the idea is that Dragonfly follows that hypotenuse (shown in the video) all the way to the waypoint. Then, it levels its nose, activates the landing function, reduces its horizontal velocity to almost 0 by raising its nose (new characteristic), and softly lands. Also, I already wrote the landing abort function I talked about on the last Devlog, however, I had to re-write it since the SCANsat data for slope is apparently not valid or recognized, so, it did not work. What I made instead was a function that evaluates current pitch and roll right at landing, and, if either value crosses a limit, calls another function to make the drone take off, fly in a straight line, and call the landing function to try to land again. If the limit is not crossed, the drone simply activates the scientific analysis sequence. To summarize, this activates a land, check, and abort-or-stay loop of functions. This loop is executed until Dragonfly lands and its limits are not crossed. I will upload a video of it in the next devlog since I need to focus on fine-tuning the main functions first."}, {"post_id": 67002, "ts": "2026-09-13T01:12:05Z", "hours": 5.0267, "text": "Devlog 5 of the Dragonfly Control Software I’m proud to announce that Dragonfly has successfully completed its first trans-oceanic flight! I had previously tested Dragonfly’s cruise altitude range around 5-6 kilometers over sea level, but this time, I decided to go even higher to 10 kilometers. I noticed that, at this altitude, Dragonfly could fly much faster but needed more power to maintain its altitude; just like airplanes do here on Earth. The video below shows Dragonfly exiting one continent and entering another on Tekto. Also, I found out how to make the SCANsat integration work. If you watch the terminal closefully, you can see Dragonfly’s current coordinates changing as it flies, and other telemetry data like current biome, slope, and elevation. Turns out, I had accidentally targeted the side of a mountain as the landing area and Dragonfly almost starts rolling down it, so, that gave me an idea: landing abort. I think the best option to make this work is to use the SCANsat data for slope and, if it is beyond a certain amount, make the drone fly to another area until the slope becomes safe enough to land. I could either make it fly straight until slope decreases to a safe amount, or make the user select an alternative waypoint (preferably flat) to safely land in case Dragonfly cannot. I thought another way to make this work was by detecting if the user presses the abort button on KSP’s UI, but that would ruin the whole point of Dragonfly being completely autonomous. In real space missions there is no abort button (neither is a “revert to assembly” button like in KSP) that works faster than the speed of light, so that is not a viable option. Anyways, I feel this project is getting better and more realistic with every change I make."}, {"post_id": 63974, "ts": "2026-09-08T02:10:41Z", "hours": 4.8742, "text": "Devlog 4 of the Dragonfly Control Software Progress has been made! I have made multiple improvements to the code and its functioning in general. First, I added a telemetry integration function using the SCANsat mod (because what is a drone without telemetry, right?). Second, I wrote the scientific sequence function, but I have not yet integrated it into the drone. I have to assign its scientific devices to the action groups and calibrate their operating times. Third, I upgraded the Approach function and it now makes this butter-smooth leveling maneuver (seen on the video below) while also smoothly controlling its throttle, effectively maintaining its altitude within a 3 meter range. This script still has many improvements to be made, and I will definitely keep working on it."}, {"post_id": 54043, "ts": "2026-08-24T20:05:13Z", "hours": 3.6028, "text": "Devlog 3 of the Dragonfly Control Software After having a break because of medical things, I returned to continue improving my project. I updated the Approach function and now it works better. However, Dragonfly is falling short of its target waypoint so I’ll be fixing that problem. Also, I will leave a video showing the Landing function in action, enjoy it."}, {"post_id": 34974, "ts": "2026-07-26T03:24:59Z", "hours": 4.5442, "text": "Devlog 2 of the Dragonfly Control Software. After a complete code rewrite from scratch , I finally figured out how to make Dragonfly maneuver correctly. However, I need to calibrate a PID controller that makes the drone’s nose wobble up and down, but that is a minor problem now. I will continue to perfect the code to make it behave without any mayor issue. Anyways, here is a video of the drone taking off and cruising to its ideal altitude."}, {"post_id": 33840, "ts": "2026-07-24T02:38:20Z", "hours": 2.6011, "text": "Devlog 1 of the Dragonfly Control Software. I started this new project inspired by NASA’s Dragonfly mission since I wanted a harder challenge than the rover autopilot. However, I was then surprised by how difficult it was to make kOS control a drone’s angles (pitch, yaw, and roll) alongside with throttle, height control, speed, and who knows what more. So, I came up with PID functions that were built into kOS’s libraries that auto-correct the drone’s control variables mentiones before. After 2+ hours of troubleshooting in Kerbal Space Program (that sadly are not registered in Hackatime) I made the drone fly. Now, I need to debug the script even more to make it correct its pitch, and add altitude controls for adequate ascending, descending, and landing. I have the Outer Planets mod installed (quick context: KSP does not have Saturn, Uranus, and Neptune; this planet pack mod adds them and some moons into the game), so I sent Dragonfly to Tekto (recreation of Titan, the target moon for the real mission) where gravity is low and atmospheric pressure is higher than Kerbin (Earth in KSP). This moon is an absolute paradise for rotorcrafts like this. I’ll leave a video of the craft successfully performing its first takeoff below. Also, I totally did NOT almost crash it after assuming control."}]...
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Title: Dragonfly Control Software by @dr_aerospace Title: Dragonfly Control Software by @dr_aerospace | Stardance
Devlogs:
Devlog 1 of the Dragonfly Control Software. I started this new project inspired by NASA’s Dragonfly mission since I wanted a harder challenge than the rover autopilot. However, I was then surprised by how difficult it was to make kOS control a drone’s angles (pitch, yaw, and roll) alongside with throttle, height control, speed, and who knows what more. So, I came up with PID functions that were built into kOS’s libraries that auto-correct the drone’s control variables mentiones before. After 2+ hours of troubleshooting in Kerbal Space Program (that sadly are not registered in Hackatime) I made the drone fly. Now, I need to debug the script even more to make it correct its pitch, and add altitude controls for adequate ascending, descending, and landing. I have the Outer Planets mod installed (quick context: KSP does not have Saturn, Uranus, and Neptune; this planet pack mod adds them and some moons into the game), so I sent Dragonfly to Tekto (recreation of Titan, the target moon for the real mission) where gravity is low and atmospheric pressure is higher than Kerbin (Earth in KSP). This moon is an absolute paradise for rotorcrafts like this. I’ll leave a video of the craft successfully performing its first takeoff below. Also, I totally did NOT almost crash it after assuming control.
Devlog 2 of the Dragonfly Control Software. After a complete code rewrite from scratch , I finally figured out how to make Dragonfly maneuver correctly. However, I need to calibrate a PID controller that makes the drone’s nose wobble up and down, but that is a minor problem now. I will continue to perfect the code to make it behave without any mayor issue. Anyways, here is a video of the drone taking off and cruising to its ideal altitude.
Devlog 3 of the Dragonfly Control Software After having a break because of medical things, I returned to continue improving my project. I updated the Approach function and now it works better. However, Dragonfly is falling short of its target waypoint so I’ll be fixing that problem. Also, I will leave a video showing the Landing function in action, enjoy it.
Devlog 4 of the Dragonfly Control Software Progress has been made! I have made multiple improvements to the code and its functioning in general. First, I added a telemetry integration function using the SCANsat mod (because what is a drone without telemetry, right?). Second, I wrote the scientific sequence function, but I have not yet integrated it into the drone. I have to assign its scientific devices to the action groups and calibrate their operating times. Third, I upgraded the Approach function and it now makes this butter-smooth leveling maneuver (seen on the video below) while also smoothly controlling its throttle, effectively maintaining its altitude within a 3 meter range. This script still has many improvements to be made, and I will definitely keep working on it.
Devlog 5 of the Dragonfly Control Software I’m proud to announce that Dragonfly has successfully completed its first trans-oceanic flight! I had previously tested Dragonfly’s cruise altitude range around 5-6 kilometers over sea level, but this time, I decided to go even higher to 10 kilometers. I noticed that, at this altitude, Dragonfly could fly much faster but needed more power to maintain its altitude; just like airplanes do here on Earth. The video below shows Dragonfly exiting one continent and entering another on Tekto. Also, I found out how to make the SCANsat integration work. If you watch the terminal closefully, you can see Dragonfly’s current coordinates changing as it flies, and other telemetry data like current biome, slope, and elevation. Turns out, I had accidentally targeted the side of a mountain as the landing area and Dragonfly almost starts rolling down it, so, that gave me an idea: landing abort. I think the best option to make this work is to use the SCANsat data for slope and, if it is beyond a certain amount, make the drone fly to another area until the slope becomes safe enough to land. I could either make it fly straight until slope decreases to a safe amount, or make the user select an alternative waypoint (preferably flat) to safely land in case Dragonfly cannot. I thought another way to make this work was by detecting if the user presses the abort button on KSP’s UI, but that would ruin the whole point of Dragonfly being completely autonomous. In real space missions there is no abort button (neither is a “revert to assembly” button like in KSP) that works faster than the speed of light, so that is not a viable option. Anyways, I feel this project is getting better and more realistic with every change I make.
Devlog 6 of the Dragonfly Control Software I have worked than what should be considered overtime in the project and my effort is giving its fruits! With some help of AI doing a lot of math and calculus, I managed to make an actual approach function. First, Dragonfly calculates the distance to to the target Waypoint as a triangle. This means, in easy words, that the distance to the ground is one side of the triangle, the distance from the current point on the ground that Dragonfly is flying over to the Waypoint is the other side of the triangle, and the distance from the actual craft to the Waypoint is the hypotenuse of the triangle. Therefore, the idea is that Dragonfly follows that hypotenuse (shown in the video) all the way to the waypoint. Then, it levels its nose, activates the landing function, reduces its horizontal velocity to almost 0 by raising its nose (new characteristic), and softly lands. Also, I already wrote the landing abort function I talked about on the last Devlog, however, I had to re-write it since the SCANsat data for slope is apparently not valid or recognized, so, it did not work. What I made instead was a function that evaluates current pitch and roll right at landing, and, if either value crosses a limit, calls another function to make the drone take off, fly in a straight line, and call the landing function to try to land again. If the limit is not crossed, the drone simply activates the scientific analysis sequence. To summarize, this activates a land, check, and abort-or-stay loop of functions. This loop is executed until Dragonfly lands and its limits are not crossed. I will upload a video of it in the next devlog since I need to focus on fine-tuning the main functions first.
Devlog 7 of the Dragonfly Control Software Safety First! This devlog is all about the safety features of Dragonfly’s script. This script has two safety functions that work at certain times of Dragonfly’s flight procedure and for the same idea: NOT CRASHING . The first one is the Landing Abort set of functions (that I have talked about but never shown until today). The main idea of this function is to prevent rolling down a hill or mountain. It works by checking if Dragonfly’s pitch exceeds 45 degrees or if its roll exceeds 30 degrees (each to either side). If so happens, Dragonfly panics, takes off, locks its heading, flies straight for 30 seconds, and attempts to land. Once Dragonfly lands, it re-checks if its pitch or roll exceed the limiters, and takes off again if needed until it finds an adequate landing spot. The second function is a safe altitude maintenance function (something very much like the PULL UP PULL UP or CAUTION, TERRAIN alerts and crash avoidance systems on airplanes). This function constantly executes with every refreshing of the Cruise main UNTIL loop and evaluates the following conditions: if Dragonfly’s altitude over sea level is within a 10-meter margin of error around the target altitude, and if Dragonfly’s altitude over ground level goes below 500 meters. Both conditionals are joined by an AND gate and if both are true, Dragonfly initiates an altitude maintenance mode. It is supposed to maintain a 500 meter distance from the ground until its altitude over ground level is within a 10-meter margin around 500 meters and its altitude over sea level is around the same 10-meter margin around its target altitude. When both conditions are true, Dragonfly understands that it is once again at its target altitude and at a safe distance from the ground, and returns to its normal cruise. This mode is quite useful when flying low to avoid mountains or hills, especially steep ones like the ones in the video. Although this script is very smart are cautious, DO NOT FLY DRAGONFLY TO A MOUNTAIN! During my testing, I have had multiple crashes and errors while attempting to land at the sides or top of mountains. Also, if you fly Dragonfly to a mountain, the landing abort function will go crazy and keep you there for half an hour (or more) trying to land on the mountain. I have given my advice to thee, you shall see if you follow it or reject it.
Devlog 8 (and final) of the Dragonfly Control Software I’m pleased to announce that the Dragonfly Control Software is ready to ship for review! Aside from final touches and adjustments, the last thing I made for the program is a function that triggers an action group set to activate telemetry scans from SCANsat-related parts. The idea for this is to place activation command for these scans in a determined action group triggered by the code itself. This function is called from the Cruise function right after its loop is complete and before the Approach function is called. This way, the telemetry scans are done at Dragonfly’s target altitude. You can see the function in action in the video I left below. Speaking about videos, I should get to editing the Demo video I have to upload. I’m very proud of myself and I hope many KSP players get to use this script since drones are very hard to design and fly in KSP.
Ships:
I made a program, written in the KerboScript language, to autonomously control a replica of NASA’s Dragonfly mission (or any kind of rotorcraft) in Kerbal Space Program. Aside of selecting your target altitude or waypoint, the script is designed to be completely independent of human interaction. To use this program, you will need a ship with rotors that can maneuver in any direction and a kOS-enabled probe core. The script also integrates with the SCANsat mod to show the user telemetry and ETA data in the terminal (you can still use the script if you don’t have the SCANsat mod). The program’s flight profile divides into four main stages Liftoff , Cruise , Approach , and Landing . Each one of these has its own variables, loops, conditionals, and triggers. The script’s flow is designed to move on with each stage in an orderly manner. Each stage also has controls for altitude, pitch, and throttle depending on which stage is the code running. Besides the main control functions, the script also has two safety function to prevent crashes or rolling down slopes. The first one of this functions is Landing Abort . This function activates the exact second the drone lands and checks for five seconds if its pitch or roll exceed dangerous angles. If so happens, the script will take off rapidly, fly in a straight line for 30 seconds, and attempt to land again. If the drone lands in stable ground, it simply understands that it landed in safe ground and that landing abort is not needed. The other safety function is called the Safe Altitude Maintenance . This function executes with every refresh of the Cruise loop, and checks if the drone is within its target altitude margin and the distance to the ground goes below 500 meters. If that occurs, the drone accelerates to climb and maintain a 500 meter distance to the ground. When the drone returns to its target altitude margin and the distance to the ground becomes greater than 500, it returns to its normal Cruise mode. This is especially useful when flying at low altitude and near mountainous regions. After the drone lands and confirms it is safely leveled, it activates the Scientific Analysis Sequence . This sequence is composed by PRINT, action group, and WAIT commands. The main idea of this function is that it is completely customizable; this way, the user can select which instruments activate at what time. Also, there is another function that, in a fraction of a second, activates only one action group just after the Cruise loop’s conditionals are fulfilled and before the Approach loop activates. The objective is to place either telemetry or barometric scans while the drone is airborne. The objective of this script is to make powered flight in KSP rather an autonomous, stress-free experience. Any KSP player, from newbie to experienced can use the script to automate planet exploration....
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1793145165.499308
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Basic2DP by @VEX | Stardance
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VEX
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1
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35.0
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293
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T21:13:34Z", "hours": 35.0, "multiplier": 8.47, "payout": 293, "blessing": "neutral", "text": "I made a 2D physics engine which I named as Basic2DP (Basic 2 dimensional physics). It was made in C++ and uses SFML library for drawing the graphics. As for me he most challenging part was learning the actual math and physics to apply in the program. other than this the difficult part was keeping a track of code I often forget what I am supposed to do at what places :P. I am really proud of the fact that it is maybe the first project I have ever made that is this big I even had really fun in making it specially the theme feature was the most fun to work it for some reason, definitely enjoyed it and definitely learned a lot. If you are going to use this project then u can get it from the release section of my github repo but make sure to have 64bit windows and do not remove any of the dll files. Well thats all hope ya like this project :D", "repo": "https://github.com/VX7FAR/Basic2DP", "demo": "https://github.com/VX7FAR/Basic2DP/releases"}]...
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[{"post_id": 69329, "ts": "202 [{"post_id": 69329, "ts": "2026-09-16T20:26:48Z", "hours": 1.9294, "text": "IT IS FINALLY DONE AAAAAGHHHHHHHH I AM READY TO SHIP THE PROJECT before that lets see what else I did all this time. I made the readme and made minor changes to the code to improve the program like adding a ‘help’ command to get quick help Also to get a proper guide on how things work I added a readme.html in folder of executable so the terminal doesnt feel very cluttered"}, {"post_id": 67451, "ts": "2026-09-13T15:42:13Z", "hours": 3.8656, "text": "sooooo i did a lot of things i completed the input method by taking information by getline() and parsing it and storing each infomation in a vector then it is decided what should be done by checking what is in vector at 0 index i also finished the option for themes and i also added some premade theme to have something to work it and u can even add you own themes. uhhhhh what else did i do…. yes decoration the terminal by default has white text and quickly it starts looking terrible and messy so what i did was i gave the text some colour now it is a bit more cleaner to navigate between different portions in terminal. i am gonna work on making the app capable of being exported and also add some small things here n there also yea the readme as well"}, {"post_id": 65676, "ts": "2026-09-10T23:59:20Z", "hours": 2.7953, "text": "Hmmmmmmmmmmm I did a lot of work today and my code looks very messy now and I am not even sure if it is messy or if it is supposed to look like this Well today I completed the CLI for my physics engine and even added themes so u can customize can look. Damn I thought I did a lot of work and now I cant even remember a single thing that I did Well I do know what I will be doing now I will add a way to save the theme in device at a specific folder this way if u make any theme and close the theme u will still be able to access the previously made theme and u wont have to make it again After that I will give it finishing touches and then README and then make a static version of this app then import then ship 🚢"}, {"post_id": 65084, "ts": "2026-09-09T23:28:06Z", "hours": 1.6919, "text": "I am working on CLI system for giving input to the app As of now I have added a couple of features like updatevelocity, applyforce, setgravity and exit I did not do a commit yet I will do it in the next session I will add more features into it and I currently I am adding a way to get some information from the app which I will tell about in the next devlog"}, {"post_id": 64476, "ts": "2026-09-08T22:03:44Z", "hours": 3.2383, "text": "AAAAAGHHHHHHHHHHH MY HANDDD all i did was some exercise and since then my hand hurts very bad which is why I can type properly just a bit of weird movement and it feels like its going to fall off soo i am gonna tell whatever I have done till now I am done with the physics and collision and now I need to make a CLI for user to do things For that at first I was going to pause the physics and then let the user enter but then I found out about threads Basically when we code everything happens in a straight manner like one step at a time, imagine this like a single assembly line for producing things. Now that I use thread I can do multiple tasks without having to stop the other task which is why I wont have to stop the physics process this is like having two assembly lines (i am not sure what that analogy means but I dont have a proper example , basically I can do things alongside other things without having to pause) Noww next devlog when I add something new and my hand gets better cya!!!"}, {"post_id": 62455, "ts": "2026-09-05T20:10:02Z", "hours": 5.5081, "text": "Dayum today’s time is kinda long cuz i was being a dumdum What happened was since in a physics system we have the graphics, collision and physics so I thought of making different classes which was not a good choice so I spent a REALLLLLLLLYYYYYYYYYYYYYYY long time making those classes and since I wanted it to be inherited the system got really messy and I just kept getting error and errors. So, I stopped and now I am no longer fighting for my life. But then I spent some time making the wall collision a bit better, I improved the logic and also the way positioning happens in it and now the collision is extremely smooth and good looking and it no longer overlaps. After that worked I added gravity which was simple unless you are like me who spent a lot of time but the solution was just one line away. I just had to decrease velocity as per gravity * dt because gravity is second derivative but I kinda tried to mix things and update the velocity and position as the same time. I also added a reference to delta time in main class this way the delta time stays consistent Now I am gonna add a position correction system for object to object collision and then I will be more than 60% done with my project (or so I hope)"}, {"post_id": 60217, "ts": "2026-09-02T13:27:42Z", "hours": 2.6572, "text": "Soo the COLLISION SYSTEM IS COMPLETE I can finally start working on the physics it could be easy I think. As for collision I followed this document: collision reponse Oh wait I need to add collision response for boxes as well I JUST REMMEBERED THIS AS I WAS WRITING THIS DEVLOG I am more cooked than the food when I cook it"}, {"post_id": 58347, "ts": "2026-08-30T18:51:40Z", "hours": 1.305, "text": "the collision system i am starting to understand it now well i cant really explain much in this session sooo i will explain everything in one go after this is done"}, {"post_id": 56906, "ts": "2026-08-28T22:28:07Z", "hours": 0.8483, "text": "for some reason i have been using things that need x and y components as different variables which i dont know why i was doing so i shrinked(if thats a word) them and joined everything info sf::vector2f other than that i spent the time trying to implement things that i did not properly understood gonna spend some time studying a bit better"}, {"post_id": 56282, "ts": "2026-08-27T23:57:28Z", "hours": 0.6497, "text": "well didnt do much today got busy here n there today i finally implemented the functions and classes and they are working smoothly rn, at first i did run into some weird errors which i fixed now i am gonna work on adding object to object collision now that i am done with the regular collision."}, {"post_id": 55503, "ts": "2026-08-27T12:05:55Z", "hours": 1.4981, "text": "I added header files and seperated things to make them cleaner to look at i havent updated the code to work with the headers they are seperate now but I will change it later uhh i forgot what else i had done cuz my hackatime was not working"}, {"post_id": 54752, "ts": "2026-08-25T20:53:12Z", "hours": 1.4792, "text": "MY EXAMS ARE OVERRRRRRRR and now im back on work and I will try to do a devlog almost everyday. I have been working on making the collision system for now i worked with the borders each time I will run into some problem like velocity being updated each frame time after it collides or getting garbage values because I forgot to initialize the variables. Now they are fixed and now I will work on implementing collsion with other physics objects and before that I noticed that the circle will sometimes do slightly behind the border which is what I will fix."}, {"post_id": 53307, "ts": "2026-08-23T19:33:54Z", "hours": 3.2986, "text": "Soo the last time I wrote the code everything was messy and since I had done not so much work I thought of doing everything from the beginning. So I did and this also helped me to understand and improve everything by making the code a bit cleaner and making some functions and classes I also made a struct vector for storing information of the entities. For now I am working on adding only when the objects are circles also since I am implementing only the translation for now thats why I dont think someone will be bothered by not having rotation cuz they probably wont notice any."}, {"post_id": 49952, "ts": "2026-08-18T22:58:51Z", "hours": 0.9917, "text": "I couldnt do much today my exams are going on. But I made some changes to the coordinate system before this the +Y was going downwards now it is upwards Now I have a better grid system such that every coordinate is positive and I wont have to deal with negative numbers"}, {"post_id": 49277, "ts": "2026-08-17T23:56:26Z", "hours": 1.3111, "text": "Soo I realised that making new shapes gets kinda lengthy sometimes so I added a class an object that will help me make a new shape Also before I make anything related to translation and collision I will have to design the grid system I am still thinking of how I should implement the grid and where I should keep the origin Also I specified a fixed size of the window and including the border it is 840x640 pixels and without the border it is 800x600 pixels"}, {"post_id": 48524, "ts": "2026-08-16T22:48:37Z", "hours": 1.5619, "text": "Soo I just started making things and I have never really used a graphics library before so I spent quite a lot of time learning about how I am supposed to be using this library Things went good and it was actually pretty easy to get used to From tomorrow I think I will probably work on implementing movement first or collision first……we will see"}]...
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Title: Basic2DP by @VEX | Stardance
Devlogs:
Soo Title: Basic2DP by @VEX | Stardance
Devlogs:
Soo I just started making things and I have never really used a graphics library before so I spent quite a lot of time learning about how I am supposed to be using this library Things went good and it was actually pretty easy to get used to From tomorrow I think I will probably work on implementing movement first or collision first……we will see
Soo I realised that making new shapes gets kinda lengthy sometimes so I added a class an object that will help me make a new shape Also before I make anything related to translation and collision I will have to design the grid system I am still thinking of how I should implement the grid and where I should keep the origin Also I specified a fixed size of the window and including the border it is 840x640 pixels and without the border it is 800x600 pixels
I couldnt do much today my exams are going on. But I made some changes to the coordinate system before this the +Y was going downwards now it is upwards Now I have a better grid system such that every coordinate is positive and I wont have to deal with negative numbers
Soo the last time I wrote the code everything was messy and since I had done not so much work I thought of doing everything from the beginning. So I did and this also helped me to understand and improve everything by making the code a bit cleaner and making some functions and classes I also made a struct vector for storing information of the entities. For now I am working on adding only when the objects are circles also since I am implementing only the translation for now thats why I dont think someone will be bothered by not having rotation cuz they probably wont notice any.
MY EXAMS ARE OVERRRRRRRR and now im back on work and I will try to do a devlog almost everyday. I have been working on making the collision system for now i worked with the borders each time I will run into some problem like velocity being updated each frame time after it collides or getting garbage values because I forgot to initialize the variables. Now they are fixed and now I will work on implementing collsion with other physics objects and before that I noticed that the circle will sometimes do slightly behind the border which is what I will fix.
I added header files and seperated things to make them cleaner to look at i havent updated the code to work with the headers they are seperate now but I will change it later uhh i forgot what else i had done cuz my hackatime was not working
well didnt do much today got busy here n there today i finally implemented the functions and classes and they are working smoothly rn, at first i did run into some weird errors which i fixed now i am gonna work on adding object to object collision now that i am done with the regular collision.
for some reason i have been using things that need x and y components as different variables which i dont know why i was doing so i shrinked(if thats a word) them and joined everything info sf::vector2f other than that i spent the time trying to implement things that i did not properly understood gonna spend some time studying a bit better
the collision system i am starting to understand it now well i cant really explain much in this session sooo i will explain everything in one go after this is done
Soo the COLLISION SYSTEM IS COMPLETE I can finally start working on the physics it could be easy I think. As for collision I followed this document: collision reponse Oh wait I need to add collision response for boxes as well I JUST REMMEBERED THIS AS I WAS WRITING THIS DEVLOG I am more cooked than the food when I cook it
Dayum today’s time is kinda long cuz i was being a dumdum What happened was since in a physics system we have the graphics, collision and physics so I thought of making different classes which was not a good choice so I spent a REALLLLLLLLYYYYYYYYYYYYYYY long time making those classes and since I wanted it to be inherited the system got really messy and I just kept getting error and errors. So, I stopped and now I am no longer fighting for my life. But then I spent some time making the wall collision a bit better, I improved the logic and also the way positioning happens in it and now the collision is extremely smooth and good looking and it no longer overlaps. After that worked I added gravity which was simple unless you are like me who spent a lot of time but the solution was just one line away. I just had to decrease velocity as per gravity * dt because gravity is second derivative but I kinda tried to mix things and update the velocity and position as the same time. I also added a reference to delta time in main class this way the delta time stays consistent Now I am gonna add a position correction system for object to object collision and then I will be more than 60% done with my project (or so I hope)
AAAAAGHHHHHHHHHHH MY HANDDD all i did was some exercise and since then my hand hurts very bad which is why I can type properly just a bit of weird movement and it feels like its going to fall off soo i am gonna tell whatever I have done till now I am done with the physics and collision and now I need to make a CLI for user to do things For that at first I was going to pause the physics and then let the user enter but then I found out about threads Basically when we code everything happens in a straight manner like one step at a time, imagine this like a single assembly line for producing things. Now that I use thread I can do multiple tasks without having to stop the other task which is why I wont have to stop the physics process this is like having two assembly lines (i am not sure what that analogy means but I dont have a proper example , basically I can do things alongside other things without having to pause) Noww next devlog when I add something new and my hand gets better cya!!!
I am working on CLI system for giving input to the app As of now I have added a couple of features like updatevelocity, applyforce, setgravity and exit I did not do a commit yet I will do it in the next session I will add more features into it and I currently I am adding a way to get some information from the app which I will tell about in the next devlog
Hmmmmmmmmmmm I did a lot of work today and my code looks very messy now and I am not even sure if it is messy or if it is supposed to look like this Well today I completed the CLI for my physics engine and even added themes so u can customize can look. Damn I thought I did a lot of work and now I cant even remember a single thing that I did Well I do know what I will be doing now I will add a way to save the theme in device at a specific folder this way if u make any theme and close the theme u will still be able to access the previously made theme and u wont have to make it again After that I will give it finishing touches and then README and then make a static version of this app then import then ship 🚢
sooooo i did a lot of things i completed the input method by taking information by getline() and parsing it and storing each infomation in a vector then it is decided what should be done by checking what is in vector at 0 index i also finished the option for themes and i also added some premade theme to have something to work it and u can even add you own themes. uhhhhh what else did i do…. yes decoration the terminal by default has white text and quickly it starts looking terrible and messy so what i did was i gave the text some colour now it is a bit more cleaner to navigate between different portions in terminal. i am gonna work on making the app capable of being exported and also add some small things here n there also yea the readme as well
IT IS FINALLY DONE AAAAAGHHHHHHHH I AM READY TO SHIP THE PROJECT before that lets see what else I did all this time. I made the readme and made minor changes to the code to improve the program like adding a ‘help’ command to get quick help Also to get a proper guide on how things work I added a readme.html in folder of executable so the terminal doesnt feel very cluttered
Ships:
I made a 2D physics engine which I named as Basic2DP (Basic 2 dimensional physics). It was made in C++ and uses SFML library for drawing the graphics. As for me he most challenging part was learning the actual math and physics to apply in the program. other than this the difficult part was keeping a track of code I often forget what I am supposed to do at what places :P. I am really proud of the fact that it is maybe the first project I have ever made that is this big I even had really fun in making it specially the theme feature was the most fun to work it for some reason, definitely enjoyed it and definitely learned a lot. If you are going to use this project then u can get it from the release section of my github repo but make sure to have 64bit windows and do not remove any of the dll files. Well thats all hope ya like this project :D...
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1793148553.8570356
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1793234953.8570356
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51333
|
Nexus by @AbuBakr | Stardance
|
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T12:10:08Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did I make? I made Nexus , a browser-based OS where you learn cybersecurity by actually investigating a system instead of just watching tutorials. You get a simulated desktop with draggable windows, a terminal, Messages, NOVA, Evidence Board, Network Monitor, Mission Center, Security Center, and a couple of mini games. The main part of Nexus is the investigation system. You have to explore the filesystem, read logs, investigate network activity, follow clues, and figure out what happened to the machine. NOVA acts as a mentor and gives hints based on what you’ve actually discovered. I also added things that weren’t part of the original WebOS guide, especially the cybersecurity investigation/story system, evidence tracking, and the way the different apps react to your progress. What was challenging? The hardest part was making everything actually work together. It wasn’t too difficult to make a terminal or a few windows, but connecting the terminal, Flask backend, story progression, evidence system, NOVA, notifications, and the different apps without everything breaking was a completely different problem. I also spent a lot of time fixing progression bugs where players could accidentally skip parts of the investigation or NOVA would give the wrong hint. What are you proud of? I’m probably most proud of how much Nexus grew from the original idea. I started with basically a browser terminal and ended up building an entire little OS around it, with an actual investigation, story, multiple apps, mini games, evidence tracking and a mentor system. I also built around 50% of the planned story before having to pause development because my exams are about to start :( It’s definitely not finished forever, but I’m happy with what I managed to build and ship. What should people know so they can test your project? Just open the live demo and explore the OS. Start with NOVA and the Terminal, then follow the investigation from there. You don’t need to know cybersecurity beforehand. The commands and clues are introduced as you play, and NOVA gives hints when you get stuck. Also, don’t worry if you find a bug lol. I spent a lot of time fixing them, but I’m sure there are still some hiding somewhere. The project is also open source, so you can check out how everything works in the source code.", "repo": "https://github.com/AbuBakrProjects/Nexus", "demo": "https://nexus-os-demo.vercel.app/"}]...
|
[{"post_id": 55495, "ts": "202 [{"post_id": 55495, "ts": "2026-08-27T11:49:33Z", "hours": 5.0378, "text": "Dev Log #9 I think Nexus is finally ready And yeah… this is probably the final devlog for Nexus for now. The story is actually where I wanted to spend most of my time next, but unfortunately my exams are about to start, so I have to stop here for now :( There’s still a lot more of the story I want to build, more cybersecurity concepts I want to add, and probably a ridiculous number of small bugs waiting for me somewhere. But honestly, I’m pretty happy with how far Nexus came in such a short time. I started this project with basically just the idea of a browser-based terminal, and it turned into an entire little OS with a terminal, investigations, NOVA, evidence tracking, missions, mini games, networking tools, and an actual story. So yeah, Nexus is shipped. I’ll come back to it after exams and continue the story. Thanks to everyone who’s been following the project and giving feedback throughout these devlogs ❤️ Live demo + source are on the project page."}, {"post_id": 55121, "ts": "2026-08-26T16:07:00Z", "hours": 8.6639, "text": "Dev Log #8 Worked on adding 5 new apps that sync with your progress. > Evidence Board. It keeps track of the clues and important information you find while investigating. It also gives you a visual to connect everything together. Added: Tracks discovered evidence and known facts Shows things like NEXUS .24, the unknown .44, access logs and NEXUS-WATCH Updates as you discover clues Added a graphical view of how the evidence connects Keeps undiscovered information hidden until you find it > Network Monitor. Shows active connections Shows NEXUS, the router and unknown nodes Tracks inbound and outbound traffic Updates its interpretation as you investigate Starts with normal network activity and becomes more suspicious as you discover things > Mission Center. (The biggest one) I wanted it to feel more like an actual investigation instead of just showing a list of missions. It has 4 sections: Missions Profile Achievements Skills Missions page. The Missions page keeps track of the investigation and shows what you’ve discovered, what questions still need answering and what you should investigate next. It also has the 3 main investigations: 01 WHO IS 192.168.1.44? 02 THE SECOND TRACE 03 THE WATCHER Then there’s the Profile section which tracks your NEXUS identity, node, clearance and session. Achievements page. Achievements also unlock based on progress, and I added a small skill tree showing what you’re learning: Linux Networking Forensics Web Security > Security Center. Finally, I added the Security Center. It gives you a quick overview of the current state of the system, including file integrity, network monitoring, authentication monitoring and the watcher."}, {"post_id": 54336, "ts": "2026-08-25T09:14:15Z", "hours": 4.0858, "text": "Dev Log #7 Worked on adding some mini games to Nexus. I started with Tic Tac Toe, it was my first time making an actual game and I wanted to keep it simple. Added: Built the Tic Tac Toe board and game logic Added a VS Computer mode so you can play against NOVA Added win, lose and draw detection Added different messages from NOVA Made the game restartable without breaking the OS (Fixed) Kept it as its own app so it doesn’t mess with the rest of the Apps After getting that working, I wanted another small game, so I started working on Memory. Added the Memory card system Added card flipping and matching Added turns and match tracking Added a win state when all pairs are found Added NOVA reactions when you finish it Still had a bunch of small bugs while making both of them, especially around game state and resetting everything properly, but it was actually really fun seeing the games work inside the Nexus."}, {"post_id": 53942, "ts": "2026-08-24T17:24:22Z", "hours": 0.4711, "text": "Dev Log #6 I think Nexus is finally ready to ship Since the last update I finished up a lot of the OS part & added a bunch of the smaller things Added: 2 mini games, Tic Tac Toe and Memory A custom background Added more desktop apps Improved NOVA with better hints and Humor Added evidence tracking and investigation progress Improved the terminal Added more story dialogue and challenge progression Fixed a ton of small bugs and cleaned up the UI Made the OS react to what you discover There’s probably still a ton of stuff I haven’t noticed yet, so before I officially ship it, let me know what you think is missing or what I should fix. Would love to hear what you guys think :) Should I focus the final pass on bugs, story, or UI?"}, {"post_id": 53728, "ts": "2026-08-24T12:12:35Z", "hours": 5.3772, "text": "Dev Log #5 Added some mini games to Nexus OS. This was my first time making a game, so I started with something simple Tic Tac Toe . I also added a vs Computer mode where you play against NOVA. I’m thinking about adding more mini games, so i would love some suggestions from you guys. For now, I’m thinking of finishing things up, and finally shipping Nexus. Still a lot to improve, but I think it’s time to get it out there."}, {"post_id": 52578, "ts": "2026-08-22T19:15:44Z", "hours": 2.6094, "text": "Dev Log #4 Challenge-1 is finally added, where you have to find out why NEXUS-Node-1 came to life. You’ll try to find the intruder and learn new commands and stuff along the way. Also added: A working Jarvis-like helper named NOVA to guide you along the way Working terminal commands like ls, cd, pwd, cat, help, and nmap Game intro and story dialogue Message app with notifications Hints that help without simply giving away the solution Network logs that teach you a bit about networking Made it a bit more like a real cybersecurity simulator"}, {"post_id": 50976, "ts": "2026-08-20T13:31:09Z", "hours": 3.5139, "text": "Dev Log #3 Worked more on turning Nexus into an actual playable cybersecurity game. Added: Built the first flow for Challenge 01 Added story messages from UNKNOWN Added NOVA as a mentor to guide players Improved terminal with commands like ls, cd, pwd, cat, and help Added hints based on the player’s discoveries Added investigation around 192.168.1.44 and NEXUS’s network address Improved notifications and message Connected the story to the player’s actions What I’m learning: Game and story design Player progression and hints Linux and networking concepts Connecting frontend gameplay with backend state The video shows the current Challenge 01 flow, including the dialogue, messages and terminal commands. Still a lot more to build."}, {"post_id": 50467, "ts": "2026-08-19T17:01:08Z", "hours": 1.8658, "text": "Dev Log #2 — Building the Nexus OS Made a lot of progress on Nexus since the first update. Added: Built the Linux-inspired Nexus OS desktop Added a functional Terminal connected to Python + Flask Added commands like ls, cd, cat, pwd, clear, and nmap Added a virtual filesystem with logs and files Added a Messages app with desktop notifications and sounds Added the custom Nexus wallpaper and retro UI Started building the first cybersecurity investigation challenge Made the story react to the player’s discoveries What I’m learning: Python + Flask JavaScript and frontend/backend communication APIs and state management Linux and networking concepts Game and story design for cybersecurity education The goal is to eventually turn Nexus into a full browser-based OS where cybersecurity is learned through exploration and hands-on challenges."}, {"post_id": 50218, "ts": "2026-08-19T11:11:53Z", "hours": 3.6061, "text": "Dev Log #1 Started building a browser-based terminal as the first step toward a much bigger project: a Browser-OS with gamified cybersecurity learning. So far, I’ve built the initial terminal UI and started connecting it to a Python + Flask backend for command processing. I’m learning Flask while building the project, so right now it’s pretty basic — but this is just the beginning. Long-term goal: turn this into a browser-based OS where users can explore a virtual environment and learn cybersecurity through hands-on, gamified challenges."}]...
|
Title: Nexus by @AbuBakr | Stardance
Devlogs:
Dev Title: Nexus by @AbuBakr | Stardance
Devlogs:
Dev Log #1 Started building a browser-based terminal as the first step toward a much bigger project: a Browser-OS with gamified cybersecurity learning. So far, I’ve built the initial terminal UI and started connecting it to a Python + Flask backend for command processing. I’m learning Flask while building the project, so right now it’s pretty basic — but this is just the beginning. Long-term goal: turn this into a browser-based OS where users can explore a virtual environment and learn cybersecurity through hands-on, gamified challenges.
Dev Log #2 — Building the Nexus OS Made a lot of progress on Nexus since the first update. Added: Built the Linux-inspired Nexus OS desktop Added a functional Terminal connected to Python + Flask Added commands like ls, cd, cat, pwd, clear, and nmap Added a virtual filesystem with logs and files Added a Messages app with desktop notifications and sounds Added the custom Nexus wallpaper and retro UI Started building the first cybersecurity investigation challenge Made the story react to the player’s discoveries What I’m learning: Python + Flask JavaScript and frontend/backend communication APIs and state management Linux and networking concepts Game and story design for cybersecurity education The goal is to eventually turn Nexus into a full browser-based OS where cybersecurity is learned through exploration and hands-on challenges.
Dev Log #3 Worked more on turning Nexus into an actual playable cybersecurity game. Added: Built the first flow for Challenge 01 Added story messages from UNKNOWN Added NOVA as a mentor to guide players Improved terminal with commands like ls, cd, pwd, cat, and help Added hints based on the player’s discoveries Added investigation around 192.168.1.44 and NEXUS’s network address Improved notifications and message Connected the story to the player’s actions What I’m learning: Game and story design Player progression and hints Linux and networking concepts Connecting frontend gameplay with backend state The video shows the current Challenge 01 flow, including the dialogue, messages and terminal commands. Still a lot more to build.
Dev Log #4 Challenge-1 is finally added, where you have to find out why NEXUS-Node-1 came to life. You’ll try to find the intruder and learn new commands and stuff along the way. Also added: A working Jarvis-like helper named NOVA to guide you along the way Working terminal commands like ls, cd, pwd, cat, help, and nmap Game intro and story dialogue Message app with notifications Hints that help without simply giving away the solution Network logs that teach you a bit about networking Made it a bit more like a real cybersecurity simulator
Dev Log #5 Added some mini games to Nexus OS. This was my first time making a game, so I started with something simple Tic Tac Toe . I also added a vs Computer mode where you play against NOVA. I’m thinking about adding more mini games, so i would love some suggestions from you guys. For now, I’m thinking of finishing things up, and finally shipping Nexus. Still a lot to improve, but I think it’s time to get it out there.
Dev Log #6 I think Nexus is finally ready to ship Since the last update I finished up a lot of the OS part & added a bunch of the smaller things Added: 2 mini games, Tic Tac Toe and Memory A custom background Added more desktop apps Improved NOVA with better hints and Humor Added evidence tracking and investigation progress Improved the terminal Added more story dialogue and challenge progression Fixed a ton of small bugs and cleaned up the UI Made the OS react to what you discover There’s probably still a ton of stuff I haven’t noticed yet, so before I officially ship it, let me know what you think is missing or what I should fix. Would love to hear what you guys think :) Should I focus the final pass on bugs, story, or UI?
Dev Log #7 Worked on adding some mini games to Nexus. I started with Tic Tac Toe, it was my first time making an actual game and I wanted to keep it simple. Added: Built the Tic Tac Toe board and game logic Added a VS Computer mode so you can play against NOVA Added win, lose and draw detection Added different messages from NOVA Made the game restartable without breaking the OS (Fixed) Kept it as its own app so it doesn’t mess with the rest of the Apps After getting that working, I wanted another small game, so I started working on Memory. Added the Memory card system Added card flipping and matching Added turns and match tracking Added a win state when all pairs are found Added NOVA reactions when you finish it Still had a bunch of small bugs while making both of them, especially around game state and resetting everything properly, but it was actually really fun seeing the games work inside the Nexus.
Dev Log #8 Worked on adding 5 new apps that sync with your progress. > Evidence Board. It keeps track of the clues and important information you find while investigating. It also gives you a visual to connect everything together. Added: Tracks discovered evidence and known facts Shows things like NEXUS .24, the unknown .44, access logs and NEXUS-WATCH Updates as you discover clues Added a graphical view of how the evidence connects Keeps undiscovered information hidden until you find it > Network Monitor. Shows active connections Shows NEXUS, the router and unknown nodes Tracks inbound and outbound traffic Updates its interpretation as you investigate Starts with normal network activity and becomes more suspicious as you discover things > Mission Center. (The biggest one) I wanted it to feel more like an actual investigation instead of just showing a list of missions. It has 4 sections: Missions Profile Achievements Skills Missions page. The Missions page keeps track of the investigation and shows what you’ve discovered, what questions still need answering and what you should investigate next. It also has the 3 main investigations: 01 WHO IS 192.168.1.44? 02 THE SECOND TRACE 03 THE WATCHER Then there’s the Profile section which tracks your NEXUS identity, node, clearance and session. Achievements page. Achievements also unlock based on progress, and I added a small skill tree showing what you’re learning: Linux Networking Forensics Web Security > Security Center. Finally, I added the Security Center. It gives you a quick overview of the current state of the system, including file integrity, network monitoring, authentication monitoring and the watcher.
Dev Log #9 I think Nexus is finally ready And yeah… this is probably the final devlog for Nexus for now. The story is actually where I wanted to spend most of my time next, but unfortunately my exams are about to start, so I have to stop here for now :( There’s still a lot more of the story I want to build, more cybersecurity concepts I want to add, and probably a ridiculous number of small bugs waiting for me somewhere. But honestly, I’m pretty happy with how far Nexus came in such a short time. I started this project with basically just the idea of a browser-based terminal, and it turned into an entire little OS with a terminal, investigations, NOVA, evidence tracking, missions, mini games, networking tools, and an actual story. So yeah, Nexus is shipped. I’ll come back to it after exams and continue the story. Thanks to everyone who’s been following the project and giving feedback throughout these devlogs ❤️ Live demo + source are on the project page.
Ships:
What did I make? I made Nexus , a browser-based OS where you learn cybersecurity by actually investigating a system instead of just watching tutorials. You get a simulated desktop with draggable windows, a terminal, Messages, NOVA, Evidence Board, Network Monitor, Mission Center, Security Center, and a couple of mini games. The main part of Nexus is the investigation system. You have to explore the filesystem, read logs, investigate network activity, follow clues, and figure out what happened to the machine. NOVA acts as a mentor and gives hints based on what you’ve actually discovered. I also added things that weren’t part of the original WebOS guide, especially the cybersecurity investigation/story system, evidence tracking, and the way the different apps react to your progress. What was challenging? The hardest part was making everything actually work together. It wasn’t too difficult to make a terminal or a few windows, but connecting the terminal, Flask backend, story progression, evidence system, NOVA, notifications, and the different apps without everything breaking was a completely different problem. I also spent a lot of time fixing progression bugs where players could accidentally skip parts of the investigation or NOVA would give the wrong hint. What are you proud of? I’m probably most proud of how much Nexus grew from the original idea. I started with basically a browser terminal and ended up building an entire little OS around it, with an actual investigation, story, multiple apps, mini games, evidence tracking and a mentor system. I also built around 50% of the planned story before having to pause development because my exams are about to start :( It’s definitely not finished forever, but I’m happy with what I managed to build and ship. What should people know so they can test your project? Just open the live demo and explore the OS. Start with NOVA and the Terminal, then follow the investigation from there. You don’t need to know cybersecurity beforehand. The commands and clues are introduced as you play, and NOVA gives hints when you get stuck. Also, don’t worry if you find a bug lol. I spent a lot of time fixing them, but I’m sure there are still some hiding somewhere. The project is also open source, so you can check out how everything works in the source code....
|
1793102035.4531093
|
1793188435.4531093
|
|
55363
|
One-To-One by @tiyas | Stardance
|
tiyas
|
1
|
35.0
|
580
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T04:04:31Z", "hours": 35.0, "multiplier": 16.61, "payout": 580, "blessing": "neutral", "text": "i have made a simple webRtc bassed chat app. the special thing of this webside is that, as soon as both friends will close the chat the messages are gone for forever, no scope of being stored anywhere. and even no servers in between, i would call it power-user stuff, because it is so bare-metal that you have to exchange the WebRTC tokens yourself. if you are testing this, try this in two different tabs insted of running on two devices. it will work perfectly fine. i am proud of, its my first react app, and i have made it quite good enough i have fixed some of them myself i have spent a lot of time in it and build sucessful running app i have completed it within 20 days… The improvements in quality of life are, got one private and secure and serverless chatting platform one more step towards off-grid life improvement in privacy. data will be stored nowhere to be honest, my true motivation was, to give young couples a platform to talk privately and with zero risk of someone seeing their old messages… and i think, from a psychological point of view, most of the fight happens in young couples when they see some hurtful message again and again, but this has no way to see that, when you talk , only then you are able to see the chat , as soon as that ends, your brain also stops processing those , because you know they are completely gone.. these messages are stored in your device’s ram, and as soon as the program stops running, the data are gone.", "repo": "https://github.com/Tiyasbanerjee/One-To-One", "demo": "https://chat.tiyas.uk/"}]...
|
[{"post_id": 69935, "ts": "202 [{"post_id": 69935, "ts": "2026-09-18T02:59:53Z", "hours": 1.3969, "text": "i have added the loading animations, and now i am filling out the docs a little. i have also published it onto my own domain, chat.tiyas.uk next i am going to ship it."}, {"post_id": 69503, "ts": "2026-09-17T06:11:38Z", "hours": 2.0442, "text": "I have ran the 2ed successful test. and now its live at, “ https://tiyasbanerjee.github.io/One-To-One/ ” i have added some features like sending messages on enter press, scrool at the end as soon as new message comes or send. set up the github stuffs for deploying. and fixed some bugs like some scroll bars were showing where they should not.. its still not ready to ship now, i want it to look better and be more robust towards edge cases."}, {"post_id": 69077, "ts": "2026-09-16T10:25:47Z", "hours": 5.0767, "text": "at last!! at last i have fixed the bugs 😭😭😭😭. i cant explain the satisfaction level. now messages are sent successfully. But it is still not ready to ship now. i need to harden the logic and count all the edge cases too… but i cant explain the joy i am feeling. it might took 50% of the total time spent on this project. i thought that Ui would be the hardest part. but no, establishing the connections and managing states and variables and logic flow was the hardest, i mean most draining. while doing this i had lost my motivation many times, i thought i cant do, i am failing… but i stick to it. and it worked😭 ohh man!!!!"}, {"post_id": 68474, "ts": "2026-09-15T05:25:12Z", "hours": 8.8919, "text": "It took me quite some time to stitch the underlying connections. these includes, token compressition showing token on linkbox writing the logic of the information flow. writing the logic of showing a message on the message box. some Ui fixes etc etc… i think this is the hardest part… and still its not done, i still have to write the logic of how to take input of peer token, and then have to cheak if things are working properly, i think it would have lots of bugs, i have to fix them…"}, {"post_id": 66382, "ts": "2026-09-12T05:47:15Z", "hours": 1.0128, "text": "worked on the message layouts, worked on the incoming and outgoing message layouts did some styling modifications on the connect page spend time learning about back-end connections…"}, {"post_id": 65844, "ts": "2026-09-11T07:57:21Z", "hours": 1.7792, "text": "deigned some amount of the chat interface. like adding the input field , making it responsive making the button responsive. next steps are, making the layout for the messages, like how they user will see messages… receiving the messages and sending it…"}, {"post_id": 65783, "ts": "2026-09-11T04:53:13Z", "hours": 5.5283, "text": "new updates are worked on responsiveness Worked on degine and styleings Worked on annimations. and next steps are establishing the webRtc conection building the chat interface."}, {"post_id": 64132, "ts": "2026-09-08T10:23:02Z", "hours": 4.5331, "text": "i have switched from basic html css to React. and i have made the first page/welcome page of it. Next, I will make the connection establishment page, and then the chart interface.."}, {"post_id": 61304, "ts": "2026-09-04T04:41:24Z", "hours": 0.9969, "text": "made some UI , and did some UI fixes…"}, {"post_id": 59938, "ts": "2026-09-02T00:19:44Z", "hours": 2.0017, "text": "i have Build some of the UI for the chart interface and wrote some docs… will work farther on the WebRtc connection next."}, {"post_id": 59390, "ts": "2026-09-01T05:27:46Z", "hours": 1.2881, "text": "trying to code the handshake part but i am facing a lot of issues in this webrtc connections ,mainly in the handshake process…"}, {"post_id": 58722, "ts": "2026-08-31T08:28:00Z", "hours": 0.3353, "text": "refactored the code base because i am going to build it from scratch now."}]...
|
Title: One-To-One by @tiyas | Stardance
Devlogs:
Title: One-To-One by @tiyas | Stardance
Devlogs:
refactored the code base because i am going to build it from scratch now.
trying to code the handshake part but i am facing a lot of issues in this webrtc connections ,mainly in the handshake process…
i have Build some of the UI for the chart interface and wrote some docs… will work farther on the WebRtc connection next.
made some UI , and did some UI fixes…
i have switched from basic html css to React. and i have made the first page/welcome page of it. Next, I will make the connection establishment page, and then the chart interface..
new updates are worked on responsiveness Worked on degine and styleings Worked on annimations. and next steps are establishing the webRtc conection building the chat interface.
deigned some amount of the chat interface. like adding the input field , making it responsive making the button responsive. next steps are, making the layout for the messages, like how they user will see messages… receiving the messages and sending it…
worked on the message layouts, worked on the incoming and outgoing message layouts did some styling modifications on the connect page spend time learning about back-end connections…
It took me quite some time to stitch the underlying connections. these includes, token compressition showing token on linkbox writing the logic of the information flow. writing the logic of showing a message on the message box. some Ui fixes etc etc… i think this is the hardest part… and still its not done, i still have to write the logic of how to take input of peer token, and then have to cheak if things are working properly, i think it would have lots of bugs, i have to fix them…
at last!! at last i have fixed the bugs 😭😭😭😭. i cant explain the satisfaction level. now messages are sent successfully. But it is still not ready to ship now. i need to harden the logic and count all the edge cases too… but i cant explain the joy i am feeling. it might took 50% of the total time spent on this project. i thought that Ui would be the hardest part. but no, establishing the connections and managing states and variables and logic flow was the hardest, i mean most draining. while doing this i had lost my motivation many times, i thought i cant do, i am failing… but i stick to it. and it worked😭 ohh man!!!!
I have ran the 2ed successful test. and now its live at, “ https://tiyasbanerjee.github.io/One-To-One/ ” i have added some features like sending messages on enter press, scrool at the end as soon as new message comes or send. set up the github stuffs for deploying. and fixed some bugs like some scroll bars were showing where they should not.. its still not ready to ship now, i want it to look better and be more robust towards edge cases.
i have added the loading animations, and now i am filling out the docs a little. i have also published it onto my own domain, chat.tiyas.uk next i am going to ship it.
Ships:
i have made a simple webRtc bassed chat app. the special thing of this webside is that, as soon as both friends will close the chat the messages are gone for forever, no scope of being stored anywhere. and even no servers in between, i would call it power-user stuff, because it is so bare-metal that you have to exchange the WebRTC tokens yourself. if you are testing this, try this in two different tabs insted of running on two devices. it will work perfectly fine. i am proud of, its my first react app, and i have made it quite good enough i have fixed some of them myself i have spent a lot of time in it and build sucessful running app i have completed it within 20 days… The improvements in quality of life are, got one private and secure and serverless chatting platform one more step towards off-grid life improvement in privacy. data will be stored nowhere to be honest, my true motivation was, to give young couples a platform to talk privately and with zero risk of someone seeing their old messages… and i think, from a psychological point of view, most of the fight happens in young couples when they see some hurtful message again and again, but this has no way to see that, when you talk , only then you are able to see the chat , as soon as that ends, your brain also stops processing those , because you know they are completely gone.. these messages are stored in your device’s ram, and as soon as the program stops running, the data are gone....
|
1793145149.1607203
|
1793231549.1607203
|
|
61271
|
Paws Field by @ZadowCHI | Stardance
|
ZadowCHI
|
1
|
35.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T16:35:34Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Paws Field is finally done!! It’s a chill little farming sim where you play as a cat, grow crops and feed the hungry cows and chickens. You can use different tools, take care of your farm and watch your crops grow. Had a lot of fun making this and I’m happy I finally got it finished. Give it a try and let me know what you think!", "repo": "https://github.com/Zadow67/PawsField", "demo": "https://github.com/Zadow67/PawsField/releases/tag/v1.0.0"}]...
|
[{"post_id": 71080, "ts": "202 [{"post_id": 71080, "ts": "2026-09-20T08:44:57Z", "hours": 9.7794, "text": "Paws Field is completed Finished up Paws Field and added the last few things like sound effects and a proper game menu. Most of the main systems are now working together, from farming and tools to animals, inventory, time and saving. It’s finally in a playable state."}, {"post_id": 69747, "ts": "2026-09-17T18:28:38Z", "hours": 4.7697, "text": "Added NPC dialogue I worked on the dialogue system so the player can now talk to NPCs through dialogue boxes and have conversations with them. I’m also setting it up so dialogue can trigger actions in the game, like giving the player seeds to start growing crops. This is the start of making the NPCs actually interact with the player instead of just being part of the map."}, {"post_id": 69321, "ts": "2026-09-16T19:54:18Z", "hours": 4.5483, "text": "Added Crops YAY, Use can use Hoe To till the ground and then soe seeds seeds using the seed bags they grow in 7 days time you can speed the time aswell"}, {"post_id": 69017, "ts": "2026-09-16T07:04:25Z", "hours": 3.2189, "text": "Added UI, inventory and day system Added the tool selection UI and an inventory system where you can pick up and store items. I also added a day and time system, with the environment changing colors as the time moves from day to night."}, {"post_id": 68583, "ts": "2026-09-15T10:57:03Z", "hours": 4.4361, "text": "Added a tool bar at the bottom for selecting different tools. I used a PanelContainer for the main bar and made custom themes for the normal, hover and selected states of each tool button. Also set up the different tool slots so I can add more tools to it later without having to remake the whole thing. Still working on getting the tools to actually do their jobs properly."}, {"post_id": 67991, "ts": "2026-09-14T10:21:24Z", "hours": 1.0339, "text": "Tiny updates but a lot of stuff Added rocks that you can mine just like the trees, and both rocks and trees now have their own mining animations. I also added a Chicken NPC that walks around to random locations with different movement speeds. Also added Y indexing so NPCs and objects layer properly when walking around, and made templates for adding more NPCs later so I don’t have to build everything from scratch each time."}, {"post_id": 67675, "ts": "2026-09-13T20:46:35Z", "hours": 3.4144, "text": "I added collision boxes and hitboxesYou can now actually use the AXE to chop down trees which feels so cool to finally have working. I also added a door that opens when you get close to it It’s honestly a LOT of work because I’m learning Godot while building the game at the same time, but slowly everything is starting to work together."}, {"post_id": 66577, "ts": "2026-09-12T12:39:57Z", "hours": 3.8919, "text": "SOO, a lot has been done the map layout has been made the player(aka cat) have all types of animations it have also added all the future Animations in advance like shovel, watering, hoe and a lot more, i think its going to take long cause today i spent 6.5h+ in total. made this House layout too next i think ill work on the house more and try to add npc, too."}]...
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Title: Paws Field by @ZadowCHI | Stardance
Devlog Title: Paws Field by @ZadowCHI | Stardance
Devlogs:
SOO, a lot has been done the map layout has been made the player(aka cat) have all types of animations it have also added all the future Animations in advance like shovel, watering, hoe and a lot more, i think its going to take long cause today i spent 6.5h+ in total. made this House layout too next i think ill work on the house more and try to add npc, too.
I added collision boxes and hitboxesYou can now actually use the AXE to chop down trees which feels so cool to finally have working. I also added a door that opens when you get close to it It’s honestly a LOT of work because I’m learning Godot while building the game at the same time, but slowly everything is starting to work together.
Tiny updates but a lot of stuff Added rocks that you can mine just like the trees, and both rocks and trees now have their own mining animations. I also added a Chicken NPC that walks around to random locations with different movement speeds. Also added Y indexing so NPCs and objects layer properly when walking around, and made templates for adding more NPCs later so I don’t have to build everything from scratch each time.
Added a tool bar at the bottom for selecting different tools. I used a PanelContainer for the main bar and made custom themes for the normal, hover and selected states of each tool button. Also set up the different tool slots so I can add more tools to it later without having to remake the whole thing. Still working on getting the tools to actually do their jobs properly.
Added UI, inventory and day system Added the tool selection UI and an inventory system where you can pick up and store items. I also added a day and time system, with the environment changing colors as the time moves from day to night.
Added Crops YAY, Use can use Hoe To till the ground and then soe seeds seeds using the seed bags they grow in 7 days time you can speed the time aswell
Added NPC dialogue I worked on the dialogue system so the player can now talk to NPCs through dialogue boxes and have conversations with them. I’m also setting it up so dialogue can trigger actions in the game, like giving the player seeds to start growing crops. This is the start of making the NPCs actually interact with the player instead of just being part of the map.
Paws Field is completed Finished up Paws Field and added the last few things like sound effects and a proper game menu. Most of the main systems are now working together, from farming and tools to animals, inventory, time and saving. It’s finally in a playable state.
Ships:
Paws Field is finally done!! It’s a chill little farming sim where you play as a cat, grow crops and feed the hungry cows and chickens. You can use different tools, take care of your farm and watch your crops grow. Had a lot of fun making this and I’m happy I finally got it finished. Give it a try and let me know what you think!...
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1793209701.2040622
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1793296101.2040622
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65381
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webCtfThing by @ellie_wood | Stardance
|
ellie_wood
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2
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35.0
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556
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-27T23:00:18Z", "hours": 6.0, "multiplier": 10.84, "payout": 80, "blessing": "neutral", "text": "Updated the website. Added a new style of challenge (steganography) with 5 new flag to find. Fixed the navigation . Took advice and and added guide for each challenge page on how to use the challenges better. Linked the new challenges into the system, progress trackers, answer sheet. I had some good fun making these challenges since it was something I had never done before so it was new for me. Taking inspiration from all different challenges I have completed in the past making my own.", "repo": "https://github.com/elliewoodward2024-ops/CTF_Challenges", "demo": "https://elliewoodward2024-ops.github.io/CTF_Challenges/"}, {"ship_num": 2, "ts": "2026-10-08T12:48:33Z", "hours": 29.0, "multiplier": 16.43, "payout": 476, "blessing": "neutral", "text": "The idea of this page was to create a selection of easy to hard challenges that cover a range of different cryptography ciphers as well as web exploration challenges. Creating a CTF style challenge website to learn, problem solve, and explore some cybersecurity areas. What I found was challenging during this process was the fact that I was having to learn and pick up the javascript as I created the project. Due to having to learn the javascript as I went, since I had very basic knowledge at the start, this added to the time aspect quite a lot. I also did many new things in terms of styling to page which led to more errors and time that I spent learning and fixing as I went. Though I do like how the site turned out and am happy that I was able to create around fourteen challenges in total. I was also quite proud of how the styling did turn out since making many of the elements was new to me. When testing this page and going through the challenges, everything that you need for the cryptography challenges is provided if you need the assistance. To complete the web exploration challenges you will need to be able to use the inspect element tool.", "repo": "https://github.com/elliewoodward2024-ops/CTF_Challenges", "demo": "https://elliewoodward2024-ops.github.io/CTF_Challenges/"}]...
|
[{"post_id": 83420, "ts": "202 [{"post_id": 83420, "ts": "2026-10-27T22:52:31Z", "hours": 0.6181, "text": "Quick edits and proof read through things as well as updating the readme file so that I should be able to ship it."}, {"post_id": 83238, "ts": "2026-10-27T13:34:02Z", "hours": 5.5633, "text": "Decided to add a new challenge type and page to my website. I set up the challenge and got it linked into the site as well as wrote out the answers and such. I haven’t proof read anything yet but thats not 12:30 at night me problems. I also took some of the feedback and tried to add a section at each challenge page that explains on how to use the challenges better. On random note stego seems like such a wrong way to abbreviate steganography but after 50 times of checking that it is I decided to just leave it."}, {"post_id": 77813, "ts": "2026-10-08T11:51:01Z", "hours": 2.5253, "text": "Just doing what should hopefully be last edits, bug fixes, read throughs, and styling for the page as a whole."}, {"post_id": 76440, "ts": "2026-10-03T14:59:32Z", "hours": 3.62, "text": "Well I added some challenges and finally got round to editing the home page which I had been putting off for ages now. I want to fix the intro text for the home page but not much else for now. I think I am mostly done and might think about shipping soon but we will see how we go."}, {"post_id": 75528, "ts": "2026-09-30T11:37:00Z", "hours": 4.0186, "text": "Well I decided that it would be good to have a page with all the answers to the challenge so here we are. Each challenge will have a quick description on how to solve it, as well as the final flag. I also did some re-styling and adding little things in here and there."}, {"post_id": 75229, "ts": "2026-09-29T15:11:52Z", "hours": 2.2631, "text": "So I got a couple more challenges done for the site today. I think I may only do 2 more challenges (one in in each section) for now so hopefully that will happen tomorrow. Anyway the pic is from one of the web challenges I made, like the last 3 were."}, {"post_id": 74837, "ts": "2026-09-28T12:31:50Z", "hours": 3.2481, "text": "So that took so much longer than I thought it was going to. Not to mention the challenge that I wanted to compleat is still not done, but I don’t want to continue tonight so here I am. Oh well, I think the base of the entier site is mostly done for now. I am just going though and adding the challenges now. I think I have about ten and half done, but I will be focusing on adding them from now on."}, {"post_id": 74324, "ts": "2026-09-27T05:31:06Z", "hours": 2.5086, "text": "OK so I worked on setting up what I think should work as local storage. While setting that up it messed up something else, which I had to fix. I also linked up the progress/checkbox tracker across all the pages and a way to reset said progress. I also went through and fixed some bugs I came across. (Text may change since some are placeholders still)"}, {"post_id": 74015, "ts": "2026-09-26T15:14:23Z", "hours": 2.3839, "text": "Log four: Well after a lot of reading I got this set up for a backend I think. Very first time doing this so I think will take couple times to fully get it but its working for now so I am gonna take that as a win."}, {"post_id": 73560, "ts": "2026-09-25T12:16:07Z", "hours": 2.6561, "text": "Third log: Well I continued to work on the crypt page. Formatted it so you can see and the challenge and hint with different sections so you can look at challenge without seeing hint. This took me, again, probs longer than it should have. I did other things along with some organisation. Oh and I played around making a couple simple challenges."}, {"post_id": 73459, "ts": "2026-09-25T04:13:28Z", "hours": 2.1225, "text": "Second Log: Doing some more styling since I want to get that mostly set up as I work on starting the challenges. Adding a couple more pages since I am procrastinating doing the actual web challenges and I wanted them anyway. Plus it took me much longer than it should have to just make a nav bar that still needs some work."}, {"post_id": 73101, "ts": "2026-09-24T11:47:50Z", "hours": 3.6472, "text": "Starting the basics, getting the idea and base down along with the basic formatting and styling done (though it may change later). Most of the text is just placeholders for now and again may change later. Later me problems."}]...
|
Title: webCtfThing by @ellie_wood | Stardance
Dev Title: webCtfThing by @ellie_wood | Stardance
Devlogs:
Starting the basics, getting the idea and base down along with the basic formatting and styling done (though it may change later). Most of the text is just placeholders for now and again may change later. Later me problems.
Second Log: Doing some more styling since I want to get that mostly set up as I work on starting the challenges. Adding a couple more pages since I am procrastinating doing the actual web challenges and I wanted them anyway. Plus it took me much longer than it should have to just make a nav bar that still needs some work.
Third log: Well I continued to work on the crypt page. Formatted it so you can see and the challenge and hint with different sections so you can look at challenge without seeing hint. This took me, again, probs longer than it should have. I did other things along with some organisation. Oh and I played around making a couple simple challenges.
Log four: Well after a lot of reading I got this set up for a backend I think. Very first time doing this so I think will take couple times to fully get it but its working for now so I am gonna take that as a win.
OK so I worked on setting up what I think should work as local storage. While setting that up it messed up something else, which I had to fix. I also linked up the progress/checkbox tracker across all the pages and a way to reset said progress. I also went through and fixed some bugs I came across. (Text may change since some are placeholders still)
So that took so much longer than I thought it was going to. Not to mention the challenge that I wanted to compleat is still not done, but I don’t want to continue tonight so here I am. Oh well, I think the base of the entier site is mostly done for now. I am just going though and adding the challenges now. I think I have about ten and half done, but I will be focusing on adding them from now on.
So I got a couple more challenges done for the site today. I think I may only do 2 more challenges (one in in each section) for now so hopefully that will happen tomorrow. Anyway the pic is from one of the web challenges I made, like the last 3 were.
Well I decided that it would be good to have a page with all the answers to the challenge so here we are. Each challenge will have a quick description on how to solve it, as well as the final flag. I also did some re-styling and adding little things in here and there.
Well I added some challenges and finally got round to editing the home page which I had been putting off for ages now. I want to fix the intro text for the home page but not much else for now. I think I am mostly done and might think about shipping soon but we will see how we go.
Just doing what should hopefully be last edits, bug fixes, read throughs, and styling for the page as a whole.
Decided to add a new challenge type and page to my website. I set up the challenge and got it linked into the site as well as wrote out the answers and such. I haven’t proof read anything yet but thats not 12:30 at night me problems. I also took some of the feedback and tried to add a section at each challenge page that explains on how to use the challenges better. On random note stego seems like such a wrong way to abbreviate steganography but after 50 times of checking that it is I decided to just leave it.
Quick edits and proof read through things as well as updating the readme file so that I should be able to ship it.
Ships:
The idea of this page was to create a selection of easy to hard challenges that cover a range of different cryptography ciphers as well as web exploration challenges. Creating a CTF style challenge website to learn, problem solve, and explore some cybersecurity areas. What I found was challenging during this process was the fact that I was having to learn and pick up the javascript as I created the project. Due to having to learn the javascript as I went, since I had very basic knowledge at the start, this added to the time aspect quite a lot. I also did many new things in terms of styling to page which led to more errors and time that I spent learning and fixing as I went. Though I do like how the site turned out and am happy that I was able to create around fourteen challenges in total. I was also quite proud of how the styling did turn out since making many of the elements was new to me. When testing this page and going through the challenges, everything that you need for the cryptography challenges is provided if you need the assistance. To complete the web exploration challenges you will need to be able to use the inspect element tool.
Updated the website. Added a new style of challenge (steganography) with 5 new flag to find. Fixed the navigation . Took advice and and added guide for each challenge page on how to use the challenges better. Linked the new challenges into the system, progress trackers, answer sheet. I had some good fun making these challenges since it was something I had never done before so it was new for me. Taking inspiration from all different challenges I have completed in the past making my own....
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1793213753.5622377
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1793300153.5622377
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2341
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Burn by @J | Stardance
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J
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0
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34.99
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0
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[]
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[{"post_id": 39246, "ts": "202 [{"post_id": 39246, "ts": "2026-08-02T02:55:55Z", "hours": 3.3219, "text": "Fancy burn creation UI It’s been a while since my last devlog but I’ve made some changes to Burn! There’s a new interface for adding a burn (video attached) When not actively being played the game uses far fewer resources on your computer After clicking “Watch Replay” on the end screen there is a “Back” button to return to that screen (image attached) More new things hopefully coming soon!"}, {"post_id": 25065, "ts": "2026-07-09T00:58:06Z", "hours": 3.3681, "text": "An actual playable game! TL;DR: win conditions, score, better network stuff meaning faster loading While there is still much to improve here, you can now win (with a score) and lose! The current level that exists has a goal of “make the orbit more circular.” Here are all the possible scenarios right now: Drifting off into space, never to return! Crashing into Earth! Both of these already existed but now there’s a limited number of burns (currently 2) and when you run out you will see one of these three things happen: Mission complete! This shows your score between 0 and 1000, with the latter meaning you got your orbit to be perfectly circular. The orbit became less circular The orbit didn’t change All of these are possible now and the game can detect each one, and so you can now actually play the game and get scores! In addition to win detection, I optimized the network transfer of data so it doesn’t resend all of the position information over the internet every time, just the new stuff. This makes the game faster. If you’d like, you can try the game yourself now at https://burn.jmeow.net !"}, {"post_id": 23187, "ts": "2026-07-06T00:34:35Z", "hours": 3.2375, "text": "Lots of new things! Things in this devlog (now with bullet points and more emojis) that I did: fixed some bugs and did some refactoring so it’s easier to add stuff! loading indicators! (they show progress now!) changing burn direction! now you can fly off into space never to return explosion on earth impact! this fixes some weird stuff where you could go through the earth and when you hit the center it kind of shot off into space and broke. As always, check out the live demo at https://burn.jmeow.net and join the Slack channel #burn ! Also: any thoughts on this type of devlog? Do you like it better or worse than my other ones? (this one has more emojis and is a bit more concise) Please comment your opinion or tell me in Slack if you’d like to."}, {"post_id": 21519, "ts": "2026-07-03T15:03:53Z", "hours": 2.5589, "text": "Adding burns in the UI! I changed several things in this devlog (well really only about two). The first one is the time system. Now, under the slider, you can see the time before or after “now.” The time in the future is predicted up to 8 hours ahead for selection of when to put the next burn. You can only simulate burns in the future. The other change is that now you can add a burn to the current point selected in the future using an interface in the top right (early prototype, the ui will be different later). You type in the number of seconds the burn should last, move the time with the slider on the bottom to when you want it to start. Then you press “start burn.” It takes a second and I haven’t added a loading indicator there yet, but does do things once you click it! If you’d like to try these new changes out, go to the live demo on https://burn.jmeow.net ! Note: I am aware that you can go right through Earth and it looks weird. In the next devlog I’ll probably add an explosion when you hit Earth so this doesn’t happen. TL;DR: You can now add burns in-game and it simulates the trajectory of the spacecraft 8 hours ahead."}, {"post_id": 18744, "ts": "2026-06-29T22:43:05Z", "hours": 3.1661, "text": "A burn and some particles! I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now! Also… I’ve officially hit 20 hours of working on this project! (this is my longest hackatime project I’ve ever made lol)"}, {"post_id": 17926, "ts": "2026-06-28T21:20:35Z", "hours": 2.6353, "text": "Wheeeeeee There is now a slider to control the simulation’s time! I also added a play/pause button to watch the animation at 1000x speed. (1x is extremely slow looking) In addition I made some server-side changes to reduce re-calculating things over and over again so my server doesn’t have to work as hard and loading times can be faster. If you’d like to try the latest version out for yourself, check out the live demo at https://burn.jmeow.net !"}, {"post_id": 17000, "ts": "2026-06-27T16:09:49Z", "hours": 2.1461, "text": "3D Orbit Simulation Visualizer! I integrated the backend I made recently for calculations with the new 3D engine! The orbit calculations run using NASA’s GMAT on my Mac Mini home server, which the website then fetches data from to display on the page. If you’d like to try this out yourself, go to https://burn.jmeow.net and click Play! Note: if you are in the Hack Club Slack, join #burn for slightly more frequent updates and screenshots!"}, {"post_id": 16605, "ts": "2026-06-27T00:40:29Z", "hours": 2.1086, "text": "SPHERE MOVE YAY I have begun the 3D-ness of the game’s graphics. This is likely what Earth will look like in version 1, although I might change it eventually. Probably won’t modify too much more about the 3D engine for now because I’m about ready to start adding actual simulations! That’s for the next devlog. In the meantime you can play with my movey sphere at https://burn.jmeow.net ! Note: if you are in the Hack Club Slack (which you probably are but I know these devlogs are public) join the channel #burn for slightly more frequent updates and more screenshots!"}, {"post_id": 16310, "ts": "2026-06-26T15:23:46Z", "hours": 1.8461, "text": "In-game UI (the beginnings of it anyway) I made a design in Figma for some UI elements, and now I’m starting to implement it in my actual code. Next I will be starting a custom 3D engine for the simulations. The screenshot is the current state of the UI (the square is a placeholder)"}, {"post_id": 8920, "ts": "2026-06-14T20:54:29Z", "hours": 2.3028, "text": "Custom satellite trajectory! Turns out SPICE does not do everything I need it to after all, so I am going back to GMAT. Instead of compiling it to WebAssembly, I’m going to run calculations on my server (Maybe WASM in v2? We’ll see). The image below is my custom 3d renderer made in my last devlog adapted to work with GMAT’s output. It’s showing the path of a simulated satellite in orbit around Earth as it starts a long burn pushing it off into space. The white circle is Earth."}, {"post_id": 7036, "ts": "2026-06-11T19:56:12Z", "hours": 4.1306, "text": "Moon orbit… in a browser! TL;DR: Spent a long time researching, also decided to use the SPICE library instead of GMAT for calculations, and run SPICE on a remote server instead of the browser. Images are the path of the moon’s orbit around Earth, drawn inside a web browser(!!!) ⋆⋆⋆⋆⋆⋆⋆⋆ So it’s been kind of a while since my last devlog. The main reason for this is that I’ve been working on things that can’t be tracked with Hackatime or measured very well, such as attempting to compile things (In the terminal, not an editor) or researching on various websites. (Speaking of which, here’s a really good NASA resource I found for explaining the basics of spaceflight) I’ve decided to make some changes to how I’m going to simulate the game. Instead of using GMAT (Mentioned in previous devlogs), I’m going to use a different NASA program called SPICE. GMAT uses this internally, and SPICE is a library instead of a GUI application. Sadly, I have not yet managed to get SPICE running in a browser with WebAssembly, so I’ll be running all the calculations on a python web server. To summarize, I’m now using SPICE for calculations instead of GMAT, and running the calculations on a remote server instead of in the browser. To demonstrate that this works, I made a webpage and simple python web server that calculates and displays the orbit of the moon around Earth for 90 days. It visualizes the orbit with a custom 3D engine I’m creating for this project. Screenshots of this are attached, where the rainbow line is the path of the orbit and the white dot is Earth. (Note: my 3D engine seems to stretch things out so it doesn’t look perfectly circular. I’ll probably fix this if I include it in the real game.) ⋆⋆⋆⋆⋆⋆⋆⋆ Edit: seems like Stardance isn’t showing all the images, if you can only see the first one, please look in the comments of this devlog for links to the other two!"}, {"post_id": 1904, "ts": "2026-06-04T03:59:10Z", "hours": 1.0836, "text": "Title screen! In this update I added a title screen, as well as a small notice saying that the game is in development. This is so that when it’s deployed, people won’t get confused about why none of the buttons work on the title screen (they don’t yet). Speaking of deploying this, I put the current version on my site at https://burn.jmeow.net ! Feel free to check it out, but be aware that the buttons don’t do anything just yet. Next, I’ll probably be starting to experiment with WebAssembly and Emscripten, and try to compile NASA’s GMAT so it can run in the browser. (Don’t know what GMAT is? Read my first devlog for more about that!) (Note: the screenshot attached is not of the entire page, the text isn’t this big in the real game. I cropped out the parts that aren’t interesting.)"}, {"post_id": 1772, "ts": "2026-06-03T23:27:18Z", "hours": 1.6569, "text": "I spent all day today configuring NeoVim (my code editor) and did not get much done so far. I did set up a web app with fun things like SCSS and hot reloading, and I made a cool splash screen (attached below)! Also made a simplified to-do list, which I’ll probably add more to at some point."}, {"post_id": 1044, "ts": "2026-06-02T20:54:35Z", "hours": 1.43, "text": "Fancy space visualization things! I installed an open source piece of simulation software by NASA called GMAT (general mission analysis tool) which has a GUI and a scripting interface. (GMAT is really cool, though I sadly don’t understand much of it yet) It can output computer-readable files of where things go (among other things) and I made a demo program for reading these files (if GMAT is configured correctly) and visualizing the position of a satellite. I’m planning to compile GMAT (written in C++) to WebAssembly so I can use its capabilities inside the game, for realistic physics. For now, I’m just pre-generating output files and showing them. The image below is the path of a satellite being launched into orbit around the moon. Currently, neither the position of the earth nor the moon are shown, only the path of the satellite. The Z axis is also not shown yet, because I haven’t done much 3D graphics coding. The color represents time. Disclaimer: This is my first time doing much with outer space and physics simulations, meaning I don’t know that much about it right now. I hope to learn more about these topics as this project continues in development! TL;DR: GMAT = fancy NASA software for simulating/planning missions. I’m using GMAT for realistic simulations (currently manually, programmatically in the future). Image is of a satellite being launched into lunar orbit."}]...
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Title: Burn by @J | Stardance
Devlogs:
Fancy spac Title: Burn by @J | Stardance
Devlogs:
Fancy space visualization things! I installed an open source piece of simulation software by NASA called GMAT (general mission analysis tool) which has a GUI and a scripting interface. (GMAT is really cool, though I sadly don’t understand much of it yet) It can output computer-readable files of where things go (among other things) and I made a demo program for reading these files (if GMAT is configured correctly) and visualizing the position of a satellite. I’m planning to compile GMAT (written in C++) to WebAssembly so I can use its capabilities inside the game, for realistic physics. For now, I’m just pre-generating output files and showing them. The image below is the path of a satellite being launched into orbit around the moon. Currently, neither the position of the earth nor the moon are shown, only the path of the satellite. The Z axis is also not shown yet, because I haven’t done much 3D graphics coding. The color represents time. Disclaimer: This is my first time doing much with outer space and physics simulations, meaning I don’t know that much about it right now. I hope to learn more about these topics as this project continues in development! TL;DR: GMAT = fancy NASA software for simulating/planning missions. I’m using GMAT for realistic simulations (currently manually, programmatically in the future). Image is of a satellite being launched into lunar orbit.
I spent all day today configuring NeoVim (my code editor) and did not get much done so far. I did set up a web app with fun things like SCSS and hot reloading, and I made a cool splash screen (attached below)! Also made a simplified to-do list, which I’ll probably add more to at some point.
Title screen! In this update I added a title screen, as well as a small notice saying that the game is in development. This is so that when it’s deployed, people won’t get confused about why none of the buttons work on the title screen (they don’t yet). Speaking of deploying this, I put the current version on my site at https://burn.jmeow.net ! Feel free to check it out, but be aware that the buttons don’t do anything just yet. Next, I’ll probably be starting to experiment with WebAssembly and Emscripten, and try to compile NASA’s GMAT so it can run in the browser. (Don’t know what GMAT is? Read my first devlog for more about that!) (Note: the screenshot attached is not of the entire page, the text isn’t this big in the real game. I cropped out the parts that aren’t interesting.)
Moon orbit… in a browser! TL;DR: Spent a long time researching, also decided to use the SPICE library instead of GMAT for calculations, and run SPICE on a remote server instead of the browser. Images are the path of the moon’s orbit around Earth, drawn inside a web browser(!!!) ⋆⋆⋆⋆⋆⋆⋆⋆ So it’s been kind of a while since my last devlog. The main reason for this is that I’ve been working on things that can’t be tracked with Hackatime or measured very well, such as attempting to compile things (In the terminal, not an editor) or researching on various websites. (Speaking of which, here’s a really good NASA resource I found for explaining the basics of spaceflight) I’ve decided to make some changes to how I’m going to simulate the game. Instead of using GMAT (Mentioned in previous devlogs), I’m going to use a different NASA program called SPICE. GMAT uses this internally, and SPICE is a library instead of a GUI application. Sadly, I have not yet managed to get SPICE running in a browser with WebAssembly, so I’ll be running all the calculations on a python web server. To summarize, I’m now using SPICE for calculations instead of GMAT, and running the calculations on a remote server instead of in the browser. To demonstrate that this works, I made a webpage and simple python web server that calculates and displays the orbit of the moon around Earth for 90 days. It visualizes the orbit with a custom 3D engine I’m creating for this project. Screenshots of this are attached, where the rainbow line is the path of the orbit and the white dot is Earth. (Note: my 3D engine seems to stretch things out so it doesn’t look perfectly circular. I’ll probably fix this if I include it in the real game.) ⋆⋆⋆⋆⋆⋆⋆⋆ Edit: seems like Stardance isn’t showing all the images, if you can only see the first one, please look in the comments of this devlog for links to the other two!
Custom satellite trajectory! Turns out SPICE does not do everything I need it to after all, so I am going back to GMAT. Instead of compiling it to WebAssembly, I’m going to run calculations on my server (Maybe WASM in v2? We’ll see). The image below is my custom 3d renderer made in my last devlog adapted to work with GMAT’s output. It’s showing the path of a simulated satellite in orbit around Earth as it starts a long burn pushing it off into space. The white circle is Earth.
In-game UI (the beginnings of it anyway) I made a design in Figma for some UI elements, and now I’m starting to implement it in my actual code. Next I will be starting a custom 3D engine for the simulations. The screenshot is the current state of the UI (the square is a placeholder)
SPHERE MOVE YAY I have begun the 3D-ness of the game’s graphics. This is likely what Earth will look like in version 1, although I might change it eventually. Probably won’t modify too much more about the 3D engine for now because I’m about ready to start adding actual simulations! That’s for the next devlog. In the meantime you can play with my movey sphere at https://burn.jmeow.net ! Note: if you are in the Hack Club Slack (which you probably are but I know these devlogs are public) join the channel #burn for slightly more frequent updates and more screenshots!
3D Orbit Simulation Visualizer! I integrated the backend I made recently for calculations with the new 3D engine! The orbit calculations run using NASA’s GMAT on my Mac Mini home server, which the website then fetches data from to display on the page. If you’d like to try this out yourself, go to https://burn.jmeow.net and click Play! Note: if you are in the Hack Club Slack, join #burn for slightly more frequent updates and screenshots!
Wheeeeeee There is now a slider to control the simulation’s time! I also added a play/pause button to watch the animation at 1000x speed. (1x is extremely slow looking) In addition I made some server-side changes to reduce re-calculating things over and over again so my server doesn’t have to work as hard and loading times can be faster. If you’d like to try the latest version out for yourself, check out the live demo at https://burn.jmeow.net !
A burn and some particles! I made some big changes to the backend so that the game can modify the trajectory of the orbit more, and added a burn to slow down the spacecraft! Then I also added a fancy particle effect when a burn is happening that shows the thruster in use. The changes are live on the demo website if you’d like to check it out now! Also… I’ve officially hit 20 hours of working on this project! (this is my longest hackatime project I’ve ever made lol)
Adding burns in the UI! I changed several things in this devlog (well really only about two). The first one is the time system. Now, under the slider, you can see the time before or after “now.” The time in the future is predicted up to 8 hours ahead for selection of when to put the next burn. You can only simulate burns in the future. The other change is that now you can add a burn to the current point selected in the future using an interface in the top right (early prototype, the ui will be different later). You type in the number of seconds the burn should last, move the time with the slider on the bottom to when you want it to start. Then you press “start burn.” It takes a second and I haven’t added a loading indicator there yet, but does do things once you click it! If you’d like to try these new changes out, go to the live demo on https://burn.jmeow.net ! Note: I am aware that you can go right through Earth and it looks weird. In the next devlog I’ll probably add an explosion when you hit Earth so this doesn’t happen. TL;DR: You can now add burns in-game and it simulates the trajectory of the spacecraft 8 hours ahead.
Lots of new things! Things in this devlog (now with bullet points and more emojis) that I did: fixed some bugs and did some refactoring so it’s easier to add stuff! loading indicators! (they show progress now!) changing burn direction! now you can fly off into space never to return explosion on earth impact! this fixes some weird stuff where you could go through the earth and when you hit the center it kind of shot off into space and broke. As always, check out the live demo at https://burn.jmeow.net and join the Slack channel #burn ! Also: any thoughts on this type of devlog? Do you like it better or worse than my other ones? (this one has more emojis and is a bit more concise) Please comment your opinion or tell me in Slack if you’d like to.
An actual playable game! TL;DR: win conditions, score, better network stuff meaning faster loading While there is still much to improve here, you can now win (with a score) and lose! The current level that exists has a goal of “make the orbit more circular.” Here are all the possible scenarios right now: Drifting off into space, never to return! Crashing into Earth! Both of these already existed but now there’s a limited number of burns (currently 2) and when you run out you will see one of these three things happen: Mission complete! This shows your score between 0 and 1000, with the latter meaning you got your orbit to be perfectly circular. The orbit became less circular The orbit didn’t change All of these are possible now and the game can detect each one, and so you can now actually play the game and get scores! In addition to win detection, I optimized the network transfer of data so it doesn’t resend all of the position information over the internet every time, just the new stuff. This makes the game faster. If you’d like, you can try the game yourself now at https://burn.jmeow.net !
Fancy burn creation UI It’s been a while since my last devlog but I’ve made some changes to Burn! There’s a new interface for adding a burn (video attached) When not actively being played the game uses far fewer resources on your computer After clicking “Watch Replay” on the end screen there is a “Back” button to return to that screen (image attached) More new things hopefully coming soon!...
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Mcrpd by @Ganimard | Stardance
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Ganimard
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34.99
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[]
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[{"post_id": 71642, "ts": "202 [{"post_id": 71642, "ts": "2026-09-21T06:41:00Z", "hours": 0.7911, "text": "Doublechecked the pin mappings in my firmware"}, {"post_id": 71077, "ts": "2026-09-20T08:40:30Z", "hours": 0.9528, "text": "I’M DONE. firmware, case design and pcb design is all wrapped up just had to tidy up my github repo and get it ready for review"}, {"post_id": 70484, "ts": "2026-09-19T08:33:09Z", "hours": 1.7458, "text": "Ok a basic draft of the firmware is finished and I’ve tried to compile it where it said “invalid bootloader specified” or sm shit, but I’ve fixed that just got the errors qmk msys gives me to work out. Involved some major terminal and file explorer fuckery, especially as a beginner"}, {"post_id": 62072, "ts": "2026-09-05T09:46:47Z", "hours": 1.2167, "text": "finished case design. I actually added a little shroud thing for the mcu which will be glued onto the main case assembly after building."}, {"post_id": 62012, "ts": "2026-09-05T06:45:47Z", "hours": 0.8833, "text": "Case redesign(tolerances would not fit). still unfinished"}, {"post_id": 61929, "ts": "2026-09-05T03:08:24Z", "hours": 1.3428, "text": "finishing touches on the top plate"}, {"post_id": 61861, "ts": "2026-09-05T00:03:53Z", "hours": 0.9667, "text": "I finally found a boolean model to use for the usb-c cutout off of printables. The case now has a usb-c cutout."}, {"post_id": 60720, "ts": "2026-09-03T08:49:46Z", "hours": 1.0264, "text": "Fixed the led routing now all thats left is some DRC kinks to work out."}, {"post_id": 52906, "ts": "2026-08-23T09:00:07Z", "hours": 0.95, "text": "edited the pcb as there are a few kinks to work out with the footprints. My LEDs give an error message in DRC as “footprint not found”"}, {"post_id": 42501, "ts": "2026-08-07T08:52:02Z", "hours": 1.5331, "text": "still trying to add a usb c cutout"}, {"post_id": 38077, "ts": "2026-07-31T09:17:01Z", "hours": 1.6, "text": "trying to add a usb c cutout to my case"}, {"post_id": 35672, "ts": "2026-07-27T08:30:57Z", "hours": 0.9167, "text": "further firmware development. I worked mostly on the info.json file and reverse enginerred the orpheuspad’s code. Some AI was used for proofreading"}, {"post_id": 35055, "ts": "2026-07-26T07:15:21Z", "hours": 0.9669, "text": "Finally, after much undocumented reseach, i’ve started writing the firmware. I did vibecode and use help from AI a bit as I havent coded in anything past python."}, {"post_id": 31060, "ts": "2026-07-19T04:48:07Z", "hours": 1.0003, "text": "figuring out how qmk works and how i use it"}, {"post_id": 30556, "ts": "2026-07-18T07:14:13Z", "hours": 1.2336, "text": "Case design is basically done just gotta add a usb c cutout. The top plate is basically nonexistant as i wanted the pcb, components and soldering to show through the case"}, {"post_id": 30031, "ts": "2026-07-17T09:01:37Z", "hours": 2.6922, "text": "(hopefully) Final PCB rerouting and case design"}, {"post_id": 29312, "ts": "2026-07-16T05:05:54Z", "hours": 1.5669, "text": "Placement of things on the top case plate. Gonna add a boolean modifier to make the holes for it on the top plate later"}, {"post_id": 29216, "ts": "2026-07-15T23:31:39Z", "hours": 0.7003, "text": "Unfinished case (top plate and walls still unfinished"}, {"post_id": 28775, "ts": "2026-07-15T08:07:58Z", "hours": 0.8278, "text": "GND net finished and case design started"}, {"post_id": 28571, "ts": "2026-07-14T22:03:51Z", "hours": 1.2939, "text": "Final routing with the correct microcontroller. GND net still unfinished"}, {"post_id": 28153, "ts": "2026-07-14T08:26:51Z", "hours": 1.6469, "text": "Fixed prev ERC errors and begun routing"}, {"post_id": 27546, "ts": "2026-07-13T06:26:12Z", "hours": 2.3003, "text": "The tutorial for the hackpad uses the SAMD21 version of the xiao whereas they ship the xiao rp2040. Had to redesign everything around the rp2040. Schematic ERC still gives some errors and routing is not yet fully completed."}, {"post_id": 27059, "ts": "2026-07-12T08:15:12Z", "hours": 0.8167, "text": "finished case design and started firmware design"}, {"post_id": 25811, "ts": "2026-07-10T08:45:18Z", "hours": 1.4503, "text": "fixed the DRC issues from the LEDs and started case design"}, {"post_id": 24580, "ts": "2026-07-08T08:28:36Z", "hours": 1.3167, "text": "Added 4 LEDs. Kicad DRC gives a lot of errors still so got a few kinks to work out before routing."}, {"post_id": 22701, "ts": "2026-07-05T08:23:29Z", "hours": 0.5333, "text": "added silkscreen art to my pcb"}, {"post_id": 22456, "ts": "2026-07-04T22:32:19Z", "hours": 1.0167, "text": "added an oled screen+rotary encoder. gonna try to add some silkscreen art next time"}, {"post_id": 21350, "ts": "2026-07-03T07:32:42Z", "hours": 1.7047, "text": "I am building a comparatively basic 3 key macropad with a rotary encoder, an oled screen, LEDs and 3 switches. So far only the switches and the (badly incorporated) rotary encoder have been added. In further sessions I intend to fix the rotary encoder and add an oled screen (software parts to come later)."}]...
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Title: Mcrpd by @Ganimard | Stardance
Devlogs:
I Title: Mcrpd by @Ganimard | Stardance
Devlogs:
I am building a comparatively basic 3 key macropad with a rotary encoder, an oled screen, LEDs and 3 switches. So far only the switches and the (badly incorporated) rotary encoder have been added. In further sessions I intend to fix the rotary encoder and add an oled screen (software parts to come later).
added an oled screen+rotary encoder. gonna try to add some silkscreen art next time
added silkscreen art to my pcb
Added 4 LEDs. Kicad DRC gives a lot of errors still so got a few kinks to work out before routing.
fixed the DRC issues from the LEDs and started case design
finished case design and started firmware design
The tutorial for the hackpad uses the SAMD21 version of the xiao whereas they ship the xiao rp2040. Had to redesign everything around the rp2040. Schematic ERC still gives some errors and routing is not yet fully completed.
Fixed prev ERC errors and begun routing
Final routing with the correct microcontroller. GND net still unfinished
GND net finished and case design started
Unfinished case (top plate and walls still unfinished
Placement of things on the top case plate. Gonna add a boolean modifier to make the holes for it on the top plate later
(hopefully) Final PCB rerouting and case design
Case design is basically done just gotta add a usb c cutout. The top plate is basically nonexistant as i wanted the pcb, components and soldering to show through the case
figuring out how qmk works and how i use it
Finally, after much undocumented reseach, i’ve started writing the firmware. I did vibecode and use help from AI a bit as I havent coded in anything past python.
further firmware development. I worked mostly on the info.json file and reverse enginerred the orpheuspad’s code. Some AI was used for proofreading
trying to add a usb c cutout to my case
still trying to add a usb c cutout
edited the pcb as there are a few kinks to work out with the footprints. My LEDs give an error message in DRC as “footprint not found”
Fixed the led routing now all thats left is some DRC kinks to work out.
I finally found a boolean model to use for the usb-c cutout off of printables. The case now has a usb-c cutout.
finishing touches on the top plate
Case redesign(tolerances would not fit). still unfinished
finished case design. I actually added a little shroud thing for the mcu which will be glued onto the main case assembly after building.
Ok a basic draft of the firmware is finished and I’ve tried to compile it where it said “invalid bootloader specified” or sm shit, but I’ve fixed that just got the errors qmk msys gives me to work out. Involved some major terminal and file explorer fuckery, especially as a beginner
I’M DONE. firmware, case design and pcb design is all wrapped up just had to tidy up my github repo and get it ready for review
Doublechecked the pin mappings in my firmware...
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1792803157.7517343
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1793407957.7517343
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53602
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Language Diffusion Model Experiment w/ Sudoku by @ Language Diffusion Model Experiment w/ Sudoku by @arushg | Stardance...
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arushg
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1
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34.99
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-24T18:46:01Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built an end-to-end experiment comparing diffusion language models with autoregressive models on Sudoku. I learned that confidence-guided, out of order unmasking is well suited to constraint-solving tasks: fine-tuned iLLaDA substantially outperformed much larger models on harder puzzles. The biggest challenge was GPU resources.. bro I need an H100 rack at home", "repo": "https://github.com/arush-garg/SudokuDiffusion", "demo": "https://huggingface.co/spaces/Techno03/sudoku-diffusion"}]...
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[{"post_id": 77125, "ts": "202 [{"post_id": 77125, "ts": "2026-10-05T18:37:11Z", "hours": 0.6444, "text": "Added a demo on HF Spaces"}, {"post_id": 59113, "ts": "2026-08-31T18:57:40Z", "hours": 1.1283, "text": "Again I got feedback that the code and README looked too AI generated so this is Attempt 3 at restructuring and rewriting the README. Idk what to put for the image so I put the README, which is now 100% written by me (I changed it to sort of match the Stardance format)"}, {"post_id": 56834, "ts": "2026-08-28T19:39:49Z", "hours": 1.3022, "text": "Writing code myself for the first time to refactor the codebase (jk I did write most of it myself the first time… but we obey the orders of the Shipwrights)"}, {"post_id": 55625, "ts": "2026-08-27T16:18:10Z", "hours": 0.9153, "text": "Cleaning up code"}, {"post_id": 53998, "ts": "2026-08-24T18:43:38Z", "hours": 0.5886, "text": "Generating output example"}, {"post_id": 53929, "ts": "2026-08-24T17:07:20Z", "hours": 4.3217, "text": "Cleaned up training and eval code"}, {"post_id": 53548, "ts": "2026-08-24T04:31:45Z", "hours": 25.91, "text": "Results from my experiment – with fine-tuning, diffusion models can beat pre-trained models almost 9 times larger, and autoregressive fine-tuned models 1.5 times larger"}]...
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Title: Language Diffusion Model Experiment w/ Sudo Title: Language Diffusion Model Experiment w/ Sudoku by @arushg | Stardance
Devlogs:
Results from my experiment – with fine-tuning, diffusion models can beat pre-trained models almost 9 times larger, and autoregressive fine-tuned models 1.5 times larger
Cleaned up training and eval code
Generating output example
Cleaning up code
Writing code myself for the first time to refactor the codebase (jk I did write most of it myself the first time… but we obey the orders of the Shipwrights)
Again I got feedback that the code and README looked too AI generated so this is Attempt 3 at restructuring and rewriting the README. Idk what to put for the image so I put the README, which is now 100% written by me (I changed it to sort of match the Stardance format)
Added a demo on HF Spaces
Ships:
I built an end-to-end experiment comparing diffusion language models with autoregressive models on Sudoku. I learned that confidence-guided, out of order unmasking is well suited to constraint-solving tasks: fine-tuned iLLaDA substantially outperformed much larger models on harder puzzles. The biggest challenge was GPU resources.. bro I need an H100 rack at home...
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1793084110.9911494
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1793170510.9911494
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42544
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Super Accessible Voice Communication Tool for Peop Super Accessible Voice Communication Tool for People with Tourettes and VCDs by @Jinan | Stardance...
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Jinan
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0
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34.96
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0
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[]
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[{"post_id": 41201, "ts": "202 [{"post_id": 41201, "ts": "2026-08-05T08:44:39Z", "hours": 9.7464, "text": "Devlog #4 Nothing too important today After the gym today, I was really tired, yesterday I wroked on auths, watched some Youtube videos and tested token checking and auth systems on my code, it is very close to the point where I can release it in GitHub to be used locally but needs more work to release publicly as an webapp according to my plans. Spent a lot of time actually making sure the website works, changed the texts to mine which I actually wrote instead of random placeholders, also making a detailed guide page in the side in text, video and images for people who have other disabilities so it stays super accessible! P.S: Thanks to everyone who is following my project and liking my posts/devlogs! @Staudt @seti @Arsen @GoldenClarinet @253_Mathilde_IYKYK @stratustraipsing @ajmaleee__ @wayne14 , truly appreciate y’all! <3"}, {"post_id": 40475, "ts": "2026-08-04T01:06:57Z", "hours": 5.1367, "text": "#Devlog3 Local mode has some issues but it is looking good! My plans for today/tomorrow: Make the website look nicer, add a dark/light theme Try to make the code actualy clone your voice using XI and then play it For some reason, the code bugged and now rooms don’t close and take up server resources unless I stop the site Research a bit on how to get the site public or if databases are needed, likely trying cloudflare pages though."}, {"post_id": 39777, "ts": "2026-08-02T23:34:08Z", "hours": 9.8464, "text": "Devlog#2 Code improvements, security and website redesign For some reason, the audio was not playing from the sender to the receiver due to some issues with websockets and content security settings, after debugging for 30 minutes, finally came across fixed settings to fix it. Had to recode the html logic to properly take the XI Labs API keys. So the API keys need to be safe to release this to the public, but currently I have no idea how to keep the keys secure as this is an open-source project, so I took some help from Claude cowork to help me setup security features, it added git-ignore. Added checks to if the sender is running the webapp locally or if it is from production, with logs to explain what to do either way. Sender rooms to share their voice were active even after the session ended and the sender could not create any during that time, it was really annoying to fix, but I added a system that cleans the room when it is inactive for over 60s to save server resources and let the sender create another one Working on: Finish the logic for room code generation and sharing directly via browser links. Proper authentication Maybe a login/sign or just distinguish users from XI API keys? Still need to actually QA API key security features though Note: 4 images is a limit here so couldn’t show all new code but these are the main ones"}, {"post_id": 39001, "ts": "2026-08-01T17:10:33Z", "hours": 10.2311, "text": "Devlog#1 Initial prototyping and designs It was a pretty hectic day, I made a local voice assistive communicator tool for a hackathon that was super unpolished pretty much some time ago under a few hours. So I decided to actually work on it myself from scratch as it would help people who face Tourette’s or VCD(like myself). But this time I plan to release this to the public so people all across the world can use it . Things I did today: Recoded the API logic that allows voice cloning and playback from scratch. Made a temporary layout for the homepage now, I reused the color palletes and designs from my personal studio site to save some time. Tested a ton with ElevenLabs API, websockets, to make sure it can actually play audio on different tabs. Began setting up the rooms-system(I named it myself) so it is actually accessible to anyone with a browser and does not need 3-4 different apps or mess with your mic. Began adding info to the page <– will add a video guide and more detailed notes(with pics) on the website to make it easier for people to use, but just for now. Did a ton of testing to make sure the website kinda works for now, at least the voice cloning, it will take time to figure out how to keep tokens safe while people use this though. Made a ton of stupid beginner mistakes in my code such as keeping my whole logic in a single file so now it is a nightmare to edit unfortunately :(. Was able to hopefully correctly resolve the rest but will check on it tomorrow as I am tired today."}]...
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Title: Super Accessible Voice Communication Tool f Title: Super Accessible Voice Communication Tool for People with Tourettes and VCDs by @Jinan | Stardance
Devlogs:
Devlog#1 Initial prototyping and designs It was a pretty hectic day, I made a local voice assistive communicator tool for a hackathon that was super unpolished pretty much some time ago under a few hours. So I decided to actually work on it myself from scratch as it would help people who face Tourette’s or VCD(like myself). But this time I plan to release this to the public so people all across the world can use it . Things I did today: Recoded the API logic that allows voice cloning and playback from scratch. Made a temporary layout for the homepage now, I reused the color palletes and designs from my personal studio site to save some time. Tested a ton with ElevenLabs API, websockets, to make sure it can actually play audio on different tabs. Began setting up the rooms-system(I named it myself) so it is actually accessible to anyone with a browser and does not need 3-4 different apps or mess with your mic. Began adding info to the page <– will add a video guide and more detailed notes(with pics) on the website to make it easier for people to use, but just for now. Did a ton of testing to make sure the website kinda works for now, at least the voice cloning, it will take time to figure out how to keep tokens safe while people use this though. Made a ton of stupid beginner mistakes in my code such as keeping my whole logic in a single file so now it is a nightmare to edit unfortunately :(. Was able to hopefully correctly resolve the rest but will check on it tomorrow as I am tired today.
Devlog#2 Code improvements, security and website redesign For some reason, the audio was not playing from the sender to the receiver due to some issues with websockets and content security settings, after debugging for 30 minutes, finally came across fixed settings to fix it. Had to recode the html logic to properly take the XI Labs API keys. So the API keys need to be safe to release this to the public, but currently I have no idea how to keep the keys secure as this is an open-source project, so I took some help from Claude cowork to help me setup security features, it added git-ignore. Added checks to if the sender is running the webapp locally or if it is from production, with logs to explain what to do either way. Sender rooms to share their voice were active even after the session ended and the sender could not create any during that time, it was really annoying to fix, but I added a system that cleans the room when it is inactive for over 60s to save server resources and let the sender create another one Working on: Finish the logic for room code generation and sharing directly via browser links. Proper authentication Maybe a login/sign or just distinguish users from XI API keys? Still need to actually QA API key security features though Note: 4 images is a limit here so couldn’t show all new code but these are the main ones
#Devlog3 Local mode has some issues but it is looking good! My plans for today/tomorrow: Make the website look nicer, add a dark/light theme Try to make the code actualy clone your voice using XI and then play it For some reason, the code bugged and now rooms don’t close and take up server resources unless I stop the site Research a bit on how to get the site public or if databases are needed, likely trying cloudflare pages though.
Devlog #4 Nothing too important today After the gym today, I was really tired, yesterday I wroked on auths, watched some Youtube videos and tested token checking and auth systems on my code, it is very close to the point where I can release it in GitHub to be used locally but needs more work to release publicly as an webapp according to my plans. Spent a lot of time actually making sure the website works, changed the texts to mine which I actually wrote instead of random placeholders, also making a detailed guide page in the side in text, video and images for people who have other disabilities so it stays super accessible! P.S: Thanks to everyone who is following my project and liking my posts/devlogs! @Staudt @seti @Arsen @GoldenClarinet @253_Mathilde_IYKYK @stratustraipsing @ajmaleee__ @wayne14 , truly appreciate y’all! <3...
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1792892990.8814018
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1793756990.8814018
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FlashPoint by @zakkbob | Stardance
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zakkbob
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0
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34.95
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0
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[]
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[{"post_id": 24285, "ts": "202 [{"post_id": 24285, "ts": "2026-07-07T19:05:09Z", "hours": 6.2364, "text": "Split app into distinct parts I have split the app into four parts - decks, review, sync, settings. Decks Currently just shows an ‘open’ button to review cards. Will eventually show a navigable deck tree. Review For reviewing due cards. Sync Syncs with Anki desktop. Settings Settings and stuff… (haven’t decided yet)"}, {"post_id": 18401, "ts": "2026-06-29T15:17:52Z", "hours": 0.9689, "text": "Basic anki sync achieved! Cards are now downloaded from Anki on my laptop when the app is opened and loaded into memory for review. How I achieved this I am running an anki plugin on my laptop called anki-connect which provides a REST API for interacting with cards, decks, notes etc… The process looks like this: Retrieve deck names For each deck, retrieve card IDs Retrieve each card by ID Attached is a video showing 3 cards being synced. Issues to be addressed in future Each card is retrieved with an independent API request even though its possible to retrieve them in bulk Why: My current implementation loads the entire response body into memory at once then deserialises it. Each card in the response is roughly 1KB, so loading many at once would require more memory than the ESP32 has. Fix: Implement a streaming approach instead where cards are saved to the SD card as they are received, reducing memory usage. Cards are lost when the app is exited Why: I wanted a quick CardStore implementation to test the sync with so cards are only stored in memory. Fix: Implement a CardStore which saves them to the SD Card"}, {"post_id": 18312, "ts": "2026-06-29T12:47:23Z", "hours": 9.3814, "text": "Trying to get anki integration working Currently trying to get the XTeink to load cards from my laptop through the anki-connect plugin’s api. Here’s a screenshot of the log from it attempting to load the decks and cards. Sadly it crashed right after so I’m still working on that. After I get this working I can start working on storing the cards so they can be reviewed offline."}, {"post_id": 16422, "ts": "2026-06-26T18:32:47Z", "hours": 2.2381, "text": "Purged SQLite from the code and implemented an in-memory store instead I’ve made an interface called CardStore so I can implement multiple ways of storing cards. In future, I might use this to benchmark and compare different methods but for now I’m using an in-memory store so I can quickly test things out. I’ve made a plan for the persistent card storage, but I’ll get to that later. For now I’m going to work on the initial sync with Anki. This will be much easier than the partial sync (where cards have been added, edited, removed, and reviewed)."}, {"post_id": 15716, "ts": "2026-06-25T15:54:18Z", "hours": 0.8769, "text": "My 4 yr old brother helped design a new logo I was trying to design an icon for the flashcard app when he came over and asked if he could help. He says it’s a ‘super cool rocket block smiley face’."}, {"post_id": 15189, "ts": "2026-06-24T18:06:44Z", "hours": 10.0975, "text": "Went on a massive detour trying to get SQLite onto the ESP32 Anki allows you to export all your cards into a single .apkg file, which is essentially a zip file containing media files along with Anki’s SQLite database. I want it to be possible to import apkg files directly into flashpoint so I figured if I could get SQLite working on the XTeink X4 directly then this would be easy. Issue #1 - I have no idea what I’m doing I have never used PlatformIO before, so I wasn’t sure how to actually include libraries. Initially, I tried just adding #include <sqlite.h> where I needed it, but this failed to build so I installed SQLite onto my laptop which didn’t work either. I discovered that since the XTeink X4 uses an ESP32 I needed specific libraries for it — I found siara-cc/Sqlite3Esp32 and added it to the dependencies section in platformio.ini (PlatformIO’s config file). This brings us to Issue #2. Issue #2 - The ESP32 is so small! The ESP32 only has 16MiB of flash memory. This is enough to store around 48 novels, 4 photos, or 1/20th of a YouTube video*. This memory is typically used to store configuration, assets, and firmware. Here is the partition scheme used in CrossInk (the project I forked). # Name, Type, SubType, Offset, Size, Flags nvs, data, nvs, 0x9000, 0x5000, # 20KiB - For settings, like the WiFi password otadata, data, ota, 0xe000, 0x2000, # 8KiB - Tracks OTA update progress app0, app, ota_0, 0x10000, 0x640000, # 6.25MiB - First firmware partition app1, app, ota_1, 0x650000,0x640000, # 6.25MiB - Second firmware partition spiffs, data, spiffs, 0xc90000,0x360000, # 3.375MiB - Filesystem for assets, such as those in the webserver coredump, data, coredump,0xFF0000,0x10000, # 64KiB - Crash reports for debugging Overall, this reduces the space actually available for the firmware down to 6.25MiB. SQLite adds roughly 470KiB to the firmware image, bringing it beyond the 6.25MiB partition limit. To solve this I shrunk the spiffs partition, which allowed me to expand app0 and app1 to 7MiB and build an image with SQLite. However, I realised that I still couldn’t use SQLite yet. Issue #3 - SQLite doesn’t understand the filesystem I’m using Under many abstractions, it seems that CrossInk uses SdFat to manage the filesystem, rather than the simpler SD library. As I understand it, this means that files cannot be accessed using stdio.h commands like fopen() and instead must be accessed through the SdFat library. This means that for SQLite to work I would need to write a sort of ‘translation’ class which maps SQLite’s desired filesystem actions onto SdFat methods. This is called a VFS (Virtual File System), and looks very tedious to implement. In a last ditch effort, I tried to use the SD library and SdFat library simultaneously, which resulted in the whole device crashing whenever I opened my flashcards (pictured below) - this is not very useful. I’m sure I’m misunderstanding something and there’s probably an easier solution which works, but I’ve decided to try a different approach instead. A different Approach CrossInk already persists structured data in many places. For example, bookmarks appear to be stored in a binary file format using some sort of serialisation utility. I’ll look into this and probably implement my own storage solution which only stores the data I need rather than using an entire SQLite database. In hindsight, SQLite was probably the wrong decision, but it led me to better understand PlatformIO, ESP32 partition tables, and CrossInk’s storage architecture. Notes Rough calculations: 75,000 word novels, 4.7 characters per word, one-byte characters 4MiB photos 10-minute 720p video, which is around 332MB according to this website"}, {"post_id": 8291, "ts": "2026-06-13T19:44:07Z", "hours": 2.8533, "text": "Created a card review screen You can now review cards! Well, technically there’s only one to review, but it’s a great card."}, {"post_id": 8080, "ts": "2026-06-13T14:20:47Z", "hours": 1.2139, "text": "Implemented a placeholder screen The button now takes you somewhere, but nothing much happens yet."}, {"post_id": 8045, "ts": "2026-06-13T12:46:25Z", "hours": 1.0808, "text": "We have a menu button! I figured out how to add a button to the main menu (I designed a little icon for it too). Next, I’m going to make it do something. I’m new to embedded development so I’m still trying to get my head around the build process as well as how CrossPoint is structured"}]...
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Title: FlashPoint by @zakkbob | Stardance
Devlogs Title: FlashPoint by @zakkbob | Stardance
Devlogs:
We have a menu button! I figured out how to add a button to the main menu (I designed a little icon for it too). Next, I’m going to make it do something. I’m new to embedded development so I’m still trying to get my head around the build process as well as how CrossPoint is structured
Implemented a placeholder screen The button now takes you somewhere, but nothing much happens yet.
Created a card review screen You can now review cards! Well, technically there’s only one to review, but it’s a great card.
Went on a massive detour trying to get SQLite onto the ESP32 Anki allows you to export all your cards into a single .apkg file, which is essentially a zip file containing media files along with Anki’s SQLite database. I want it to be possible to import apkg files directly into flashpoint so I figured if I could get SQLite working on the XTeink X4 directly then this would be easy. Issue #1 - I have no idea what I’m doing I have never used PlatformIO before, so I wasn’t sure how to actually include libraries. Initially, I tried just adding #include <sqlite.h> where I needed it, but this failed to build so I installed SQLite onto my laptop which didn’t work either. I discovered that since the XTeink X4 uses an ESP32 I needed specific libraries for it — I found siara-cc/Sqlite3Esp32 and added it to the dependencies section in platformio.ini (PlatformIO’s config file). This brings us to Issue #2. Issue #2 - The ESP32 is so small! The ESP32 only has 16MiB of flash memory. This is enough to store around 48 novels, 4 photos, or 1/20th of a YouTube video*. This memory is typically used to store configuration, assets, and firmware. Here is the partition scheme used in CrossInk (the project I forked). # Name, Type, SubType, Offset, Size, Flags nvs, data, nvs, 0x9000, 0x5000, # 20KiB - For settings, like the WiFi password otadata, data, ota, 0xe000, 0x2000, # 8KiB - Tracks OTA update progress app0, app, ota_0, 0x10000, 0x640000, # 6.25MiB - First firmware partition app1, app, ota_1, 0x650000,0x640000, # 6.25MiB - Second firmware partition spiffs, data, spiffs, 0xc90000,0x360000, # 3.375MiB - Filesystem for assets, such as those in the webserver coredump, data, coredump,0xFF0000,0x10000, # 64KiB - Crash reports for debugging Overall, this reduces the space actually available for the firmware down to 6.25MiB. SQLite adds roughly 470KiB to the firmware image, bringing it beyond the 6.25MiB partition limit. To solve this I shrunk the spiffs partition, which allowed me to expand app0 and app1 to 7MiB and build an image with SQLite. However, I realised that I still couldn’t use SQLite yet. Issue #3 - SQLite doesn’t understand the filesystem I’m using Under many abstractions, it seems that CrossInk uses SdFat to manage the filesystem, rather than the simpler SD library. As I understand it, this means that files cannot be accessed using stdio.h commands like fopen() and instead must be accessed through the SdFat library. This means that for SQLite to work I would need to write a sort of ‘translation’ class which maps SQLite’s desired filesystem actions onto SdFat methods. This is called a VFS (Virtual File System), and looks very tedious to implement. In a last ditch effort, I tried to use the SD library and SdFat library simultaneously, which resulted in the whole device crashing whenever I opened my flashcards (pictured below) - this is not very useful. I’m sure I’m misunderstanding something and there’s probably an easier solution which works, but I’ve decided to try a different approach instead. A different Approach CrossInk already persists structured data in many places. For example, bookmarks appear to be stored in a binary file format using some sort of serialisation utility. I’ll look into this and probably implement my own storage solution which only stores the data I need rather than using an entire SQLite database. In hindsight, SQLite was probably the wrong decision, but it led me to better understand PlatformIO, ESP32 partition tables, and CrossInk’s storage architecture. Notes Rough calculations: 75,000 word novels, 4.7 characters per word, one-byte characters 4MiB photos 10-minute 720p video, which is around 332MB according to this website
My 4 yr old brother helped design a new logo I was trying to design an icon for the flashcard app when he came over and asked if he could help. He says it’s a ‘super cool rocket block smiley face’.
Purged SQLite from the code and implemented an in-memory store instead I’ve made an interface called CardStore so I can implement multiple ways of storing cards. In future, I might use this to benchmark and compare different methods but for now I’m using an in-memory store so I can quickly test things out. I’ve made a plan for the persistent card storage, but I’ll get to that later. For now I’m going to work on the initial sync with Anki. This will be much easier than the partial sync (where cards have been added, edited, removed, and reviewed).
Trying to get anki integration working Currently trying to get the XTeink to load cards from my laptop through the anki-connect plugin’s api. Here’s a screenshot of the log from it attempting to load the decks and cards. Sadly it crashed right after so I’m still working on that. After I get this working I can start working on storing the cards so they can be reviewed offline.
Basic anki sync achieved! Cards are now downloaded from Anki on my laptop when the app is opened and loaded into memory for review. How I achieved this I am running an anki plugin on my laptop called anki-connect which provides a REST API for interacting with cards, decks, notes etc… The process looks like this: Retrieve deck names For each deck, retrieve card IDs Retrieve each card by ID Attached is a video showing 3 cards being synced. Issues to be addressed in future Each card is retrieved with an independent API request even though its possible to retrieve them in bulk Why: My current implementation loads the entire response body into memory at once then deserialises it. Each card in the response is roughly 1KB, so loading many at once would require more memory than the ESP32 has. Fix: Implement a streaming approach instead where cards are saved to the SD card as they are received, reducing memory usage. Cards are lost when the app is exited Why: I wanted a quick CardStore implementation to test the sync with so cards are only stored in memory. Fix: Implement a CardStore which saves them to the SD Card
Split app into distinct parts I have split the app into four parts - decks, review, sync, settings. Decks Currently just shows an ‘open’ button to review cards. Will eventually show a navigable deck tree. Review For reviewing due cards. Sync Syncs with Anki desktop. Settings Settings and stuff… (haven’t decided yet)...
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1792795763.6197088
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1793400563.6197088
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28317
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MyPersonalSite by @rosandrox | Stardance
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rosandrox
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3
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34.8
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334
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T04:40:43Z", "hours": 17.0, "multiplier": 18.05, "payout": 305, "blessing": "neutral", "text": "I removed the Stats cause they felt too much and didnt work properly! bout my project ALL the artwork/code/UI design was made by me (+1 for no AI) Even tho I have made other versions of this site in the past I think this one describes me best Hub opens/closes w/ H Music can be muted by top left button click the big caracter behind my name or drag the walking kiddo at the bottom of the screen The pages and sections are: index.html -> Hero,About me,Skills,Qualifications,My Artsy Side, Contact Me, Leave a review! projects.html -> A selection screen of all my projects linked to a github repo blog.html->blog1,blog2 PLSSS READ MY BLOGS You might notice blogs have the least ammount of extra stuff cause I want the user to be 100% focused on my written form of ART. THE SITE IS TOO MUCH CAUSE I AM TOO MUCH Every last addition describes a feature of me PLS VOTE AT LEAST 7/10 I HAVE PUT MY WHOLE HEART INTO THIS PERSONAL PAGE (literarly)", "repo": "https://github.com/prodevmod/RosarioAlexMorabito_site", "demo": "https://rosarioalex.me"}, {"ship_num": 2, "ts": "2026-08-09T03:12:06Z", "hours": 9.0, "multiplier": 3.34, "payout": 29, "blessing": "neutral", "text": "Visit my portfolio. I’m really excited. I put a lot of work into it. I researched a lot to find the specific CSS for frontend, like the donut chart and everything. It was pretty fun. I look forward to creating more projects like this. Please support me. Feel free to point out any improvements you would make.", "repo": "https://github.com/prodevmod/RosarioAlexMorabito_site", "demo": "https://rosarioalex.me"}, {"ship_num": 3, "ts": "2026-06-30T18:59:53Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I used HTML, CSS and JS. The repo is public but I submited everything at once because of working on it localy and It has a readme with contents and what I learned plus a small description of the site.The site is fully deployed with github pages as the guide suggested. I have in total 6 sections and 4 extra css and js features the guide didn’t cover. My css is custom, you’ll notice the stardance and hackclub words are in the color of the hackclub logo.Didn’t use AI, I am part of the boycott chatgpt group.", "repo": "https://github.com/prodevmod/RosarioAlexMorabito_site", "demo": "https://rosarioalex.me"}]...
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[{"post_id": 66599, "ts": "202 [{"post_id": 66599, "ts": "2026-09-12T13:26:01Z", "hours": 1.7994, "text": "Hello just a lil fix here! Nothing I can actualy work with to write a qualitative devlog! Basically because I was told TOO many times the sizing was messed up on laptops I changed every size metric on my site to rem so it is scalable and remains asthetiacly appealing across all browsers… Thats all… I got the 3D printer I wanted as a prize for my projects and I am so jolly that is y I log less! me:"}, {"post_id": 54073, "ts": "2026-08-24T20:55:58Z", "hours": 0.8375, "text": "GUYS I DID IT! SO my last addition was: A listening to widget just cuz music is such a big part of my personality (it was a headache to implement, I ended up usin last.fm). As a final summary Before shipping here are all the features: BG music I MADE (no AI slop point +1) + a mute/unmute button A hub interface HUD for the most important parts of my personal page Sections: MyName, AboutMe,Skills,Achievements,Dev Stats,MyArtsySide,ContactMe,Visitor Log, A projects page , A blogs page w/ 2 blogs) Interactive UI: click arround😉😉 The content on my page is TOO MUCH, TRUST ME I KNOW BUT it is a PERSONAL SITE after all and I believe it represents me best. It is way better than using UI palletes I found on Instagram. Also mind u all the artwork and UI is hand painted and I think I did preety good plus no mean water jugging UI, EVEN THO I drank 5L in one day so I am basically replacing AI (Yeah!) Pls star my repo or support me if u can and want. ADMIT IT. this is the coolest website known to man 💀💀. I am off to polish the rest, see you on shipping!"}, {"post_id": 54025, "ts": "2026-08-24T19:33:47Z", "hours": 1.2986, "text": "I polished up some things and added stats section cuz Y NOT?LOWK TS is peak! When I mma gonna get super Project? This Might be the finest work of art the frontend word has ever seen!Like PROVE ME WRONG!BTW for the devlog I was about to post an AI slop gif saying peak but my pattern recognition kicked in and I found a human made (I hope it is) Akso PLS MAKE this NO. 1 on the explore page 😭😭💀💀 More about the session : My mom bought me a bathroom duck from the supermarket(Thx mom) I used a github readme activity/commit graph for my github stats The Leetcode and codedex are hardcoded I have NOT found an API yet or any stat form… My next project might be creating a dev stats api if you’d like that idea like and comment “banana” below Also can you guys pls follow me and star my github repos Sry for yapping I didn’t have much to say on the session itself (MY HTML slop Bores me)"}, {"post_id": 53823, "ts": "2026-08-24T14:56:54Z", "hours": 1.2544, "text": "I made a mute button for the music to achieve the best UX! JUST LOOK AT IT! No outline for the red line cause IT WOULDNT BE COOL!I also made t so you cant have it open on a small screen with a mice waning! And LAST BUT CERTAINLY NOT LEAST I made an oppinion logger for anyone to share their opinion abt my site,me,my projects and my so called art!"}, {"post_id": 53762, "ts": "2026-08-24T13:21:30Z", "hours": 3.3086, "text": "I cleanedup the css cause it was a mess and I replaced the white boring div card with my pixelated fun super cool yellow version: This WAS NOT as eay as it seems. I was stuck for a WHOLE HOUR trying to figute out why it is still overflowing after all the padding I added… So after adding some borders, sprinkling in some exceptions and hating myself for not understanding css grids earlier I made it! YAY! I think this is one of my finak devlogs on this project cause literally what more could you ask for?! Btw this is me after realising it was not a padding problem but a background clip and origin problem!"}, {"post_id": 53585, "ts": "2026-08-24T06:01:53Z", "hours": 1.2492, "text": "Drew all network links: https://lapse.hackclub.com/timelapse/tVeIk_5bqSzo and fixed them to 50 by 50 with css. Now I am off to the github repository selector where I basically need to draw one arrow and flip it upside down once so it will be very easy! Then I don’t know what else I could! However I am very happy by how it has turned out cause it expresses me better than any previous version!"}, {"post_id": 53550, "ts": "2026-08-24T04:37:18Z", "hours": 0.4533, "text": "I added a my artsy side section in which you can click a polaroid photo and get teleported to my creation. I am thinking of adding custo contact links and game selector controls skip previous and play and then implement them in this site! I also updated the bg music to all the pages of my site except blogs cause thay gotta be read in seriousness. second screenshot is hover animation!"}, {"post_id": 53389, "ts": "2026-08-23T22:24:44Z", "hours": 3.4939, "text": "I spent 3 hrs to make my own music track ro bg music to my personal website and I had to learn sonic pi from ground up so I can show it in my personal site as a coding achievement and I think it is rly solid if you want to mute it u can mute the whole page."}, {"post_id": 50995, "ts": "2026-08-20T14:14:22Z", "hours": 0.6897, "text": "Fixed some sizing issues and text overflow! I added some more details!Previous devlog mostly describes this!"}, {"post_id": 50970, "ts": "2026-08-20T13:23:46Z", "hours": 0.8006, "text": "This site I finally feel is something that represents me + it has a better UX/UI overall! It is quite Neet SO here is what I added: EVERYTHING changed Here is WHAT CHANGED New Landing page features pixelart I made 2 types of content bgs: one for serius staff blank white 👌👌 and one for more silly and myself stuff pixelated letter paper Ig or smth (it is just yellowish and has black outline like wow) H for a very cool menu/hub inspired by playstation mid game dropdown activated by the ps button. SCROLL DOWN prompt to signify there is more to see I was told the colour pallete was not optimal to say the least so now it is much simpler paler and themed altho there are some hints from the previous one (i love purple) Now the screen is actually snap screen so 2 categories won’t overlap Replaced Spotify copycat w/ a game selection menu where more info are only available by tapping the middle button (github icon) Plus a small pixelated version of me gliding on your screen"}, {"post_id": 50932, "ts": "2026-08-20T12:20:59Z", "hours": 3.5392, "text": "Brooooooooooooooo! I rebranded again! Now it is the best version yet! It is a retro game console super mario inspired site. Most work was doing the css it was DREADFULL tbh. now I am designing the images!!"}, {"post_id": 43672, "ts": "2026-08-09T02:04:49Z", "hours": 5.3856, "text": "I started from zero. I started from zero, but not really, because now I had all the foundations I needed to create a perfect, full-on, very good app that represents me and is my personal website. So I started with the same boilerplate code for all three HTML files. Then I added icons from Auto Icons pack in Figma package that GitHub gave me. Thank you, GitHub, for giving me the chance to subscribing to your GitHub Developer Student Pack. I also created a nice embedded JS script in the projects.html that finds repositories, public repositories on my GitHub and stores them as projects. That’s very easier, more easier than what I have done previously, type everything manually onto the HTML, hard-coded, essentially. I’m very pleased with the result. It took me around four hours plus two hours for debugging and searching CSS designs.Also the color pallete i took from a ui optimization instagram post"}, {"post_id": 33731, "ts": "2026-07-23T21:26:58Z", "hours": 3.4397, "text": "I changed most of the site. I added in the Javascript, 100 lines of Javascript. I basically created a more soul casing and flashy portfolio, if you will, that I certainly liked. Here is a small example. You can go see it. Everything is uploaded."}, {"post_id": 19414, "ts": "2026-06-30T18:45:19Z", "hours": 7.3906, "text": "So I started off like the guide suggests by making a title for the page and a description of this site and its purpose. Subsequently, I made the Header (top navigation bar) and added only the About Me, Portfolio, and Contact Me links and sections.And then ADDED 3 EXTRA SECTIONS A STARDANCE ONE, A SITE DESCRIPTION ONE and A BLOGS SECTION. I ALSO MADE A CURSOR HIGHLIGHT with javascript and A LIVE TAB where anyone can see WHAT I AM ON CURRENTLY. ALSO I ADDED A DROPDOWN FOR BETTER APEARANCE ON THE NAV BAR."}]...
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Title: MyPersonalSite by @rosandrox | Stardance
D Title: MyPersonalSite by @rosandrox | Stardance
Devlogs:
So I started off like the guide suggests by making a title for the page and a description of this site and its purpose. Subsequently, I made the Header (top navigation bar) and added only the About Me, Portfolio, and Contact Me links and sections.And then ADDED 3 EXTRA SECTIONS A STARDANCE ONE, A SITE DESCRIPTION ONE and A BLOGS SECTION. I ALSO MADE A CURSOR HIGHLIGHT with javascript and A LIVE TAB where anyone can see WHAT I AM ON CURRENTLY. ALSO I ADDED A DROPDOWN FOR BETTER APEARANCE ON THE NAV BAR.
I changed most of the site. I added in the Javascript, 100 lines of Javascript. I basically created a more soul casing and flashy portfolio, if you will, that I certainly liked. Here is a small example. You can go see it. Everything is uploaded.
I started from zero. I started from zero, but not really, because now I had all the foundations I needed to create a perfect, full-on, very good app that represents me and is my personal website. So I started with the same boilerplate code for all three HTML files. Then I added icons from Auto Icons pack in Figma package that GitHub gave me. Thank you, GitHub, for giving me the chance to subscribing to your GitHub Developer Student Pack. I also created a nice embedded JS script in the projects.html that finds repositories, public repositories on my GitHub and stores them as projects. That’s very easier, more easier than what I have done previously, type everything manually onto the HTML, hard-coded, essentially. I’m very pleased with the result. It took me around four hours plus two hours for debugging and searching CSS designs.Also the color pallete i took from a ui optimization instagram post
Brooooooooooooooo! I rebranded again! Now it is the best version yet! It is a retro game console super mario inspired site. Most work was doing the css it was DREADFULL tbh. now I am designing the images!!
This site I finally feel is something that represents me + it has a better UX/UI overall! It is quite Neet SO here is what I added: EVERYTHING changed Here is WHAT CHANGED New Landing page features pixelart I made 2 types of content bgs: one for serius staff blank white 👌👌 and one for more silly and myself stuff pixelated letter paper Ig or smth (it is just yellowish and has black outline like wow) H for a very cool menu/hub inspired by playstation mid game dropdown activated by the ps button. SCROLL DOWN prompt to signify there is more to see I was told the colour pallete was not optimal to say the least so now it is much simpler paler and themed altho there are some hints from the previous one (i love purple) Now the screen is actually snap screen so 2 categories won’t overlap Replaced Spotify copycat w/ a game selection menu where more info are only available by tapping the middle button (github icon) Plus a small pixelated version of me gliding on your screen
Fixed some sizing issues and text overflow! I added some more details!Previous devlog mostly describes this!
I spent 3 hrs to make my own music track ro bg music to my personal website and I had to learn sonic pi from ground up so I can show it in my personal site as a coding achievement and I think it is rly solid if you want to mute it u can mute the whole page.
I added a my artsy side section in which you can click a polaroid photo and get teleported to my creation. I am thinking of adding custo contact links and game selector controls skip previous and play and then implement them in this site! I also updated the bg music to all the pages of my site except blogs cause thay gotta be read in seriousness. second screenshot is hover animation!
Drew all network links: https://lapse.hackclub.com/timelapse/tVeIk_5bqSzo and fixed them to 50 by 50 with css. Now I am off to the github repository selector where I basically need to draw one arrow and flip it upside down once so it will be very easy! Then I don’t know what else I could! However I am very happy by how it has turned out cause it expresses me better than any previous version!
I cleanedup the css cause it was a mess and I replaced the white boring div card with my pixelated fun super cool yellow version: This WAS NOT as eay as it seems. I was stuck for a WHOLE HOUR trying to figute out why it is still overflowing after all the padding I added… So after adding some borders, sprinkling in some exceptions and hating myself for not understanding css grids earlier I made it! YAY! I think this is one of my finak devlogs on this project cause literally what more could you ask for?! Btw this is me after realising it was not a padding problem but a background clip and origin problem!
I made a mute button for the music to achieve the best UX! JUST LOOK AT IT! No outline for the red line cause IT WOULDNT BE COOL!I also made t so you cant have it open on a small screen with a mice waning! And LAST BUT CERTAINLY NOT LEAST I made an oppinion logger for anyone to share their opinion abt my site,me,my projects and my so called art!
I polished up some things and added stats section cuz Y NOT?LOWK TS is peak! When I mma gonna get super Project? This Might be the finest work of art the frontend word has ever seen!Like PROVE ME WRONG!BTW for the devlog I was about to post an AI slop gif saying peak but my pattern recognition kicked in and I found a human made (I hope it is) Akso PLS MAKE this NO. 1 on the explore page 😭😭💀💀 More about the session : My mom bought me a bathroom duck from the supermarket(Thx mom) I used a github readme activity/commit graph for my github stats The Leetcode and codedex are hardcoded I have NOT found an API yet or any stat form… My next project might be creating a dev stats api if you’d like that idea like and comment “banana” below Also can you guys pls follow me and star my github repos Sry for yapping I didn’t have much to say on the session itself (MY HTML slop Bores me)
GUYS I DID IT! SO my last addition was: A listening to widget just cuz music is such a big part of my personality (it was a headache to implement, I ended up usin last.fm). As a final summary Before shipping here are all the features: BG music I MADE (no AI slop point +1) + a mute/unmute button A hub interface HUD for the most important parts of my personal page Sections: MyName, AboutMe,Skills,Achievements,Dev Stats,MyArtsySide,ContactMe,Visitor Log, A projects page , A blogs page w/ 2 blogs) Interactive UI: click arround😉😉 The content on my page is TOO MUCH, TRUST ME I KNOW BUT it is a PERSONAL SITE after all and I believe it represents me best. It is way better than using UI palletes I found on Instagram. Also mind u all the artwork and UI is hand painted and I think I did preety good plus no mean water jugging UI, EVEN THO I drank 5L in one day so I am basically replacing AI (Yeah!) Pls star my repo or support me if u can and want. ADMIT IT. this is the coolest website known to man 💀💀. I am off to polish the rest, see you on shipping!
Hello just a lil fix here! Nothing I can actualy work with to write a qualitative devlog! Basically because I was told TOO many times the sizing was messed up on laptops I changed every size metric on my site to rem so it is scalable and remains asthetiacly appealing across all browsers… Thats all… I got the 3D printer I wanted as a prize for my projects and I am so jolly that is y I log less! me:
Ships:
I used HTML, CSS and JS. The repo is public but I submited everything at once because of working on it localy and It has a readme with contents and what I learned plus a small description of the site.The site is fully deployed with github pages as the guide suggested. I have in total 6 sections and 4 extra css and js features the guide didn’t cover. My css is custom, you’ll notice the stardance and hackclub words are in the color of the hackclub logo.Didn’t use AI, I am part of the boycott chatgpt group.
Visit my portfolio. I’m really excited. I put a lot of work into it. I researched a lot to find the specific CSS for frontend, like the donut chart and everything. It was pretty fun. I look forward to creating more projects like this. Please support me. Feel free to point out any improvements you would make.
I removed the Stats cause they felt too much and didnt work properly! bout my project ALL the artwork/code/UI design was made by me (+1 for no AI) Even tho I have made other versions of this site in the past I think this one describes me best Hub opens/closes w/ H Music can be muted by top left button click the big caracter behind my name or drag the walking kiddo at the bottom of the screen The pages and sections are: index.html -> Hero,About me,Skills,Qualifications,My Artsy Side, Contact Me, Leave a review! projects.html -> A selection screen of all my projects linked to a github repo blog.html->blog1,blog2 PLSSS READ MY BLOGS You might notice blogs have the least ammount of extra stuff cause I want the user to be 100% focused on my written form of ART. THE SITE IS TOO MUCH CAUSE I AM TOO MUCH Every last addition describes a feature of me PLS VOTE AT LEAST 7/10 I HAVE PUT MY WHOLE HEART INTO THIS PERSONAL PAGE (literarly)...
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4437
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NeuroDrive by @hazikkhalid | Stardance
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hazikkhalid
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0
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34.73
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0
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[]
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[{"post_id": 13168, "ts": "202 [{"post_id": 13168, "ts": "2026-06-21T15:35:05Z", "hours": 5.5758, "text": "So after changing the reward math again and tweaking the train script we got a big jump, i trained the model for 1lack steps and it came to 3k frames, my next goal is to increase the difficulty of the environment to make it challenging for the model"}, {"post_id": 12923, "ts": "2026-06-21T04:57:15Z", "hours": 8.8925, "text": "I am finally seeing results, my model is starting to show result, i checked the 20k steps one and its worked fine for 400 frames which is better that the last model with 50k steps, LETS GOOO"}, {"post_id": 12408, "ts": "2026-06-20T07:53:15Z", "hours": 10.6708, "text": "It has been a long time since my last dev log. I tried a few methods to create a custom model, but I think we should save that for later. I tried Keras, then returned to Stable Baselines and improved the training method."}, {"post_id": 8195, "ts": "2026-06-13T17:16:06Z", "hours": 2.0736, "text": "So i had to take a break for 2 days as i was sick, but i am back on grind and now i am working on the ai the first train was trash and now i did some changes and am training 2nd one"}, {"post_id": 4759, "ts": "2026-06-08T07:02:08Z", "hours": 1.7033, "text": "Implemented a pre-made algorithm and trained my model on it"}, {"post_id": 2639, "ts": "2026-06-05T09:03:33Z", "hours": 1.4386, "text": "Working on the Ai part now getting interesting"}, {"post_id": 2592, "ts": "2026-06-05T05:53:13Z", "hours": 0.7756, "text": "Changed some things in the environment like changed obs from cars to tires"}, {"post_id": 2279, "ts": "2026-06-04T17:55:43Z", "hours": 0.9075, "text": "Started to learn Reinforcement learning in games, will start adding it to the game from tmrw"}, {"post_id": 2032, "ts": "2026-06-04T09:54:57Z", "hours": 1.3392, "text": "Made the environment better, added some png’s and also updated the collision part, now next step is to learn and add RF"}, {"post_id": 1361, "ts": "2026-06-03T10:52:20Z", "hours": 1.0764, "text": "Got to basic driving mechanics and obstacle generation, now i will either go for ai or make it look better first with asserts"}, {"post_id": 687, "ts": "2026-06-02T07:44:14Z", "hours": 0.2758, "text": "So i am making a reinforcement learning system that learns driving entirely on its own. today started my first making the environment in pygame"}]...
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Title: NeuroDrive by @hazikkhalid | Stardance
Dev Title: NeuroDrive by @hazikkhalid | Stardance
Devlogs:
So i am making a reinforcement learning system that learns driving entirely on its own. today started my first making the environment in pygame
Got to basic driving mechanics and obstacle generation, now i will either go for ai or make it look better first with asserts
Made the environment better, added some png’s and also updated the collision part, now next step is to learn and add RF
Started to learn Reinforcement learning in games, will start adding it to the game from tmrw
Changed some things in the environment like changed obs from cars to tires
Working on the Ai part now getting interesting
Implemented a pre-made algorithm and trained my model on it
So i had to take a break for 2 days as i was sick, but i am back on grind and now i am working on the ai the first train was trash and now i did some changes and am training 2nd one
It has been a long time since my last dev log. I tried a few methods to create a custom model, but I think we should save that for later. I tried Keras, then returned to Stable Baselines and improved the training method.
I am finally seeing results, my model is starting to show result, i checked the 20k steps one and its worked fine for 400 frames which is better that the last model with 50k steps, LETS GOOO
So after changing the reward math again and tweaking the train script we got a big jump, i trained the model for 1lack steps and it came to 3k frames, my next goal is to increase the difficulty of the environment to make it challenging for the model...
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1792932580.7055988
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1793796580.7055988
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56281
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xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardanc xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance...
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Asta_does_stuff
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1
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34.63
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T08:14:34Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU", "repo": "https://github.com/aryasatyaardy-cell/xX_Shadow_Hunter_Xx", "demo": ""}]...
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[{"post_id": 80539, "ts": "202 [{"post_id": 80539, "ts": "2026-10-18T03:47:06Z", "hours": 6.0067, "text": "ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously"}, {"post_id": 79459, "ts": "2026-10-14T03:37:57Z", "hours": 0.785, "text": "Organizing Just putting vibration sensing codes in their designated files"}, {"post_id": 79002, "ts": "2026-10-12T09:40:53Z", "hours": 0.5564, "text": "#YAYA it works"}, {"post_id": 78984, "ts": "2026-10-12T08:00:56Z", "hours": 1.6869, "text": "Codes for vibration sensor"}, {"post_id": 78648, "ts": "2026-10-11T05:08:36Z", "hours": 2.0417, "text": "2 DoF Inverse Kinematics tried it, theoretically works, practically nope"}, {"post_id": 78239, "ts": "2026-10-10T02:45:32Z", "hours": 9.7806, "text": "assembling charger module and gluing all the parts"}, {"post_id": 75880, "ts": "2026-10-01T13:42:26Z", "hours": 0.9022, "text": "idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…"}, {"post_id": 75807, "ts": "2026-10-01T06:37:25Z", "hours": 2.2919, "text": "Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135"}, {"post_id": 74739, "ts": "2026-09-28T03:14:47Z", "hours": 1.68, "text": "Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number"}, {"post_id": 74485, "ts": "2026-09-27T14:19:46Z", "hours": 0.4442, "text": "Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)"}, {"post_id": 74451, "ts": "2026-09-27T12:18:04Z", "hours": 0.4578, "text": "ERORRRRRRRRRRRRRS"}, {"post_id": 74370, "ts": "2026-09-27T08:13:08Z", "hours": 1.0003, "text": "Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works"}, {"post_id": 73882, "ts": "2026-09-26T07:51:20Z", "hours": 0.4169, "text": "Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving"}, {"post_id": 73876, "ts": "2026-09-26T07:22:30Z", "hours": 0.6336, "text": "Finished writing readme with all I’ve done for this project"}, {"post_id": 73841, "ts": "2026-09-26T04:40:56Z", "hours": 0.8719, "text": "Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first"}, {"post_id": 73513, "ts": "2026-09-25T08:47:10Z", "hours": 0.6667, "text": "Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)"}, {"post_id": 73367, "ts": "2026-09-25T00:27:00Z", "hours": 0.805, "text": "Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque"}, {"post_id": 73116, "ts": "2026-09-24T12:48:25Z", "hours": 1.5989, "text": "I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!"}, {"post_id": 73051, "ts": "2026-09-24T08:48:54Z", "hours": 1.3989, "text": "Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface"}, {"post_id": 72148, "ts": "2026-09-22T10:07:02Z", "hours": 0.7014, "text": "Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)"}, {"post_id": 70504, "ts": "2026-09-19T09:11:23Z", "hours": 0.9617, "text": "Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^"}, {"post_id": 70424, "ts": "2026-09-19T05:09:43Z", "hours": 1.0456, "text": "Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height"}, {"post_id": 69641, "ts": "2026-09-17T13:57:28Z", "hours": 0.6864, "text": "Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)"}, {"post_id": 67161, "ts": "2026-09-13T07:22:14Z", "hours": 0.7939, "text": "Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit"}, {"post_id": 67132, "ts": "2026-09-13T06:07:25Z", "hours": 0.7392, "text": "Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness"}, {"post_id": 66594, "ts": "2026-09-12T13:20:34Z", "hours": 0.8753, "text": "Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly"}, {"post_id": 66541, "ts": "2026-09-12T11:56:46Z", "hours": 0.3242, "text": "First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?"}, {"post_id": 66277, "ts": "2026-09-12T00:47:47Z", "hours": 0.3003, "text": "Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy"}, {"post_id": 65989, "ts": "2026-09-11T14:33:12Z", "hours": 1.4019, "text": "Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2"}, {"post_id": 65854, "ts": "2026-09-11T08:50:18Z", "hours": 0.3003, "text": "Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing"}, {"post_id": 65367, "ts": "2026-09-10T13:42:38Z", "hours": 1.3903, "text": "Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff"}, {"post_id": 64824, "ts": "2026-09-09T14:36:05Z", "hours": 0.8414, "text": "Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error"}, {"post_id": 60007, "ts": "2026-09-02T03:11:32Z", "hours": 1.0306, "text": "First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO"}]...
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Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | S Title: xX_Shadow_Hunter_Xx by @Asta_does_stuff | Stardance
Devlogs:
First devlog! Since this is my first devlog, i’ll give an update of what this project is, because I’ve started this project a month before stardance, basically, this is for an IoT competition and I wanted to get feedback and share my work with everyone as this is my bigest project yet Initial idea: xX_Shadow_Hunter_Xx or Shadow Hunter is an internet of things (IoT) based data gathering device that is designed to gather environmental data wirelessly in post disastrous areas that are dangerous to approach and have limited energy supply. This project is based on climate disaster mitigation technology, aimed towards post-earthquake disaster. First devlog: Fixing the shoulder part for my spider robot, idk if this is final as there are some errors that I’m not sure if it fixed or not lol ──────────────────────────────────────────────── Timelapse link: https://lapse.hackclub.com/timelapse/MShPOLWQmNkO
Tried to fix the missalignment but it won’t go away, but atleast now i know where’s the error
Translating Shadow’s report basically, its a detailed explanation of my project (Shadow Hunter) Here’s the list of detailed explanation (still on going) Background Initial idea Purpose and its benefit Limitations Target audience Part & tools that I use Implemented concept Designing and prototyping Testing Documentation It is not fully finished as I prewrite some of this in my own langguage and then translate it to English and also I still need to add some stuff
Shadow Hunter report you can see the update on this link and comment any suggestion! Also, I’m working on a separate docs as the Indonesian version is for an ongoing competition (it is stated that all rights to my work is still mine), and because I don’t want to disturb the competition version with the English one, I separate the docs. Here I attached the proof of working on my Indonesian docs and my translated docs that you can read and comment on! ──────────────────────────────────────────────── Shadow’s report link https://docs.google.com/document/d/1Cm4hbkKl3CnUX5Tc_nzmHTw8mYc46gp4ql9gRl0hm7w/edit?usp=sharing
Finishing Shadow’s model During simulation (the CAD version), all parts work as intended, and the measurements is right, ill order a 3d print of this model (only one of its leg cus its cheaper) and test it with real servo :D Parts used Body V3.4 Upper body V1.4 Thigh V1.3 Calf V2.1 Hex V1.2
Shadow’s design process before I join stardance! I included spider’s background research and what drive me into making this project :D ──────────────────────────────────────────────── Full document https://canva.link/e4f69aawnli16qy
First time using arduino IDE with hackatime This is my first time using Arduino IDE with hackatime and I’m just seeing if its work, also because its my praying time rn lol, also, I relocate files in this timelapse because when I first join stardance, I thought it doesn’t support arduino IDE time track in ubuntu And turns out, hackatime does have an extension for arduino ide in ubuntu, so now I’m relocating the file into ide that had been relocated from ide to vscode I preffer to use arduino ide as I find vscode’s AI being too helpful cus everytime I type, the AI reccomend me lines of codes and I find it hard to sharpen my coding or debugging No hate to vscode users but I just find arduino ide is less helping me and what doesn’t kill you make you stronger right?
Updating Shadow’s Model So an alternative popped in my head when I was praying for its half a leg mode lol Since folding its calf to its tigh won’t work proportionally as it require the calf to be shorter than the thigh, then I made it close up just like my initial idea but its not 100% folded inside I can see the vision where it’ll be more stable when idle such as in its monitoring/sleeping mode because its wider, and have a larger feet surface area touching the ground But to test this out, means I have to make sure a single leg is functional, so this mode will be tested in some later time In the meantime, I’ll order a print of a single leg to test it directly
Added DHT22 Temperature and Humidity Reading Well, this lines is unable to plot the data to the website hust yet, as I’m just trialing if its actually readable as a bare code with no pretty-ness
Made a Circuit Plan First picture is the one I’ve worked out on Second pic is the whole circuit plan Third pic is the simplified servo/leg circuit
Brute fixing V5 I know what’s wrong but I have school stuff in due soon, I’m stressed out, just got back from school trip, I’m going insane, I can’t do this anymore, I wanna give up school altogether, I have remedials to do, assignment to complete, exams next week, I wanna throw up So I’m brute fixing this version after assessing the printed V4 (It’s done and can be tested, only some minor bugs, also ignore the colors, I’m testing it)
Colouring! Cried my self to sleep last night to relieve my stress! I’m fine now lol I’ve tested the colour my manufacturer can print (like I said on my last devlog) and added some reinforcement to the side and the top body part because I can only make it 3mm height
Minor missalignment fixing and major reinforcement Finished adding reinforcement and added teeth/ridges and increasing the surface area of its toe so it grasp the ground better ^^
Designing the Web I’m tidying up the website code, and re-designing it (still a sketch for now)
Making the web pretty I was devastated that stardance is ending, but glad they extend it by a month, I’m tellin you, I’ll get that 30hrs certificate In the meantime, here’s the updated web interface
I can smell this project being shipped (still a wip tho) I finished adding hologram effect that highlight the when you hover your cursor over, also a button that delete the logged report and its also becomes red when you hover over it!
Lil’ Update Before Exam (yes, its 2 min before todays mid-term exam lol) I added Button flipflop si it change color corresponding to its state for ALL 4 BUTTONS Made it so that when you hover over an important div it zoomed out so its easier to read and make the background more opaque
Added a button to download the log Also the button call different function to esp32 (haven’t tested it yet but it’s there)
Web control is finished I will ship this project as now theres something for you guys to try out (I need to write the readme first) I’ve fixed the charts so now they update independantly, but I haven’t make it pretty tho, its red and looks like an error occured all the time lol imma eat my lunch first
Finished writing readme with all I’ve done for this project
Collecting and compressing shadow hunter’s body part I know it sounds bizzare, but I want to keep all of its past developement and share it with you guys, as a token of appreacitaion to my old self, to prove him that our CAD skill is improving
Configuring the web and it worked! I used my ancient code from old project… I called it ancient because I’ve forgotten how it works
ERORRRRRRRRRRRRRS
Not resolved yet. Soooooooooooo basically I know that its delivering a set of data… empty data…. It’s late now, imma do it tomorrow (no school in monday due to mid-term test has finished for my year lol)
Configuring sound data to my webb I first added an averaging function but I found that deleting data from x to -x works better in stabilizing data given x = Real number
Correcting the size of ESP32S3 slot I also added space for INMP441, DHT22, and MQ-135
idk whats wrong I was trying to code DHT22 (temp) but INMP441 (audio) just suddenly stop working, like, all of the sudden, I’m gonna go back to square one in weekend, and try to build it from beginning…
assembling charger module and gluing all the parts
2 DoF Inverse Kinematics tried it, theoretically works, practically nope
Codes for vibration sensor
#YAYA it works
Organizing Just putting vibration sensing codes in their designated files
ALL WORKDDEJIAFIAWNCWANAWUIBVHAHAHAHAH every sensor work but it get too big to handle when i activate 4 of them simoultaneously
Ships:
xX_Shadow_Hunter_Xx is a silly robot name made and designed by me, well for know, the only function it does (for now) is the sound sensor which I won’t showcase in this ship What I want to showcase is the website control pannel Everything you need to know is in the readme file in this projects github repo This is the youtube link for this projects introduction (but sadly I’ve got no time to continue YouTube serously) https://youtu.be/HKpWddRkjdQ?si=jfRWhwc86oJqWMqU...
|
1793149016.2803829
|
1793235416.2803829
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32801
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Prebuilt PC Platform by @voltstimesamps | Stardanc Prebuilt PC Platform by @voltstimesamps | Stardance...
|
voltstimesamps
|
0
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34.46
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0
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[]
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[{"post_id": 68325, "ts": "202 [{"post_id": 68325, "ts": "2026-09-14T22:58:24Z", "hours": 8.1322, "text": "Devlog #9: CSS + Big News Been figuring out CSS recently. It’s been challenging keeping track of everything, so I made a project doc update (personal doc, not published, will publish when done). It includes colors, fonts, etc. The video didn’t render the overlapping colors correctly, which made me realize I have to add more cushioning to everything. Took a while to get everything just how I want it, and now I’m working on making a more major design change, thus why I haven’t pushed to GitHub yet. In other news, I’m going to be transferring this project to Stern/Capitol. All further updates will be there, but I’ll repost here I think. Thank y’all for being such an amazing community! Thanks for reading and happy coding!"}, {"post_id": 55786, "ts": "2026-08-27T19:37:48Z", "hours": 2.4222, "text": "Devlog #7: Results Page Yay, the results page is done! Took maybe 30 mins to write the rendering code, 15 to wire everything, and another hour and a half to troubleshoot everything. Soooo many issues. Had to deal with CORS, Prisma migrations, database schema issues, discrepencies in .env and .gitignore files between my two workspaces, etc. After many-a-struggle, it’s done! I’m gonna do a system description page so you can click on each system in the results page, do a design pass, and then I think I can ship and deploy. Excited tho! Thanks for reading and happy coding!"}, {"post_id": 54831, "ts": "2026-08-26T00:01:41Z", "hours": 3.4592, "text": "Devlog #6: Questionnaire All of the question slides are done, working as I think they should, and flow into each other. Main time-suck for this part was getting all of the types containing the values for the buttons to correspond with parameters for the computer-finding function. Video has no cursor, sorry! I did realize while recording the video below that my longevity question doesn’‘t have the unit, so I’ll fix that. Right now, you have to select something before you can click continue, I’ll deal with how that visually appears with CSS. Excited to be reaching the point where I can ship, soonish. Thanks for reading and happy coding!"}, {"post_id": 52697, "ts": "2026-08-22T23:53:49Z", "hours": 4.6736, "text": "Devlog #5: Questionnaire Frontend & React Struggles I did some tidying up code-wise and fixed some bugs about null values, not gonna go deep into those. More excitingly, THE FRONTEND!! The questionnaire is coming together. I wrote the functions for sequencing its steps, handling answer inputs, and rendering each step. Everything is linked into page.tsx. Took a lot more time then it should, thanks to absolutely no knowledge of how React works or how to build a frontend, so learning as I go with the help of Claude and W3 among other resources. Super stoked though! Thank you for reading and happy coding!"}, {"post_id": 50588, "ts": "2026-08-19T19:59:35Z", "hours": 1.5567, "text": "Devlog #4: Frontend Init & Backend Cleanup Initialized Next.js frontend with some AI help explaining what I need and don’t need for a custom config. I realized that for the frontend, I would also want to base operating systems on types rather than versions, so I added an enum type and updated my data to follow that system. Lastly, I decided that I want to use app tiles where people can select what apps they use, and then there will be an algorithm that computes those selected apps into computer specs, so I created a dataset with those apps. Spreadsheet with the apps pictured below. Thanks for reading and happy coding!"}, {"post_id": 45952, "ts": "2026-08-12T19:29:35Z", "hours": 1.9564, "text": "Devlog #3: More Unit Tests & Fixing Rec Logic Alright. So I’ve finished the unit tests. It took me less time than I expected, albeit there was a lot of copy-and-pasting for creating new fake computer systems to test. A couple of issues arose. Parts of the total score were exceeding their assigned values (xxxWeight), so I clamped it using Math.min. After vramGb met the minimum, all GPUs would score the same. Fixed by multiplying the weight for GPU score inside the Math.min, taking the minimum of the calculated score and the assigned weight. Super satisfying to see al of the tests past. Now, on to the frontend! Thanks for reading and happy coding!"}, {"post_id": 43139, "ts": "2026-08-08T07:29:51Z", "hours": 4.165, "text": "Devlog #2: CRUD Routes & Vitest Unit Tests Been fighting with Vitest on and off for two hours now 😢 but I’ve finally got it. Built a test for my hardFilter function, which removes systems in my database if they do not meet the base requirements. Included them for almost every parameter in my system requirements profile. The most difficult part was making it work with my cursed nested tables (thank you, Prisma) that I have connecting my computer parts to the systems that they are in. It was long and mostly copy-and-pasting the same tables over and over again, but it’s done and done well (I think/hope/pray). CRUD routes are made, not implemented. For now, all I can do is query via GET route through my dev script, but hoping to be able to use them to manage my database through a frontend eventually. Thanks for reading and happy coding!"}, {"post_id": 36868, "ts": "2026-07-29T06:43:08Z", "hours": 8.0944, "text": "Hello everyone! I’m working on a PC recommendation website. I was looking for a new laptop and realized that there wasn’t really a well-known platform for finding computers, so I’m trying to make one. I’m building full stack, including my own database schema on a managed PostgreSQL instance. I’m using Prisma, Hono, and Neon for my backend, Next.js and Vercel for my frontend hosting, and either Railway or Render (haven’t decided yet because I’ve never used either) for backend hosting. Trying to keep it low(ish) budget. Coding in TypeScript. Before starting Stardance, I had my database structure set up and was working on seeding the database. Since I’ve started logging, I have: -Finished the seed file -Created a ranking, scoring, and filtering system for my recommendation engine -Created REST API endpoints(GET for querying the database and a POST route for the recommendation engine) -Mounted everything through Hono -Added Next.js routes for testing and implementation Any advice or questions from the community are appreciated. I have coding experience but not web development experience, so most of my info is coming from friends, online, communities, and AI (fact-checked and responsibly). Thank you and happy coding! Screenshots below: a list of all of the systems in my database, a query to my recommendation engine for a laptop with at least 16 GB of ram, and a list of all of the manufacturers in my database, all built through Hono and Next.js."}]...
|
Title: Prebuilt PC Platform by @voltstimesamps | S Title: Prebuilt PC Platform by @voltstimesamps | Stardance
Devlogs:
Hello everyone! I’m working on a PC recommendation website. I was looking for a new laptop and realized that there wasn’t really a well-known platform for finding computers, so I’m trying to make one. I’m building full stack, including my own database schema on a managed PostgreSQL instance. I’m using Prisma, Hono, and Neon for my backend, Next.js and Vercel for my frontend hosting, and either Railway or Render (haven’t decided yet because I’ve never used either) for backend hosting. Trying to keep it low(ish) budget. Coding in TypeScript. Before starting Stardance, I had my database structure set up and was working on seeding the database. Since I’ve started logging, I have: -Finished the seed file -Created a ranking, scoring, and filtering system for my recommendation engine -Created REST API endpoints(GET for querying the database and a POST route for the recommendation engine) -Mounted everything through Hono -Added Next.js routes for testing and implementation Any advice or questions from the community are appreciated. I have coding experience but not web development experience, so most of my info is coming from friends, online, communities, and AI (fact-checked and responsibly). Thank you and happy coding! Screenshots below: a list of all of the systems in my database, a query to my recommendation engine for a laptop with at least 16 GB of ram, and a list of all of the manufacturers in my database, all built through Hono and Next.js.
Devlog #2: CRUD Routes & Vitest Unit Tests Been fighting with Vitest on and off for two hours now 😢 but I’ve finally got it. Built a test for my hardFilter function, which removes systems in my database if they do not meet the base requirements. Included them for almost every parameter in my system requirements profile. The most difficult part was making it work with my cursed nested tables (thank you, Prisma) that I have connecting my computer parts to the systems that they are in. It was long and mostly copy-and-pasting the same tables over and over again, but it’s done and done well (I think/hope/pray). CRUD routes are made, not implemented. For now, all I can do is query via GET route through my dev script, but hoping to be able to use them to manage my database through a frontend eventually. Thanks for reading and happy coding!
Devlog #3: More Unit Tests & Fixing Rec Logic Alright. So I’ve finished the unit tests. It took me less time than I expected, albeit there was a lot of copy-and-pasting for creating new fake computer systems to test. A couple of issues arose. Parts of the total score were exceeding their assigned values (xxxWeight), so I clamped it using Math.min. After vramGb met the minimum, all GPUs would score the same. Fixed by multiplying the weight for GPU score inside the Math.min, taking the minimum of the calculated score and the assigned weight. Super satisfying to see al of the tests past. Now, on to the frontend! Thanks for reading and happy coding!
Devlog #4: Frontend Init & Backend Cleanup Initialized Next.js frontend with some AI help explaining what I need and don’t need for a custom config. I realized that for the frontend, I would also want to base operating systems on types rather than versions, so I added an enum type and updated my data to follow that system. Lastly, I decided that I want to use app tiles where people can select what apps they use, and then there will be an algorithm that computes those selected apps into computer specs, so I created a dataset with those apps. Spreadsheet with the apps pictured below. Thanks for reading and happy coding!
Devlog #5: Questionnaire Frontend & React Struggles I did some tidying up code-wise and fixed some bugs about null values, not gonna go deep into those. More excitingly, THE FRONTEND!! The questionnaire is coming together. I wrote the functions for sequencing its steps, handling answer inputs, and rendering each step. Everything is linked into page.tsx. Took a lot more time then it should, thanks to absolutely no knowledge of how React works or how to build a frontend, so learning as I go with the help of Claude and W3 among other resources. Super stoked though! Thank you for reading and happy coding!
Devlog #6: Questionnaire All of the question slides are done, working as I think they should, and flow into each other. Main time-suck for this part was getting all of the types containing the values for the buttons to correspond with parameters for the computer-finding function. Video has no cursor, sorry! I did realize while recording the video below that my longevity question doesn’‘t have the unit, so I’ll fix that. Right now, you have to select something before you can click continue, I’ll deal with how that visually appears with CSS. Excited to be reaching the point where I can ship, soonish. Thanks for reading and happy coding!
Devlog #7: Results Page Yay, the results page is done! Took maybe 30 mins to write the rendering code, 15 to wire everything, and another hour and a half to troubleshoot everything. Soooo many issues. Had to deal with CORS, Prisma migrations, database schema issues, discrepencies in .env and .gitignore files between my two workspaces, etc. After many-a-struggle, it’s done! I’m gonna do a system description page so you can click on each system in the results page, do a design pass, and then I think I can ship and deploy. Excited tho! Thanks for reading and happy coding!
Devlog #9: CSS + Big News Been figuring out CSS recently. It’s been challenging keeping track of everything, so I made a project doc update (personal doc, not published, will publish when done). It includes colors, fonts, etc. The video didn’t render the overlapping colors correctly, which made me realize I have to add more cushioning to everything. Took a while to get everything just how I want it, and now I’m working on making a more major design change, thus why I haven’t pushed to GitHub yet. In other news, I’m going to be transferring this project to Stern/Capitol. All further updates will be there, but I’ll repost here I think. Thank y’all for being such an amazing community! Thanks for reading and happy coding!...
|
1792626488.2829466
|
1793231288.2829466
|
|
31577
|
PickleWatch by @karthikeya | Stardance
|
karthikeya
|
2
|
34.45
|
308
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T03:58:34Z", "hours": 27.0, "multiplier": 16.51, "payout": 246, "blessing": "neutral", "text": "I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. I am going to spend more time on this and make it a full on product people can use.", "repo": "https://github.com/Coder-13-11/PickleWatch", "demo": "https://pickle-watch.vercel.app"}, {"ship_num": 2, "ts": "2026-07-10T15:13:48Z", "hours": 7.0, "multiplier": 8.97, "payout": 62, "blessing": "neutral", "text": "PickleWatch, an App for Pickleball Athletes So basically the problem is there’s like 8 pickleball courts around Tampa and you never know which ones are actually free or if they’re packed until you drive there and it’s a whole thing. So I made an app that tells you before you leave your house. It’s a website (kinda like an app, you can add it to your home screen) that shows all 8 courts and how busy each one probably is right now. It’s not just guessing randomly either — I made it learn the normal pattern for each court (like Northlakes gets crazy busy around 6pm on weekdays but High 5 is more of a lunchtime thing) and then it mixes that with actual people checking in. Like if you show up and tap “I’m here” and say how busy it is, that updates everyone’s app in real time for like 90 minutes and then it fades away. The real time part is honestly the coolest part, I used this thing called Supabase which is like a free database that can push updates instantly. I tested it by opening two browser windows side by side and checking in on one and watching it show up on the other one immediately, no refreshing or anything. Other stuff it does: Rally button — pick a time and it makes a message you can send to your group chat on WhatsApp asking who wants to play Polls — like if people can’t decide where to play you make a poll and everyone votes and you can see it update live Friends — add your friends and it’ll show you when they check in somewhere, plus little avatar bubbles showing who’s at a court right now No login or password or anything, you just type your name once and that’s it. Didn’t want to deal with accounts for something this small. Everything’s free too — Supabase has a free plan and I’m hosting it on Vercel which is also free, so it’s not costing me anything to run.", "repo": "https://github.com/Coder-13-11/PickleWatch", "demo": "https://pickle-watch.vercel.app"}]...
|
[{"post_id": 79042, "ts": "202 [{"post_id": 79042, "ts": "2026-10-12T14:04:26Z", "hours": 0.45, "text": "Update: fixed bugs and improved the sound detection algorithm so it accurately captures the hits, I am still wondering on how to make this really accurate so any suggestions would be helpful."}, {"post_id": 65180, "ts": "2026-09-10T03:56:43Z", "hours": 15.4464, "text": "🟢 Quick Update on Picklewatch 🟢. I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. The hit detector is working pretty well now. I tested it with simulated gym noise, talking, shoe squeaks, and another court playing nearby, and 9/11 conditions got an F1 of at least 0.93. I also added badminton, tennis, pickleball, squash, and table tennis, along with their different scoring rules. There are also 393 tests passing. The biggest thing I’m working on now is automatic score tracking. I originally planned to have players tap who won each rally, but nobody is going to do that during a game. Since players already say the score out loud, I’m using that instead. Speech recognition by itself is only around 73% accurate, but because there are only a few legal scores that can follow each score, an HMM + Viterbi decoder can bring that up to around 96–100%. I said its almost ready but I am trying to make it realible for an athlete to trust. Then I found a weird problem. The server’s score is always said first, so the microphone can know the score is 5-3 but can’t know which team is serving. That leaves two possibilities at exactly 50/50. I’m working on speaker ID now, but I’m using it as a probability instead of a hard rule so one mistake doesn’t ruin everything. Next is getting the score system into the UI, finishing speaker ID, figuring out the iOS audio situation, and testing it in a real gym. So far all my testing has been simulated. If it can’t handle six courts playing at once, then I have a much bigger problem. Maybe in the future, once i get the grant from hackclub to buy a licence for playstore, the app might fucntion more efficiently than a web app."}, {"post_id": 44219, "ts": "2026-08-09T20:42:41Z", "hours": 5.1753, "text": "Revamped the UI, check it out!"}, {"post_id": 32595, "ts": "2026-07-21T21:27:26Z", "hours": 6.0836, "text": "Fixed and Patched Bugs in PickleWatch!"}, {"post_id": 25968, "ts": "2026-07-10T14:41:36Z", "hours": 7.2303, "text": "Love Pickleball?? Check this out! I just made an app that tracks nearby pickleball courts and estimates how many people are on them, so the user can save time and play more efficiently when they get there. I have also created a feature for polls and for adding your crew to the friends list, so you can decide when to play the sport at your convenience. Please take a look at my screenshots below"}]...
|
Title: PickleWatch by @karthikeya | Stardance
Dev Title: PickleWatch by @karthikeya | Stardance
Devlogs:
Love Pickleball?? Check this out! I just made an app that tracks nearby pickleball courts and estimates how many people are on them, so the user can save time and play more efficiently when they get there. I have also created a feature for polls and for adding your crew to the friends list, so you can decide when to play the sport at your convenience. Please take a look at my screenshots below
Fixed and Patched Bugs in PickleWatch!
Revamped the UI, check it out!
🟢 Quick Update on Picklewatch 🟢. I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. The hit detector is working pretty well now. I tested it with simulated gym noise, talking, shoe squeaks, and another court playing nearby, and 9/11 conditions got an F1 of at least 0.93. I also added badminton, tennis, pickleball, squash, and table tennis, along with their different scoring rules. There are also 393 tests passing. The biggest thing I’m working on now is automatic score tracking. I originally planned to have players tap who won each rally, but nobody is going to do that during a game. Since players already say the score out loud, I’m using that instead. Speech recognition by itself is only around 73% accurate, but because there are only a few legal scores that can follow each score, an HMM + Viterbi decoder can bring that up to around 96–100%. I said its almost ready but I am trying to make it realible for an athlete to trust. Then I found a weird problem. The server’s score is always said first, so the microphone can know the score is 5-3 but can’t know which team is serving. That leaves two possibilities at exactly 50/50. I’m working on speaker ID now, but I’m using it as a probability instead of a hard rule so one mistake doesn’t ruin everything. Next is getting the score system into the UI, finishing speaker ID, figuring out the iOS audio situation, and testing it in a real gym. So far all my testing has been simulated. If it can’t handle six courts playing at once, then I have a much bigger problem. Maybe in the future, once i get the grant from hackclub to buy a licence for playstore, the app might fucntion more efficiently than a web app.
Update: fixed bugs and improved the sound detection algorithm so it accurately captures the hits, I am still wondering on how to make this really accurate so any suggestions would be helpful.
Ships:
PickleWatch, an App for Pickleball Athletes So basically the problem is there’s like 8 pickleball courts around Tampa and you never know which ones are actually free or if they’re packed until you drive there and it’s a whole thing. So I made an app that tells you before you leave your house. It’s a website (kinda like an app, you can add it to your home screen) that shows all 8 courts and how busy each one probably is right now. It’s not just guessing randomly either — I made it learn the normal pattern for each court (like Northlakes gets crazy busy around 6pm on weekdays but High 5 is more of a lunchtime thing) and then it mixes that with actual people checking in. Like if you show up and tap “I’m here” and say how busy it is, that updates everyone’s app in real time for like 90 minutes and then it fades away. The real time part is honestly the coolest part, I used this thing called Supabase which is like a free database that can push updates instantly. I tested it by opening two browser windows side by side and checking in on one and watching it show up on the other one immediately, no refreshing or anything. Other stuff it does: Rally button — pick a time and it makes a message you can send to your group chat on WhatsApp asking who wants to play Polls — like if people can’t decide where to play you make a poll and everyone votes and you can see it update live Friends — add your friends and it’ll show you when they check in somewhere, plus little avatar bubbles showing who’s at a court right now No login or password or anything, you just type your name once and that’s it. Didn’t want to deal with accounts for something this small. Everything’s free too — Supabase has a free plan and I’m hosting it on Vercel which is also free, so it’s not costing me anything to run.
I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. I am going to spend more time on this and make it a full on product people can use....
|
1793105695.0294683
|
1793192095.0294683
|
|
61921
|
imposter by @taco_taim | Stardance
|
taco_taim
|
1
|
34.45
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-26T19:10:40Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "imposter is a color reaction game made in python. every level has 3 elements rectangles or circles. one of the elements is in a different color, you need to pick your suspect with a time limit. i managed to make a script to read the level files. and a cool tutorial in pygame (its not easy) and I’m really proud of it :3 to play the game you will need to clone the repo ‘git clone https://github.com/thearmadiliking/imposter ’, install python and pygame. to run it run main.py. and don’t forget to give the repo a star :3", "repo": "https://github.com/thearmadiliking/imposter", "demo": "https://github.com/thearmadiliking/imposter/releases"}]...
|
[{"post_id": 75380, "ts": "202 [{"post_id": 75380, "ts": "2026-09-29T21:43:49Z", "hours": 0.4522, "text": "i added a release…."}, {"post_id": 74094, "ts": "2026-09-26T17:38:30Z", "hours": 8.9014, "text": "i did all of the polishing for the game and I’m ready to ship!!!"}, {"post_id": 73302, "ts": "2026-09-24T20:07:01Z", "hours": 1.6467, "text": "i finished the tutorial animation the only thing left for it is the voiceover."}, {"post_id": 73245, "ts": "2026-09-24T17:33:58Z", "hours": 2.9456, "text": "i started working on the totorial"}, {"post_id": 73075, "ts": "2026-09-24T10:12:05Z", "hours": 11.3025, "text": "i added a lvl picker and polished the overall game loop (and repairing the ship)"}, {"post_id": 70785, "ts": "2026-09-19T19:18:20Z", "hours": 1.2122, "text": "making a tui setup menu"}, {"post_id": 70736, "ts": "2026-09-19T17:49:10Z", "hours": 2.8361, "text": "i added the gameplay after you lode the level."}, {"post_id": 70610, "ts": "2026-09-19T13:30:40Z", "hours": 5.5264, "text": "i made a level reading test that takes a .lvl file and extracts the info and format it."}]...
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Title: imposter by @taco_taim | Stardance
Devlogs Title: imposter by @taco_taim | Stardance
Devlogs:
i made a level reading test that takes a .lvl file and extracts the info and format it.
i added the gameplay after you lode the level.
making a tui setup menu
i added a lvl picker and polished the overall game loop (and repairing the ship)
i started working on the totorial
i finished the tutorial animation the only thing left for it is the voiceover.
i did all of the polishing for the game and I’m ready to ship!!!
i added a release….
Ships:
imposter is a color reaction game made in python. every level has 3 elements rectangles or circles. one of the elements is in a different color, you need to pick your suspect with a time limit. i managed to make a script to read the level files. and a cool tutorial in pygame (its not easy) and I’m really proud of it :3 to play the game you will need to clone the repo ‘git clone https://github.com/thearmadiliking/imposter ’, install python and pygame. to run it run main.py. and don’t forget to give the repo a star :3...
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1793209854.8127825
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1793296254.8127825
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5020
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FLOWS by @UntitledMacaw | Stardance
|
UntitledMacaw
|
1
|
34.44
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T18:21:49Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is FLOWS. It is a program that takes in terrain data and water infiltration data and finds bowl-like depressions (or simply “basins”). Why is that useful: for each basin, water-height doesn’t change (for the same rainfall). This means we can pre-calculate various rainfall scenarios and store their results, so we can have a simple and quick way of estimating flood risk. Compilation was also made focusing on lower-end hardware, were we avoid feeding the entire data into the RAM, and instead partition the dataset in smart ways so we can make it all fit within our constrains!", "repo": "https://github.com/UntitledMacaw/FLOWS", "demo": "https://github.com/UntitledMacaw/FLOWS/releases/tag/Beta"}]...
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[{"post_id": 79403, "ts": "202 [{"post_id": 79403, "ts": "2026-10-13T20:29:07Z", "hours": 0.9344, "text": "Alright, so new changes! Today I tried to make a DEMO for my project! Since the user is originally intended to provided topological files (that for demonstration purposes may not be available), I have also packaged inside the .sh file a DEMO version, that has its own very small dataset, so everyone can see the project in action even without the needed files."}, {"post_id": 77692, "ts": "2026-10-07T22:54:32Z", "hours": 0.6186, "text": "Another day and guess what: another feature! I added a new function to the code that takes in a “starting point” for basin compilation. What this does is, given a starting point integer provided by the user (call it S), it skips all basins with an ID lower than S. This is good ’cuz we can stop the code with control + C and later keep on where we left by choosing our last compiled basin as our starting point! I probably should have done this a long time ago instead of right know when I actually needed it, but hey: Better late than never am i right?"}, {"post_id": 74665, "ts": "2026-09-27T22:24:01Z", "hours": 2.655, "text": "YEEEEAAAAH! I decided to try and create an executable for my script, and boy was hard. The problem was that major libraries like gdal and whitebox required a bunch of other system libraries to work. This means I had to try to get them into the executable, and let me tell ya: This took a lot of time. But finally, it works (i hope)! I will be posting the executable (linux only of course) on github later!"}, {"post_id": 74018, "ts": "2026-09-26T15:19:42Z", "hours": 1.2344, "text": "Update on compilation: Well, a lot of stuff happened. I can’t really keep my computer running non stop all day and night, so I was resorting to suspending the laptop so runtime would keep frozen in RAM. But today, after a week of running the program and almost halfway left, I woke up to find the computer out of battery (probably it kept running in suspend mode and just died). That was quite devastating, but the only thing I could do was to update my code with checkpoints so that if that happens again, I won’t need to run everything again like I’m about to do now. I took that chance to also fix some typos in my README and my github pages, so I guess I got something good out of this!"}, {"post_id": 71782, "ts": "2026-09-21T15:16:55Z", "hours": 5.7964, "text": "Making some minor changes so my github before posting my project!"}, {"post_id": 63759, "ts": "2026-09-07T18:33:58Z", "hours": 8.0975, "text": "Finally able to find bowl-like depressions now"}, {"post_id": 40144, "ts": "2026-08-03T15:27:42Z", "hours": 9.9969, "text": "Writing a pdf devlog for my project!"}, {"post_id": 36462, "ts": "2026-07-28T16:19:12Z", "hours": 4.8508, "text": "Just discovered this nice tool called WhiteBoxTools, and was also able to find its user manual! Now I won’t need to process terrain from scratch, and instead get I can all the data I’m looking for without reinventing the wheel."}, {"post_id": 878, "ts": "2026-06-02T16:27:54Z", "hours": 0.3542, "text": "Figured out how to read a digital elevation model with python"}]...
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Title: FLOWS by @UntitledMacaw | Stardance
Devlog Title: FLOWS by @UntitledMacaw | Stardance
Devlogs:
Figured out how to read a digital elevation model with python
Just discovered this nice tool called WhiteBoxTools, and was also able to find its user manual! Now I won’t need to process terrain from scratch, and instead get I can all the data I’m looking for without reinventing the wheel.
Writing a pdf devlog for my project!
Finally able to find bowl-like depressions now
Making some minor changes so my github before posting my project!
Update on compilation: Well, a lot of stuff happened. I can’t really keep my computer running non stop all day and night, so I was resorting to suspending the laptop so runtime would keep frozen in RAM. But today, after a week of running the program and almost halfway left, I woke up to find the computer out of battery (probably it kept running in suspend mode and just died). That was quite devastating, but the only thing I could do was to update my code with checkpoints so that if that happens again, I won’t need to run everything again like I’m about to do now. I took that chance to also fix some typos in my README and my github pages, so I guess I got something good out of this!
YEEEEAAAAH! I decided to try and create an executable for my script, and boy was hard. The problem was that major libraries like gdal and whitebox required a bunch of other system libraries to work. This means I had to try to get them into the executable, and let me tell ya: This took a lot of time. But finally, it works (i hope)! I will be posting the executable (linux only of course) on github later!
Another day and guess what: another feature! I added a new function to the code that takes in a “starting point” for basin compilation. What this does is, given a starting point integer provided by the user (call it S), it skips all basins with an ID lower than S. This is good ’cuz we can stop the code with control + C and later keep on where we left by choosing our last compiled basin as our starting point! I probably should have done this a long time ago instead of right know when I actually needed it, but hey: Better late than never am i right?
Alright, so new changes! Today I tried to make a DEMO for my project! Since the user is originally intended to provided topological files (that for demonstration purposes may not be available), I have also packaged inside the .sh file a DEMO version, that has its own very small dataset, so everyone can see the project in action even without the needed files.
Ships:
This is FLOWS. It is a program that takes in terrain data and water infiltration data and finds bowl-like depressions (or simply “basins”). Why is that useful: for each basin, water-height doesn’t change (for the same rainfall). This means we can pre-calculate various rainfall scenarios and store their results, so we can have a simple and quick way of estimating flood risk. Compilation was also made focusing on lower-end hardware, were we avoid feeding the entire data into the RAM, and instead partition the dataset in smart ways so we can make it all fit within our constrains!...
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1793148455.7809806
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1793234855.7809806
|
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32222
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BRODY by @D73W | Stardance
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D73W
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1
|
34.44
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T18:11:49Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I figured that i could ship this first milestone of my project. I’m making a 2.5ft 2 wheeled balancing robot. that will be incorporated with ai so it can traverse and understand its surroundings on its own. I will be running this project off of a razzberry pi that will be connected to a NIVIDA NIM API key. This is VERY early development I just figured i could get some feedback on what i could do differently. I have a few concept sketches on what i want him to look like. If you have any ideas or suggestions on what i could do differently i would be greatly appreciative.", "repo": "https://github.com/Dr3M29/BRODY", "demo": ""}]...
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[{"post_id": 43442, "ts": "202 [{"post_id": 43442, "ts": "2026-08-08T18:05:12Z", "hours": 0.8336, "text": "I give up on this shit. Not the project i will continue to update it. But this stupid hardware stuff is so confusing and i will not get enough stardust to get anything (from what im seeing im not going to get any at all) I will publish GitHub files when im done but this has been so frustrating because i have gotten ZERO help in the slack channel"}, {"post_id": 38455, "ts": "2026-07-31T20:40:58Z", "hours": 4.5506, "text": "I went through a bunch of ups and downs in these 4 hours there was many more hours that i forgot to log. I could not post for awhile because i had nothing to post about my project was at a standstill because i was waiting for that stupid power dock to come in. but not i got the power dock and was able to successfully turn the motors. This was such a pain because the first shipment had a defective unit. But that was not a lot of trouble because i returned it and got usable boards the next day (praise amazon) I’m going to design the rest of the hip today and hopefully this will start taking shape! I still have to get to harbor freight and see if they have nuts and bolts that i need to connect the thigh and the leg together. The second picture is the old board (I fried it by checking if current was running)"}, {"post_id": 31904, "ts": "2026-07-20T17:43:56Z", "hours": 0.8003, "text": "Man looking at those legs makes me realize that i WAY over engineered and overthought the trusses. The simpler design holds more weight that then the other design. So i will redo the leg. I’m really mad because i cant continue working on this stupid project until the power bank comes in so i know the dimensions. Until then i am VERY limited on what i could do. I guess i could start on the panels for the legs and thighs. But i was going to save that till i am happy with the design. And currently i am not happy with it"}, {"post_id": 31025, "ts": "2026-07-19T02:36:14Z", "hours": 1.3444, "text": "Working on the wiring. I had to first figure out exactly WHAT and HOW i would wire this. This is a very basic setup. Basically there is going to be a XT60 pigtail that i got of of hoverboard. You can see it next to my pencil. that will connect to the power bank. Into a fuse. the positive and negative will then flow move down into the sideboards (Salvaged from the hoverboard) and then a buck converter converting that 36V battery down into a usable 5V power for the razzberry pi and Arduino. Im itching to get these boards flashed so i can get into the fun stuff. But first i have to design that hip connection before i can get to excited. Im afraid when i split the power into 2 seperate rails i CANT just get away with using these butt connectors because there is WAY to much copper to fit into there so i will have to solder. And you know from my previous devlog that that is not pretty."}, {"post_id": 30910, "ts": "2026-07-18T21:48:20Z", "hours": 0.3833, "text": "I got to go run to home depot and get me some bolts and nuts to secure this bad boy into place. But he is starting to take shape. I did NOT make the knee bend in this version. (Did not feel like it) BUT i did design the connection so i COULD in the future. Still waiting on that stupid power bank before i can do anything. But its slowly starting to look like a robot. Once i get that hip done it will be looking so sick. The only issue that i see with that hip is the fact that it needs to be about 11 inches long but my printer only prints about 9 so i have to figure out a secure way to split that up"}, {"post_id": 30722, "ts": "2026-07-18T15:17:49Z", "hours": 1.2836, "text": "I had a few test prints for this one. You can see one in the background. Also this one i had to melt some of the supports off with a soldering iron because i was a idiot and did not account for feeding the motherboard through. This leg is stress tested and holds about 250 pounds in the simulation. I need to print the hip now but Brody is starting to come together! Im still waiting on that stupid power bank so i cant flash anything or do anything with these wheels yet. Im still not sure if they will even work"}, {"post_id": 30222, "ts": "2026-07-17T17:05:31Z", "hours": 0.9339, "text": "I got the the spacer correct in 3 test prints. That’s pretty good in my opinion. With tolerances and stuff I’m going to print smaller versions to make sure stuff works first. But this is great! I have to design the rest of the leg since i lost all my files. But it shouldn’t be to bad because i already have an idea of what i need"}, {"post_id": 30156, "ts": "2026-07-17T14:39:42Z", "hours": 1.2503, "text": "I have to stop posting so often. But i did just finish the basic sketches of the robots parts. I’m now planning on making the knee bend because of the amount of prototyping I’m going to have to do and figure out what will be the best for this robot. I have looked at a few designs that i might be interested in. i will design these so i could buy motors in the future but that most likely will not be anytime soon. I would also love for the torso to rotate. But I’m not sure if that would be optimal. It sure would be cool though. I did post about this in a previous devlog. But i did realize that i had done my soldering job wrong. And even though i was able to connect to the chip it would not be able to write. So i re did the soldering"}, {"post_id": 29793, "ts": "2026-07-16T22:11:54Z", "hours": 2.2308, "text": "Sad that i could not log the about 3 hours i spent trying to soder. I have done it once before in tech class. But nothing this dam small. It was real challenge and i still have one more board to do. BUT this is a good learning experience. I’m very surprised that i did not fry the board because its looking a bit crispy. I just now managed to talk to the chip but i need to find the right firmware in order to flash. I also need to wait for that power bank for the battery so i have consistent power for the flash. This is probably like 6 hours of un tracked work because i couldn’t record it but whatever. I got the 3d printer today so i will get back to inventor in a bit. But i think i should do some more planning before i just dive back in. So I’m drawing images of the parts in my notebook for the next little bit because I’m so burnt out from loosing my files and having to restart"}, {"post_id": 28619, "ts": "2026-07-14T23:46:41Z", "hours": 0.7336, "text": "I HATE AUTODESK. I TRIED TO EXTRUDE ONE THING AND THE WHOLE SOFTWARE CRASHED. THIS IS SO AGRAVATING AND IT ALMOST SEEMS LIKE IM DOING IT ON PURPOSE BUT IM NOT. I HAD NOT DONE THE INITIAL SAVE SO THEREFORE EVERYTHING I DID TODAY IS GONE. I COULD HAVE SWORN THAT I HAD SAVED AND I THOUGHT IT WAS AUTODSAVING BUT I WAS MISTAKEN. THIS IS REALLY TESTING MY PATEINCE."}, {"post_id": 28581, "ts": "2026-07-14T22:23:13Z", "hours": 4.5175, "text": "This is much stronger than the old version! After a long 4 hours i managed to direct the force (25lbs) To the metal bracket on the bottom. 25 pounds is going to be around the weight of the robot. And that’s overshooting it a lot. With this amount of stability i might even be able to ride it 🥹✌️ This design will also allow for a much easier way to add panels later on. As you can see in the 3rd picture the frame is much closer to the shape of the robot that i can snap the panels straight onto the frame. I also did some research and i found out that i can use triangular infill that will make these parts stronger while using less material."}, {"post_id": 28083, "ts": "2026-07-14T03:35:42Z", "hours": 1.3167, "text": "Okay so i pulled some knowledge that i haven’t used in a while that i got from a class that i took when i was a wee little lad. And i think i designed a much more structurally sound design for Brody. This also just looks a million times cooler without panels. The only issue that i see is attaching said panels to the frame because it wont be as straight forward as the old design. But the old design was flawed in SOO many ways. I have to make sure to design this so the center of mass is not off balance."}, {"post_id": 28029, "ts": "2026-07-14T01:21:45Z", "hours": 1.9381, "text": "I figured that the hip bone that i was designing before was insufficient. This design is much more in depth and less rushed. This now accounts for holding the quarter inch bolts that I’m going to use to fit the hip bone into place and not move. I have to run to harbor freight to go and get those but that will be later on. I’m hard stuck with making the hardware currently I’m waiting on a power adapter to come in on the 27th. That’s when i will first be able to control the wheels and make sure everything works. If anyone has any ideas on how i can improve this design please let me know. I feel like it should be thicker but i would love some feedback!"}, {"post_id": 27977, "ts": "2026-07-13T22:47:35Z", "hours": 2.4175, "text": "I don’t have any screenshots from this session because i had a power outage and i had not saved in awhile. So I’m now far behind. But in this session i made a panel for the leg. This is much harder than it looks. Because my sketches are not good proportion wise. I just hated the look of it. I had ordered a bunch of parts such as fuses, wire, butt connectors, and shrink wrap. Those arrived today but I’m still waiting on my power dock and voltage converter"}, {"post_id": 27329, "ts": "2026-07-12T20:15:25Z", "hours": 1.6358, "text": "I was kind of busy today so i did not get a ton of time to work on the project. I was able to get the leg separated into 2 parts. I had to go and find a whole bunch of errors that i made in order to get it working again. i modeled the battery (Forgot to log hours) And started on the panels that will wrap around the frame. I added small clips to the frame."}, {"post_id": 26815, "ts": "2026-07-11T20:33:00Z", "hours": 1.55, "text": "YAY! I Got the PCB to fit into the frame! I just now realized that i will need to model some of the smaller more intricate parts of the PCB. OR at least make basic block outs. Because there is stuff sticking out the back that i need to take into account when making the clips that hold the thing in place. really good progress. But it was a pain to get that taller the amount of conflicts that i had to resolve is actually insane. I really need to work on organization of the repo. But I’m scared that that will mess with my assembly"}, {"post_id": 26702, "ts": "2026-07-11T17:23:48Z", "hours": 0.65, "text": "I am losing my mind. I feel like i never make the stuff the right way 🥹✌️I just made the size of the 2 sideboards that are controlling the motors. And it appears that i made it so terribly that i cant even angle the PCB to fit inside of the frame. So either i move the PCB up into the thigh ( A ton of extensions on the existing wires) OR i redo everything i have done. And i will probably deicide to redo everything. So that’s going to be fun! I will only have to redo the bottom part so it shouldn’t be THAT bad. Its just annoying that i speed through stuff and make stupid mistakes"}, {"post_id": 26664, "ts": "2026-07-11T16:37:31Z", "hours": 1.2, "text": "I don’t know much about connectors. I’m using my basic knowledge on what makes a strong connection but some feedback would be amazing! I had to redo the part because i realized that i had made the part to big and it would not fit onto my printer. So I had to split it into 2 separate parts. I haven’t yet made the trusses on the parts because im waiting on my printer to arrive. I dont want to waste fillamaent on something that wont work. I will probbly make test parts eventualy. As im writing this that makes the most sense. I have also realised that i have not thought about how im going to mount the 2 dual board controllers. So that will be a fun one to figure out."}, {"post_id": 26364, "ts": "2026-07-11T03:25:33Z", "hours": 1.6506, "text": "These are VERY basic sketches of the leg frame. I’m adding trusses and supports later on I’m just trying to get the proportions of the robot right. I originally landed on making it a 16 inch stance. Because it would make my life easier. But i want this to look like my sketch so i made the discission and made it 12 inches. Witch will be a pain when making the robot in real life. But i think i will be able to work around it. I just got the shipment of my filament so i can start to see if my parts actually fit together. I sure hope they do because i have restarted this WAY to many times. I’m glad its starting to look like something. And not just the same support that i had to re engineer multiple times 🥹✌️"}, {"post_id": 26179, "ts": "2026-07-10T20:39:28Z", "hours": 1.2167, "text": "Yea i really did not get much done in this hour. I got sidetracked with other things. For example i went and figured out exactly HOW this will implement and i re thought through the connection. And i came to the conclusion that i had made the connector the wrong way so i had to redo it. That was a fun learning experience. I have been working on this connector for SOOO long but now its getting to the point where i can move on. All the other parts do NOT need to be this detailed so the future devlogs i will get more stuff done (If i dont have to redo everything)"}, {"post_id": 26058, "ts": "2026-07-10T17:22:50Z", "hours": 1.8117, "text": "I got the trusses to work! everything is now even. I was a long process that stemmed from a bad dimension on the bracket. I went and fixed it. Witch lead to having to redo the whole part. But now it is complete. I now need to figure out if this is the most optimal way to do this so i can speed up my process later. I looked at how the hoverboard connected and it does not connect like this. So i might have to redo it again. But I’m making good progress! I have more filament coming in soon so i will actually be able to test these parts with stress soon."}, {"post_id": 25704, "ts": "2026-07-10T04:03:39Z", "hours": 1.6669, "text": "Nothing special. I just added a new connecter piece. I realized that i had missed a part of the hoverboard that makes my life so much easier. And then i attempted to make some supports but i epically failed because i realized that i had constrained the bracket wrong so the whole this is off center. So i called it for today and i will pick it back up tomorrow hopefully i wont make more of these stupid little mistakes that take forever to fix"}, {"post_id": 25265, "ts": "2026-07-09T12:50:56Z", "hours": 0.0, "text": "I’m working on a 2ft tall robot. Using old hoverboard wheels. And i have gotten some stuff done. I got the wheel. bracket, and screws done. Currently i am going to make leg connecter and how the current hoverboard pre existing board is going to connect"}]...
|
Title: BRODY by @D73W | Stardance
Devlogs:
I’m wo Title: BRODY by @D73W | Stardance
Devlogs:
I’m working on a 2ft tall robot. Using old hoverboard wheels. And i have gotten some stuff done. I got the wheel. bracket, and screws done. Currently i am going to make leg connecter and how the current hoverboard pre existing board is going to connect
Nothing special. I just added a new connecter piece. I realized that i had missed a part of the hoverboard that makes my life so much easier. And then i attempted to make some supports but i epically failed because i realized that i had constrained the bracket wrong so the whole this is off center. So i called it for today and i will pick it back up tomorrow hopefully i wont make more of these stupid little mistakes that take forever to fix
I got the trusses to work! everything is now even. I was a long process that stemmed from a bad dimension on the bracket. I went and fixed it. Witch lead to having to redo the whole part. But now it is complete. I now need to figure out if this is the most optimal way to do this so i can speed up my process later. I looked at how the hoverboard connected and it does not connect like this. So i might have to redo it again. But I’m making good progress! I have more filament coming in soon so i will actually be able to test these parts with stress soon.
Yea i really did not get much done in this hour. I got sidetracked with other things. For example i went and figured out exactly HOW this will implement and i re thought through the connection. And i came to the conclusion that i had made the connector the wrong way so i had to redo it. That was a fun learning experience. I have been working on this connector for SOOO long but now its getting to the point where i can move on. All the other parts do NOT need to be this detailed so the future devlogs i will get more stuff done (If i dont have to redo everything)
These are VERY basic sketches of the leg frame. I’m adding trusses and supports later on I’m just trying to get the proportions of the robot right. I originally landed on making it a 16 inch stance. Because it would make my life easier. But i want this to look like my sketch so i made the discission and made it 12 inches. Witch will be a pain when making the robot in real life. But i think i will be able to work around it. I just got the shipment of my filament so i can start to see if my parts actually fit together. I sure hope they do because i have restarted this WAY to many times. I’m glad its starting to look like something. And not just the same support that i had to re engineer multiple times 🥹✌️
I don’t know much about connectors. I’m using my basic knowledge on what makes a strong connection but some feedback would be amazing! I had to redo the part because i realized that i had made the part to big and it would not fit onto my printer. So I had to split it into 2 separate parts. I haven’t yet made the trusses on the parts because im waiting on my printer to arrive. I dont want to waste fillamaent on something that wont work. I will probbly make test parts eventualy. As im writing this that makes the most sense. I have also realised that i have not thought about how im going to mount the 2 dual board controllers. So that will be a fun one to figure out.
I am losing my mind. I feel like i never make the stuff the right way 🥹✌️I just made the size of the 2 sideboards that are controlling the motors. And it appears that i made it so terribly that i cant even angle the PCB to fit inside of the frame. So either i move the PCB up into the thigh ( A ton of extensions on the existing wires) OR i redo everything i have done. And i will probably deicide to redo everything. So that’s going to be fun! I will only have to redo the bottom part so it shouldn’t be THAT bad. Its just annoying that i speed through stuff and make stupid mistakes
YAY! I Got the PCB to fit into the frame! I just now realized that i will need to model some of the smaller more intricate parts of the PCB. OR at least make basic block outs. Because there is stuff sticking out the back that i need to take into account when making the clips that hold the thing in place. really good progress. But it was a pain to get that taller the amount of conflicts that i had to resolve is actually insane. I really need to work on organization of the repo. But I’m scared that that will mess with my assembly
I was kind of busy today so i did not get a ton of time to work on the project. I was able to get the leg separated into 2 parts. I had to go and find a whole bunch of errors that i made in order to get it working again. i modeled the battery (Forgot to log hours) And started on the panels that will wrap around the frame. I added small clips to the frame.
I don’t have any screenshots from this session because i had a power outage and i had not saved in awhile. So I’m now far behind. But in this session i made a panel for the leg. This is much harder than it looks. Because my sketches are not good proportion wise. I just hated the look of it. I had ordered a bunch of parts such as fuses, wire, butt connectors, and shrink wrap. Those arrived today but I’m still waiting on my power dock and voltage converter
I figured that the hip bone that i was designing before was insufficient. This design is much more in depth and less rushed. This now accounts for holding the quarter inch bolts that I’m going to use to fit the hip bone into place and not move. I have to run to harbor freight to go and get those but that will be later on. I’m hard stuck with making the hardware currently I’m waiting on a power adapter to come in on the 27th. That’s when i will first be able to control the wheels and make sure everything works. If anyone has any ideas on how i can improve this design please let me know. I feel like it should be thicker but i would love some feedback!
Okay so i pulled some knowledge that i haven’t used in a while that i got from a class that i took when i was a wee little lad. And i think i designed a much more structurally sound design for Brody. This also just looks a million times cooler without panels. The only issue that i see is attaching said panels to the frame because it wont be as straight forward as the old design. But the old design was flawed in SOO many ways. I have to make sure to design this so the center of mass is not off balance.
This is much stronger than the old version! After a long 4 hours i managed to direct the force (25lbs) To the metal bracket on the bottom. 25 pounds is going to be around the weight of the robot. And that’s overshooting it a lot. With this amount of stability i might even be able to ride it 🥹✌️ This design will also allow for a much easier way to add panels later on. As you can see in the 3rd picture the frame is much closer to the shape of the robot that i can snap the panels straight onto the frame. I also did some research and i found out that i can use triangular infill that will make these parts stronger while using less material.
I HATE AUTODESK. I TRIED TO EXTRUDE ONE THING AND THE WHOLE SOFTWARE CRASHED. THIS IS SO AGRAVATING AND IT ALMOST SEEMS LIKE IM DOING IT ON PURPOSE BUT IM NOT. I HAD NOT DONE THE INITIAL SAVE SO THEREFORE EVERYTHING I DID TODAY IS GONE. I COULD HAVE SWORN THAT I HAD SAVED AND I THOUGHT IT WAS AUTODSAVING BUT I WAS MISTAKEN. THIS IS REALLY TESTING MY PATEINCE.
Sad that i could not log the about 3 hours i spent trying to soder. I have done it once before in tech class. But nothing this dam small. It was real challenge and i still have one more board to do. BUT this is a good learning experience. I’m very surprised that i did not fry the board because its looking a bit crispy. I just now managed to talk to the chip but i need to find the right firmware in order to flash. I also need to wait for that power bank for the battery so i have consistent power for the flash. This is probably like 6 hours of un tracked work because i couldn’t record it but whatever. I got the 3d printer today so i will get back to inventor in a bit. But i think i should do some more planning before i just dive back in. So I’m drawing images of the parts in my notebook for the next little bit because I’m so burnt out from loosing my files and having to restart
I have to stop posting so often. But i did just finish the basic sketches of the robots parts. I’m now planning on making the knee bend because of the amount of prototyping I’m going to have to do and figure out what will be the best for this robot. I have looked at a few designs that i might be interested in. i will design these so i could buy motors in the future but that most likely will not be anytime soon. I would also love for the torso to rotate. But I’m not sure if that would be optimal. It sure would be cool though. I did post about this in a previous devlog. But i did realize that i had done my soldering job wrong. And even though i was able to connect to the chip it would not be able to write. So i re did the soldering
I got the the spacer correct in 3 test prints. That’s pretty good in my opinion. With tolerances and stuff I’m going to print smaller versions to make sure stuff works first. But this is great! I have to design the rest of the leg since i lost all my files. But it shouldn’t be to bad because i already have an idea of what i need
I had a few test prints for this one. You can see one in the background. Also this one i had to melt some of the supports off with a soldering iron because i was a idiot and did not account for feeding the motherboard through. This leg is stress tested and holds about 250 pounds in the simulation. I need to print the hip now but Brody is starting to come together! Im still waiting on that stupid power bank so i cant flash anything or do anything with these wheels yet. Im still not sure if they will even work
I got to go run to home depot and get me some bolts and nuts to secure this bad boy into place. But he is starting to take shape. I did NOT make the knee bend in this version. (Did not feel like it) BUT i did design the connection so i COULD in the future. Still waiting on that stupid power bank before i can do anything. But its slowly starting to look like a robot. Once i get that hip done it will be looking so sick. The only issue that i see with that hip is the fact that it needs to be about 11 inches long but my printer only prints about 9 so i have to figure out a secure way to split that up
Working on the wiring. I had to first figure out exactly WHAT and HOW i would wire this. This is a very basic setup. Basically there is going to be a XT60 pigtail that i got of of hoverboard. You can see it next to my pencil. that will connect to the power bank. Into a fuse. the positive and negative will then flow move down into the sideboards (Salvaged from the hoverboard) and then a buck converter converting that 36V battery down into a usable 5V power for the razzberry pi and Arduino. Im itching to get these boards flashed so i can get into the fun stuff. But first i have to design that hip connection before i can get to excited. Im afraid when i split the power into 2 seperate rails i CANT just get away with using these butt connectors because there is WAY to much copper to fit into there so i will have to solder. And you know from my previous devlog that that is not pretty.
Man looking at those legs makes me realize that i WAY over engineered and overthought the trusses. The simpler design holds more weight that then the other design. So i will redo the leg. I’m really mad because i cant continue working on this stupid project until the power bank comes in so i know the dimensions. Until then i am VERY limited on what i could do. I guess i could start on the panels for the legs and thighs. But i was going to save that till i am happy with the design. And currently i am not happy with it
I went through a bunch of ups and downs in these 4 hours there was many more hours that i forgot to log. I could not post for awhile because i had nothing to post about my project was at a standstill because i was waiting for that stupid power dock to come in. but not i got the power dock and was able to successfully turn the motors. This was such a pain because the first shipment had a defective unit. But that was not a lot of trouble because i returned it and got usable boards the next day (praise amazon) I’m going to design the rest of the hip today and hopefully this will start taking shape! I still have to get to harbor freight and see if they have nuts and bolts that i need to connect the thigh and the leg together. The second picture is the old board (I fried it by checking if current was running)
I give up on this shit. Not the project i will continue to update it. But this stupid hardware stuff is so confusing and i will not get enough stardust to get anything (from what im seeing im not going to get any at all) I will publish GitHub files when im done but this has been so frustrating because i have gotten ZERO help in the slack channel
Ships:
I figured that i could ship this first milestone of my project. I’m making a 2.5ft 2 wheeled balancing robot. that will be incorporated with ai so it can traverse and understand its surroundings on its own. I will be running this project off of a razzberry pi that will be connected to a NIVIDA NIM API key. This is VERY early development I just figured i could get some feedback on what i could do differently. I have a few concept sketches on what i want him to look like. If you have any ideas or suggestions on what i could do differently i would be greatly appreciative....
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1793202836.3333611
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1793289236.3333611
|
|
49750
|
Orbit simulator by @SHREYANS | Stardance
|
SHREYANS
|
1
|
34.44
|
225
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-27T10:14:45Z", "hours": 34.0, "multiplier": 6.69, "payout": 225, "blessing": "neutral", "text": "I FINALLY built an interactive Rocket Launch Simulator that models thrust, fuel, gravity, drag, atmosphere, and orbital velocity. The hardest part was combining realistic physics with a smooth animated trajectory(In 2D ofc… 3D would be quite difficult). I love that this project uses complex rocket equations into something visual and interactive and also gives a quick revision of PROJECTILE MOTION. Be sure to leave a review on as to how was the experience and how I can improve it and If you really understood from the “How it Works” section", "repo": "https://github.com/Shreyans800/Stardance", "demo": "https://shreyans800.github.io/Stardance/"}]...
|
[{"post_id": 55635, "ts": "202 [{"post_id": 55635, "ts": "2026-08-27T16:25:20Z", "hours": 0.44, "text": "They said that I cant use Streamlit. So now I have to shift my entire front and back end to HTML CSS AND JAVA. GREAT! (Never used java)"}, {"post_id": 55459, "ts": "2026-08-27T10:09:09Z", "hours": 5.7236, "text": "FINALLY !!! DEPLOYED!!!"}, {"post_id": 55348, "ts": "2026-08-27T04:07:29Z", "hours": 6.2467, "text": "okay, 1 last time before deploying… Worked hard and got the result but I could only run the animation in 2D using plotly and Base64 and IO. I am working on another one which uses a 3D model which is also a sequel to this (yes now an orbit simulator … the rocket has released the orbiter) which I will directly deploy on STREAMLIT! (link- https://orbitsimulator.streamlit.app )"}, {"post_id": 55074, "ts": "2026-08-26T14:41:43Z", "hours": 6.2619, "text": "Got the first simulation UP AND RUNNING… (literally too) You can think of it as projectile motion to be honest but all the parameters are customizable (eg- fuel mass, nozzle area, drag, burn time etc.)"}, {"post_id": 54433, "ts": "2026-08-25T13:22:25Z", "hours": 8.7331, "text": "Finally the Major updates and Simulations are done !!!! Now small aesthetic changes left!!"}, {"post_id": 52804, "ts": "2026-08-23T04:42:11Z", "hours": 6.3311, "text": "So now I have figured out the basic layout of the page and the mechanics of simulation… Quite some coding"}, {"post_id": 48337, "ts": "2026-08-16T17:26:46Z", "hours": 0.3792, "text": "Devlog #1 — Getting Started with the Rocket Launch Simulator 🚀 Today I started building my Rocket Launch Simulator. I set up the project and began developing the core simulation in Python. I also set up the project structure and Git repository so I can keep track of the development as I build. The first version focuses on the basic physics needed for a rocket launch, including thrust, fuel consumption, gravity, atmospheric drag, acceleration, velocity, and altitude. Next, I plan to improve the flight model and add more visualizations so the launch can be explored interactively. Progress: Project setup + initial rocket physics implementation."}]...
|
Title: Orbit simulator by @SHREYANS | Stardance
D Title: Orbit simulator by @SHREYANS | Stardance
Devlogs:
Devlog #1 — Getting Started with the Rocket Launch Simulator 🚀 Today I started building my Rocket Launch Simulator. I set up the project and began developing the core simulation in Python. I also set up the project structure and Git repository so I can keep track of the development as I build. The first version focuses on the basic physics needed for a rocket launch, including thrust, fuel consumption, gravity, atmospheric drag, acceleration, velocity, and altitude. Next, I plan to improve the flight model and add more visualizations so the launch can be explored interactively. Progress: Project setup + initial rocket physics implementation.
So now I have figured out the basic layout of the page and the mechanics of simulation… Quite some coding
Finally the Major updates and Simulations are done !!!! Now small aesthetic changes left!!
Got the first simulation UP AND RUNNING… (literally too) You can think of it as projectile motion to be honest but all the parameters are customizable (eg- fuel mass, nozzle area, drag, burn time etc.)
okay, 1 last time before deploying… Worked hard and got the result but I could only run the animation in 2D using plotly and Base64 and IO. I am working on another one which uses a 3D model which is also a sequel to this (yes now an orbit simulator … the rocket has released the orbiter) which I will directly deploy on STREAMLIT! (link- https://orbitsimulator.streamlit.app )
FINALLY !!! DEPLOYED!!!
They said that I cant use Streamlit. So now I have to shift my entire front and back end to HTML CSS AND JAVA. GREAT! (Never used java)
Ships:
I FINALLY built an interactive Rocket Launch Simulator that models thrust, fuel, gravity, drag, atmosphere, and orbital velocity. The hardest part was combining realistic physics with a smooth animated trajectory(In 2D ofc… 3D would be quite difficult). I love that this project uses complex rocket equations into something visual and interactive and also gives a quick revision of PROJECTILE MOTION. Be sure to leave a review on as to how was the experience and how I can improve it and If you really understood from the “How it Works” section...
|
1792878531.8610516
|
1793742531.8610516
|
|
54545
|
Flipbound by @d3monas | Stardance
|
d3monas
|
0
|
34.31
|
0
|
[]
|
[{"post_id": 59737, "ts": "202 [{"post_id": 59737, "ts": "2026-09-01T17:46:42Z", "hours": 9.9764, "text": "Finally, finished designing all the levels which took the majority of time Created more traps, the newest one being - crumbling platforms which break after a few seconds, so you have to react fast Swaped the box with an actual player character and added proper hitboxes Created some developer tools so It’s easier to create the levels (godmode, checkpoints, debug outlines) Did a lot of code refactors, split code that was in one file into multiple files for easier maintenance"}, {"post_id": 57578, "ts": "2026-08-29T19:21:27Z", "hours": 4.8697, "text": "Created a new mechanic - bounce pad. It’s a yellow pad that launches you in the opposite direction. New trap - The void. The moment that you drop in to the void, the screen starts shaking and you explode into particles. I spent a lot of time fixing another major bug - the character was sliding off fast moving platforms. I created a standingOn check and when you touch a platform, the game performs the check and now carries you with that block’s exact movement speed. Fully finished designing and creating the first 4 levels. Also, tuned up the speeds a bit so the player moves a bit slower and the gravity is floatier, which gives you more time to react."}, {"post_id": 56730, "ts": "2026-08-28T16:32:19Z", "hours": 5.9275, "text": "Created a particle engine, so now when player flips or dies - particles scatter out. additionally, when dying your screen shakes up now. Fixed a major keybind delay issue, where when you press Space, sometimes the character didn’t react. So, I created Input Buffering, so now the game remembers you Space key press and doesn’t wait for the character to touch the floor to make things happen. Experimented with the speed and length of the game and lowered the movement speed (from 5 to 3.5) and gravity (from 0.8 to 0.4). Expanded the levels to be 6000 pixels wide. Started working on levels 1 through 4. Created new jumping mechanics, moving platforms and many new traps such as - lasers, crushers and moving spikes."}, {"post_id": 55588, "ts": "2026-08-27T15:15:41Z", "hours": 6.2697, "text": "Since my last devlog, I made a quite a few changes: Implemented a timer in the top right corner of your screen. The timer starts, as you soon, as you start your run. Timer resets if you die or complete a level. Your best times per level are saved in the browsers localstorage and in each level your current time and best time are being displayed Upgraded the overall game flow, created a level select screen, where it shows your best beat time. Also, levels are now locked, so you cannot play level 2 unless you beat level 1. The game saves your unlock progress in localstorage Created a level complete screen, so now when a player touches the doors, a “Level Complete” overlay pops up showing your time. If you beat a record, it flashes “NEW BEST TIME” and you get choices to Retry, Play the next level or Go back to the level selection screen Created a pause menu. When pausing your timer stops. In the pause menu, players can choose to either continue, reset or exit the level"}, {"post_id": 55119, "ts": "2026-08-26T16:03:18Z", "hours": 7.2686, "text": "Flipbound is a 2D platformer game that I’m building with the main mechanic being - flipping gravity. You press Space and you fall up. The game is being built in plain HTML, Vanilla JavaScript on a <canvas> and tailwindcss. Today, I made the core mechanics of the game. Got the player movement, gravity flipping. Decided to add a Gravity Meter, which means that you cannot hang out in the ceiling forever. When you flip, the meter starts draining and you have a few seconds before you fall back to the floor. After the gravity meter was done, I started making the level creation. Created a few levels with spikes, standing & moving platforms. Made the player move with the moving platform, so he doesn’t fall. After that, created the death & respawn logic. Finally, added a camera so I could make the levels bigger, made a quick main screen and a door that transports the player between levels. The red rectangle is a spike, the gray ones are standing platforms (they don’t move), the orange one that I’m standing on is the moving platform and the green bar at the top is the Gravity Meter. At this time, there are no graphics and everything is ugly because I want to focus on mechanics first and then design."}]...
|
Title: Flipbound by @d3monas | Stardance
Devlogs: Title: Flipbound by @d3monas | Stardance
Devlogs:
Flipbound is a 2D platformer game that I’m building with the main mechanic being - flipping gravity. You press Space and you fall up. The game is being built in plain HTML, Vanilla JavaScript on a <canvas> and tailwindcss. Today, I made the core mechanics of the game. Got the player movement, gravity flipping. Decided to add a Gravity Meter, which means that you cannot hang out in the ceiling forever. When you flip, the meter starts draining and you have a few seconds before you fall back to the floor. After the gravity meter was done, I started making the level creation. Created a few levels with spikes, standing & moving platforms. Made the player move with the moving platform, so he doesn’t fall. After that, created the death & respawn logic. Finally, added a camera so I could make the levels bigger, made a quick main screen and a door that transports the player between levels. The red rectangle is a spike, the gray ones are standing platforms (they don’t move), the orange one that I’m standing on is the moving platform and the green bar at the top is the Gravity Meter. At this time, there are no graphics and everything is ugly because I want to focus on mechanics first and then design.
Since my last devlog, I made a quite a few changes: Implemented a timer in the top right corner of your screen. The timer starts, as you soon, as you start your run. Timer resets if you die or complete a level. Your best times per level are saved in the browsers localstorage and in each level your current time and best time are being displayed Upgraded the overall game flow, created a level select screen, where it shows your best beat time. Also, levels are now locked, so you cannot play level 2 unless you beat level 1. The game saves your unlock progress in localstorage Created a level complete screen, so now when a player touches the doors, a “Level Complete” overlay pops up showing your time. If you beat a record, it flashes “NEW BEST TIME” and you get choices to Retry, Play the next level or Go back to the level selection screen Created a pause menu. When pausing your timer stops. In the pause menu, players can choose to either continue, reset or exit the level
Created a particle engine, so now when player flips or dies - particles scatter out. additionally, when dying your screen shakes up now. Fixed a major keybind delay issue, where when you press Space, sometimes the character didn’t react. So, I created Input Buffering, so now the game remembers you Space key press and doesn’t wait for the character to touch the floor to make things happen. Experimented with the speed and length of the game and lowered the movement speed (from 5 to 3.5) and gravity (from 0.8 to 0.4). Expanded the levels to be 6000 pixels wide. Started working on levels 1 through 4. Created new jumping mechanics, moving platforms and many new traps such as - lasers, crushers and moving spikes.
Created a new mechanic - bounce pad. It’s a yellow pad that launches you in the opposite direction. New trap - The void. The moment that you drop in to the void, the screen starts shaking and you explode into particles. I spent a lot of time fixing another major bug - the character was sliding off fast moving platforms. I created a standingOn check and when you touch a platform, the game performs the check and now carries you with that block’s exact movement speed. Fully finished designing and creating the first 4 levels. Also, tuned up the speeds a bit so the player moves a bit slower and the gravity is floatier, which gives you more time to react.
Finally, finished designing all the levels which took the majority of time Created more traps, the newest one being - crumbling platforms which break after a few seconds, so you have to react fast Swaped the box with an actual player character and added proper hitboxes Created some developer tools so It’s easier to create the levels (godmode, checkpoints, debug outlines) Did a lot of code refactors, split code that was in one file into multiple files for easier maintenance...
|
1792939747.6714692
|
1793803747.6714692
|
|
23951
|
SMB remake by @yagmur | Stardance
|
yagmur
|
1
|
34.3
|
150
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-28T11:13:08Z", "hours": 11.0, "multiplier": 13.11, "payout": 150, "blessing": "neutral", "text": "well here it is! my epic grand remake of smb, originally started off to learn godot it still lacks so many stuff (koopalings, some mechanics, some animations, SOUND especially) i recommend scaling your browser window down to minimize dead space, i know i know i should’ve added zooming or whatever, that’s coming in the future the controls are pretty simple wasd for movement shift for running space for jumping e for attacking/using it was (again) really fun building this and not eating my brains out :D, hopefully i’ll reach feature parity with the original game and add new quirky mechanics", "repo": "https://github.com/yagmurpog/mediocre-michael-siblings", "demo": "https://yagmurpog.github.io/"}]...
|
[{"post_id": 28342, "ts": "202 [{"post_id": 28342, "ts": "2026-07-14T15:14:01Z", "hours": 1.5428, "text": "piranha plant!!!!!!"}, {"post_id": 27628, "ts": "2026-07-13T11:38:09Z", "hours": 3.0658, "text": "star!!!!!! anyways i want this project to be a sort of a base for mario games? i’ll probably write up about how you can, yes YOU, make your own levels. i’ve designed so that you don’t really have to touch any code when making levels"}, {"post_id": 25808, "ts": "2026-07-10T08:38:09Z", "hours": 2.4603, "text": "pipes!!!!! and"}, {"post_id": 24817, "ts": "2026-07-08T16:59:19Z", "hours": 3.2314, "text": "splashess!!!! and you won’t believe more polish!!! it is so close to another ship!!!!1"}, {"post_id": 23615, "ts": "2026-07-06T17:52:02Z", "hours": 3.0028, "text": "polish polish polish, i’m going to drown in polish , heck load of backend stuff that i don’t know how to explain but its related to how levels are loaded and managed. currently trying to make it more accurate to the original and a few more enemies and then i can start making new power ups and enemies"}, {"post_id": 21506, "ts": "2026-07-03T14:32:16Z", "hours": 2.1742, "text": "mario now can travel through time and space across parallel universes using a new technology called quantum nano particle sub processing with enhanced qubits and computing physics"}, {"post_id": 20905, "ts": "2026-07-02T17:03:49Z", "hours": 1.4153, "text": "fixed koop troop, also made jumping a lot like the original plus a few stuff i don’t remember"}, {"post_id": 20175, "ts": "2026-07-01T18:39:28Z", "hours": 1.5306, "text": "sxdcfghjgf don’t do 5 hours in a single day kids, or you might end up adding another level theme"}, {"post_id": 19981, "ts": "2026-07-01T13:38:36Z", "hours": 1.9756, "text": "bump"}, {"post_id": 19300, "ts": "2026-06-30T15:55:11Z", "hours": 2.9019, "text": "are these, the world’s the most crispy bricks? let’s find out anyways i’ve been working on adding sfx and music as you can see (or hear), i “borrowed” sfx from spriters resource and ripped the music from the rom also ignore the koopa troopa and the grow animation lol"}, {"post_id": 17516, "ts": "2026-06-28T10:21:44Z", "hours": 3.8097, "text": "one final one before shipping, here are the stuff i did a main menu a lot of bug fixes clean up yeah thats it actually demo soon should be up somewhere"}, {"post_id": 16831, "ts": "2026-06-27T10:19:19Z", "hours": 1.5264, "text": "brick break and this (kinda) funny bug i found where you fall out of the world for having skill issue, arrgh its so close to being complete for a demo but the codebase is a mess"}, {"post_id": 16327, "ts": "2026-06-26T15:54:01Z", "hours": 0.5528, "text": "mmm pit of fire"}, {"post_id": 15875, "ts": "2026-06-25T20:01:07Z", "hours": 1.0906, "text": "boing boing boing (that’s the sound of me making the sunflower powerup) boing anyways a lot of of clean up on the other side of things, not much to show here other than this bouncy fireball"}, {"post_id": 15014, "ts": "2026-06-24T12:12:42Z", "hours": 4.1283, "text": "got several things done, fixed the font score pop ups level cutscene (forgot to include in the video :( )"}, {"post_id": 13678, "ts": "2026-06-22T13:05:26Z", "hours": 0.3308, "text": "started this project before stardance thingy. it is still pretty bare bones, only having the bare bones (movement, coins and powerups) currently working on implementing a hud"}]...
|
Title: SMB remake by @yagmur | Stardance
Devlogs: Title: SMB remake by @yagmur | Stardance
Devlogs:
started this project before stardance thingy. it is still pretty bare bones, only having the bare bones (movement, coins and powerups) currently working on implementing a hud
got several things done, fixed the font score pop ups level cutscene (forgot to include in the video :( )
boing boing boing (that’s the sound of me making the sunflower powerup) boing anyways a lot of of clean up on the other side of things, not much to show here other than this bouncy fireball
mmm pit of fire
brick break and this (kinda) funny bug i found where you fall out of the world for having skill issue, arrgh its so close to being complete for a demo but the codebase is a mess
one final one before shipping, here are the stuff i did a main menu a lot of bug fixes clean up yeah thats it actually demo soon should be up somewhere
are these, the world’s the most crispy bricks? let’s find out anyways i’ve been working on adding sfx and music as you can see (or hear), i “borrowed” sfx from spriters resource and ripped the music from the rom also ignore the koopa troopa and the grow animation lol
bump
sxdcfghjgf don’t do 5 hours in a single day kids, or you might end up adding another level theme
fixed koop troop, also made jumping a lot like the original plus a few stuff i don’t remember
mario now can travel through time and space across parallel universes using a new technology called quantum nano particle sub processing with enhanced qubits and computing physics
polish polish polish, i’m going to drown in polish , heck load of backend stuff that i don’t know how to explain but its related to how levels are loaded and managed. currently trying to make it more accurate to the original and a few more enemies and then i can start making new power ups and enemies
splashess!!!! and you won’t believe more polish!!! it is so close to another ship!!!!1
pipes!!!!! and
star!!!!!! anyways i want this project to be a sort of a base for mario games? i’ll probably write up about how you can, yes YOU, make your own levels. i’ve designed so that you don’t really have to touch any code when making levels
piranha plant!!!!!!
Ships:
well here it is! my epic grand remake of smb, originally started off to learn godot it still lacks so many stuff (koopalings, some mechanics, some animations, SOUND especially) i recommend scaling your browser window down to minimize dead space, i know i know i should’ve added zooming or whatever, that’s coming in the future the controls are pretty simple wasd for movement shift for running space for jumping e for attacking/using it was (again) really fun building this and not eating my brains out :D, hopefully i’ll reach feature parity with the original game and add new quirky mechanics...
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1793083737.9371972
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1793170137.9371972
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42680
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a by @Kaorii | Stardance
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Kaorii
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1
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34.3
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51
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T11:06:55Z", "hours": 18.0, "multiplier": 5.08, "payout": 51, "blessing": "neutral", "text": "whyslow traces sched_switch, futex, and block I/O events via eBPF to show you the actual causal chain behind a slow Linux process, not just isolated symptoms. Built at a 48hr hackathon in my house!", "repo": "", "demo": ""}]...
|
[{"post_id": 39253, "ts": "202 [{"post_id": 39253, "ts": "2026-08-02T03:23:49Z", "hours": 16.3, "text": "okay so this one’s been in my head for a while. every time I’m debugging something slow on linux I end up with like 3 terminals open — strace in one, perf in another, sometimes py-spy if it’s python — and I’m just manually lining up timestamps trying to figure out what actually caused the slowdown. none of these tools talk to each other. they just dump their own little slice of the truth and leave you to do the detective work. so I built whyslow. it hooks into the kernel with eBPF and watches three things at once: scheduler switches, futex waits, and block I/O. instead of showing you three separate logs, it actually chains them together and tells you the story. like instead of thread stuck for 400ms (somewhere) you get thread A blocked on a futex which was held by thread B which was blocked on a disk read that’s the whole point. not “something was slow” but “here’s the chain of custody for why.” biggest pain building this was honestly not the eBPF part, it was figuring out how to correlate events that come from completely different sources without just guessing. had to build this whole interval-based matching thing to line up “thread went to sleep here” with “thread got woken up there” and make sure the causality actually holds up and isn’t just coincidence in timing. kept scope small on purpose for v1. only 3 event types, no fancy stack traces yet, x86_64 + arm64 only. figured getting 3 things exactly right beats having 8 things that are kind of right and kind of not. tested it by writing a little program that deliberately deadlocks itself with a futex and forces a disk read, so I’d have a known answer to check whyslow’s output against. felt really good when the chain it printed out actually matched what I knew was happening under the hood. still needs root to run since eBPF just doesn’t let you do this stuff unprivileged, that’s a permanent tradeoff not a bug. next up is probably symbol resolution so it can tell you actual function names instead of just thread ids, and getting it properly published so people can just cargo install it instead of pulling from git. repo’s here if anyone wants to poke at it: github.com/kaorii-ako/whyslow"}, {"post_id": 38788, "ts": "2026-08-01T11:05:43Z", "hours": 18.3075, "text": "Shipping whyslow v1 The problem Every Linux dev has hit “my program is slow” and reached for strace , perf , or py-spy — but each tool sees one layer. None of them tell you why across layers. You end up manually cross-referencing three terminal windows and timestamps by hand. What I built whyslow — a CLI that watches sched_switch , futex, and block I/O events via eBPF and stitches them into a single causal chain: $ sudo whyslow run -- ./my-slow-program 14:32:07.001 — tid 4821 blocked 412ms on futex 0x7f2a3c001000 ← woken by tid 4809 ← tid 4809 blocked 380ms on block I/O (dev nvme0n1p2, sector 88213) No manual correlation. It finds the root cause and walks you back to it. Stack Rust, aya for pure-Rust eBPF (no libbpf/C toolchain needed) Ring buffer for low-overhead event collection — can’t perturb the thing you’re measuring Interval tree + happens-before edge inference for the causal graph Workspace: whyslow-cli , whyslow-ebpf , whyslow-common Scope for v1 x86_64 + aarch64 Linux, kernel 5.8+ Three event sources: sched_switch, futex, block I/O No stack symbolication yet — tid/pid/comm only Needs root or CAP_BPF — no way around that, eBPF is privileged Kept scope narrow on purpose: three event sources done correctly beats eight done half right. Validated against a synthetic program that deliberately causes futex contention + a disk stall, so there’s ground truth to check the causal chain against, not just vibes. Distribution curl -sSf .../install.sh | sh Homebrew tap, APT repo, pip wrapper — see DISTRIBUTION.md crates.io publish still pending — cargo install works via --git for now What’s next Stack symbolication (native + interpreted languages) More event sources without losing causal-chain accuracy Actual crates.io publish so cargo install whyslow just works Repo github.com/kaorii-ako/whyslow"}]...
|
Title: a by @Kaorii | Stardance
Devlogs:
Shipping Title: a by @Kaorii | Stardance
Devlogs:
Shipping whyslow v1 The problem Every Linux dev has hit “my program is slow” and reached for strace , perf , or py-spy — but each tool sees one layer. None of them tell you why across layers. You end up manually cross-referencing three terminal windows and timestamps by hand. What I built whyslow — a CLI that watches sched_switch , futex, and block I/O events via eBPF and stitches them into a single causal chain: $ sudo whyslow run -- ./my-slow-program 14:32:07.001 — tid 4821 blocked 412ms on futex 0x7f2a3c001000 ← woken by tid 4809 ← tid 4809 blocked 380ms on block I/O (dev nvme0n1p2, sector 88213) No manual correlation. It finds the root cause and walks you back to it. Stack Rust, aya for pure-Rust eBPF (no libbpf/C toolchain needed) Ring buffer for low-overhead event collection — can’t perturb the thing you’re measuring Interval tree + happens-before edge inference for the causal graph Workspace: whyslow-cli , whyslow-ebpf , whyslow-common Scope for v1 x86_64 + aarch64 Linux, kernel 5.8+ Three event sources: sched_switch, futex, block I/O No stack symbolication yet — tid/pid/comm only Needs root or CAP_BPF — no way around that, eBPF is privileged Kept scope narrow on purpose: three event sources done correctly beats eight done half right. Validated against a synthetic program that deliberately causes futex contention + a disk stall, so there’s ground truth to check the causal chain against, not just vibes. Distribution curl -sSf .../install.sh | sh Homebrew tap, APT repo, pip wrapper — see DISTRIBUTION.md crates.io publish still pending — cargo install works via --git for now What’s next Stack symbolication (native + interpreted languages) More event sources without losing causal-chain accuracy Actual crates.io publish so cargo install whyslow just works Repo github.com/kaorii-ako/whyslow
okay so this one’s been in my head for a while. every time I’m debugging something slow on linux I end up with like 3 terminals open — strace in one, perf in another, sometimes py-spy if it’s python — and I’m just manually lining up timestamps trying to figure out what actually caused the slowdown. none of these tools talk to each other. they just dump their own little slice of the truth and leave you to do the detective work. so I built whyslow. it hooks into the kernel with eBPF and watches three things at once: scheduler switches, futex waits, and block I/O. instead of showing you three separate logs, it actually chains them together and tells you the story. like instead of thread stuck for 400ms (somewhere) you get thread A blocked on a futex which was held by thread B which was blocked on a disk read that’s the whole point. not “something was slow” but “here’s the chain of custody for why.” biggest pain building this was honestly not the eBPF part, it was figuring out how to correlate events that come from completely different sources without just guessing. had to build this whole interval-based matching thing to line up “thread went to sleep here” with “thread got woken up there” and make sure the causality actually holds up and isn’t just coincidence in timing. kept scope small on purpose for v1. only 3 event types, no fancy stack traces yet, x86_64 + arm64 only. figured getting 3 things exactly right beats having 8 things that are kind of right and kind of not. tested it by writing a little program that deliberately deadlocks itself with a futex and forces a disk read, so I’d have a known answer to check whyslow’s output against. felt really good when the chain it printed out actually matched what I knew was happening under the hood. still needs root to run since eBPF just doesn’t let you do this stuff unprivileged, that’s a permanent tradeoff not a bug. next up is probably symbol resolution so it can tell you actual function names instead of just thread ids, and getting it properly published so people can just cargo install it instead of pulling from git. repo’s here if anyone wants to poke at it: github.com/kaorii-ako/whyslow
Ships:
whyslow traces sched_switch, futex, and block I/O events via eBPF to show you the actual causal chain behind a slow Linux process, not just isolated symptoms. Built at a 48hr hackathon in my house!...
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1793134261.9884174
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1793220661.9884174
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35012
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Lotus 5-DOF robotic arm by @ATheChampion | Stardan Lotus 5-DOF robotic arm by @ATheChampion | Stardance...
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ATheChampion
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0
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34.26
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0
|
[]
|
[{"post_id": 64980, "ts": "202 [{"post_id": 64980, "ts": "2026-09-09T19:05:17Z", "hours": 8.4214, "text": "I designed the rotating base of the arm with screw holes to mount each servo and connected this to a planetary gearbox with a 4:1 transmission ratio so that the first axis is able to have 120kg.cm of torque. Doing this means that it will be more accurate and precise and that the servo will be under less stress and will run at lower temperatures. I also designed the base frame which the servo sits in which has a nice pattern that i named the arm after. I finished by creating the brackets for the planetary gearbox and servo to be connected to the base frame, then recorded all the different parts needed for the robotic arm and completed the design stage."}, {"post_id": 60422, "ts": "2026-09-02T18:45:48Z", "hours": 10.005, "text": "I finished the timing belt system and then designed the head in order to allow a wrist roll mechanism on the end effector. Because of the tiny amount of space available I had to make it as compact as possible using the smallest gears and bevel gears I could find. I then had to make sure I’d actually be able to put everything into place in real life so created all the required gaps in the head. (I also created the toolhead which can actually 3d print but I have no clue where the recording is and can’t remember if I even did record it). After doing this I unfortunately had to stay in hospital for 2 weeks so I lost alot of time and focus but now I’m out and I created a sort of roof for each joint with cantilever clips that will snap into each wall and connect them together. These have holes which will carry cables and give the arm a much sleeker look."}, {"post_id": 45083, "ts": "2026-08-11T11:01:57Z", "hours": 15.8317, "text": "Made parallel linkage mechanism and timing belt system. I started by making the system where a servo can control the end effector and then adding gaps in the linkage bars so that they don’t hit the end of screws. When i finished making that system I tried finding a way for the Feetech SCS0009 to be able to do the wrist roll and I spent quite a few hours on that until I realised it doesn’t even have enough torque so I would need to have a stronger servo for that. I decided on the Feetech STS3215 because that’s what all the other servos are so it would just be easier. I had to have it attached to the main frame and then I looked at some different ways I could control the wrist roll remotely, deciding on a timing belt drive system because parallel linkage mechanism wouldn’t fit. Making the timing belt system was super hard because I had really small amounts of space to work with so needed the smallest parts possible like the pulleys and the timing belts as well as the ball bearings and then have them all be screwed/connected to the main frame."}]...
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Title: Lotus 5-DOF robotic arm by @ATheChampion | Title: Lotus 5-DOF robotic arm by @ATheChampion | Stardance
Devlogs:
Made parallel linkage mechanism and timing belt system. I started by making the system where a servo can control the end effector and then adding gaps in the linkage bars so that they don’t hit the end of screws. When i finished making that system I tried finding a way for the Feetech SCS0009 to be able to do the wrist roll and I spent quite a few hours on that until I realised it doesn’t even have enough torque so I would need to have a stronger servo for that. I decided on the Feetech STS3215 because that’s what all the other servos are so it would just be easier. I had to have it attached to the main frame and then I looked at some different ways I could control the wrist roll remotely, deciding on a timing belt drive system because parallel linkage mechanism wouldn’t fit. Making the timing belt system was super hard because I had really small amounts of space to work with so needed the smallest parts possible like the pulleys and the timing belts as well as the ball bearings and then have them all be screwed/connected to the main frame.
I finished the timing belt system and then designed the head in order to allow a wrist roll mechanism on the end effector. Because of the tiny amount of space available I had to make it as compact as possible using the smallest gears and bevel gears I could find. I then had to make sure I’d actually be able to put everything into place in real life so created all the required gaps in the head. (I also created the toolhead which can actually 3d print but I have no clue where the recording is and can’t remember if I even did record it). After doing this I unfortunately had to stay in hospital for 2 weeks so I lost alot of time and focus but now I’m out and I created a sort of roof for each joint with cantilever clips that will snap into each wall and connect them together. These have holes which will carry cables and give the arm a much sleeker look.
I designed the rotating base of the arm with screw holes to mount each servo and connected this to a planetary gearbox with a 4:1 transmission ratio so that the first axis is able to have 120kg.cm of torque. Doing this means that it will be more accurate and precise and that the servo will be under less stress and will run at lower temperatures. I also designed the base frame which the servo sits in which has a nice pattern that i named the arm after. I finished by creating the brackets for the planetary gearbox and servo to be connected to the base frame, then recorded all the different parts needed for the robotic arm and completed the design stage....
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1792684145.7746997
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1793288945.7746997
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27514
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ROS 2 Radar-Rover by @Nikks | Stardance
|
Nikks
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0
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34.23
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0
|
[]
|
[{"post_id": 58252, "ts": "202 [{"post_id": 58252, "ts": "2026-08-30T16:47:13Z", "hours": 2.4669, "text": "Today I have solved a lot of bugs and glitches that is making the project not work properly. These the the things i changed today: The yellow wire of the encoder was loose so i had to resolder that. I use a screw terminal for the power of the motors which is 3.3v and i had to replace the screw terminal I had to change the dimensions of the rover correctly in odom_publisher.py also for debugging i did use a bit of AI. and a last it works perfectly. though i have to control it manually its now ale to make the map accurately."}, {"post_id": 45072, "ts": "2026-08-11T10:36:56Z", "hours": 1.0394, "text": "I have for the first time actually made a map. It was on Rviz2 and its pretty inaccurate which i think is because i didn’t measure the dimensions of the rover correctly so ill fix that in the next sitting."}, {"post_id": 43454, "ts": "2026-08-08T18:34:13Z", "hours": 0.6503, "text": "I made a battery capacity indicator for the rover. It uses some ICs and three leds. I made it on a breadboard and will make a pcb for it later"}, {"post_id": 39088, "ts": "2026-08-01T19:47:45Z", "hours": 2.3183, "text": "I have coded for the rover to give out the servo angles and also the TOF sensor distance values. Also i have made it so that the servo also use the tilt feature to scan for things that are hollow like a bed so that the rover doesn’t just go under the bed."}, {"post_id": 35273, "ts": "2026-07-26T16:04:22Z", "hours": 2.9836, "text": "I wrote a lot of code today! So today I did two things I wrote some c++ code for the rover and uploaded it to the esp32. It basically gets all the values of the motor encoders and send them to the laptop ROS2 node. I wrote a python script to calculate all those encoder ticks and change them to x and y acceleration and also linear z acceleration for the turning. This allowed me to see live the acceleration in x, y and also z(twisting)"}, {"post_id": 34149, "ts": "2026-07-24T17:26:15Z", "hours": 1.9128, "text": "I have officially made the rover work a bit. Today I have made it so that I can actually see the TOF sensor work like a psudo-liDAR. In rviz i have plotted some dots which is the edge of my room. This is just from the perspective of the rover which means where ever the rover is pointing it will only scan that particular area. Next I’m going to make the rover move and then it will plot the are from third person view and it will actually start mapping the room"}, {"post_id": 33961, "ts": "2026-07-24T10:08:29Z", "hours": 0.7631, "text": "I had a error where one of the motors were not working and i thought it was the driver. I even ordered two more drivers and after burning my finger again then i found out that its the batteries. They were discharged."}, {"post_id": 32222, "ts": "2026-07-21T07:57:55Z", "hours": 2.6111, "text": "So two things have happened. One is a good thing and another is a bad thing. The good news is that i have successfully inegrated ros 2 to the rover and controlled it using my laptop keyboard The bad new is that my motor driver nowhas one burnt mosfet causing my right wheel to not turn front. So now i have to buy a new aone and exchange it. In the mean time i can configure and tune the TOF sensor to scan its surroundings."}, {"post_id": 30270, "ts": "2026-07-17T18:18:53Z", "hours": 1.3, "text": "I have attached the TOF sensor to the servo mount. I first removed the servos then made holes to fit the TOF sensor but then when I added the servos I got to know that the servos were in the way. So i had to move the TOF sensor and at last i figured it out and screwed it in place."}, {"post_id": 29418, "ts": "2026-07-16T11:07:44Z", "hours": 2.0167, "text": "I have fixed the servo pan and tilt mount on the rover. I have also tested the servos and they work perfectly. Ihave driven the rover with the servos running in full speed and the rover is still very stable to visible wobble was there. But when the servo run very slow there is some shake in the mount. I think I should do smtg to prevent that as the scans would heavily get disturbed with vibrations."}, {"post_id": 28144, "ts": "2026-07-14T07:48:25Z", "hours": 1.2169, "text": "I just made the schematics of the main Pcb that i already made. Also it is my first time making a circuit or even trying to so please excuse me if the connections are a bit confusing. For better understanding I will add all the connections in the readme file so please check that too. :)"}, {"post_id": 27619, "ts": "2026-07-13T11:20:00Z", "hours": 1.2667, "text": "I have added another mdf board on top of the pcb using brass standoffs. This majorly gives me two advantages. It keeps all the wires and the circuits hidden under the upper plate which makes the rover look neat. It gives me space on the top and also some height for the servo and the TOF sensor to keep so that there is nothing that interferes with the TOF sensor while its reading the distances. This makes it have no false reading which gives us a good result. I also did observe that the rover is tilting a bit to the front which i think is not a big problem as it can be solved using the tilt servo in the servo mount. We can use the built in MPU6050 to get the exact tilt and counter it giving us perfect 90 degree readings."}, {"post_id": 27289, "ts": "2026-07-12T18:50:50Z", "hours": 1.4333, "text": "I have tested the servo motor and the TOF sensor to see if the mount was working perfectly and to check if the TOF is also working good. There was a bit of shaking or vibration because the servo motor was not very accurate and i have to stop it every 2 degrees for the TOF sensor to measure the distance. It was solved partially by connection the servo o external power supply which wont be the problem with the rover as its powered using 2 18650 batteries. By tweaking the speed and degrees of the servo it was further improved and the data was fine not bad but not great either. I think to properly make the data show we need to use ROS."}, {"post_id": 27172, "ts": "2026-07-12T14:27:36Z", "hours": 2.1667, "text": "I made the wire connection from the motors to the board a it better and i taped everything to make sure nothing touches smtg thats not meant to be touched. I also added a switch in between the battery holder and the buck converter so that i don’t need to take out the batteries every time apart from charging."}, {"post_id": 26146, "ts": "2026-07-10T19:28:37Z", "hours": 1.7483, "text": "I fixed some wiring issues and also i mounted the battery holder and added the buck converter and yeah of course i burned my finger on the soldering iron😭"}, {"post_id": 21132, "ts": "2026-07-02T22:43:00Z", "hours": 4.2275, "text": "I have made the official PCB which is handmade using a perfboard. It contains a Esp32, DRV8833 motor driver, MPU6050 Accelerometer. It also contains the male headers with premade connections. The male headers are for the TOF sensor and the two servo motors in for the pan and tilt. It also contains a shared gnd and 5v which also consists of two 470uf capacitors to ensure good power supply to all the components. The pcb is powered through two 18650 batteries with a buck converter to get seamless 5v current, It can be connected via a screw terminal. the other screw terminal is to power the esp32 via the c type port because thats giving me better reliability with the esp32. This is my first self made pcb and it worked in the first try without any problems."}, {"post_id": 20692, "ts": "2026-07-02T11:02:52Z", "hours": 0.8336, "text": "I bought some new servo motors and the pan-tilt mount works perfectly now :)"}, {"post_id": 20017, "ts": "2026-07-01T14:50:16Z", "hours": 0.7667, "text": "Today i planned out the circuit for the perfboard and also went ahead to make it but then i bought some solder wire recently but its the worst solder wire i have used in my life. it doesn’t stick to copper idk why. So i stopped it and i have to order some solder wire now. And also this is my first custom pcb so i dont even know how to use pcb design software so though going old school was better with pen and paper."}, {"post_id": 19526, "ts": "2026-06-30T21:04:36Z", "hours": 1.0833, "text": "I have made the rover roam around using my phone as the controller. For now i have just connected using breadboard and held them using tape but im yet to make a pcb for it using a perfboard which will make this much more better"}, {"post_id": 19429, "ts": "2026-06-30T19:05:48Z", "hours": 1.0928, "text": "I started assembling the servo pan and tilt mount but then i cam across the most absurd and ragebaiting issue.i have five servo motors with me which are pretty old but were used in my previous projects. so all 5 of those servos are dead. im truly fustrated right now and should order new ones."}, {"post_id": 17893, "ts": "2026-06-28T20:38:29Z", "hours": 0.3333, "text": "I have soldered female headers on to a perfboard for the esp32 to be kept on."}]...
|
Title: ROS 2 Radar-Rover by @Nikks | Stardance
De Title: ROS 2 Radar-Rover by @Nikks | Stardance
Devlogs:
I have soldered female headers on to a perfboard for the esp32 to be kept on.
I started assembling the servo pan and tilt mount but then i cam across the most absurd and ragebaiting issue.i have five servo motors with me which are pretty old but were used in my previous projects. so all 5 of those servos are dead. im truly fustrated right now and should order new ones.
I have made the rover roam around using my phone as the controller. For now i have just connected using breadboard and held them using tape but im yet to make a pcb for it using a perfboard which will make this much more better
Today i planned out the circuit for the perfboard and also went ahead to make it but then i bought some solder wire recently but its the worst solder wire i have used in my life. it doesn’t stick to copper idk why. So i stopped it and i have to order some solder wire now. And also this is my first custom pcb so i dont even know how to use pcb design software so though going old school was better with pen and paper.
I bought some new servo motors and the pan-tilt mount works perfectly now :)
I have made the official PCB which is handmade using a perfboard. It contains a Esp32, DRV8833 motor driver, MPU6050 Accelerometer. It also contains the male headers with premade connections. The male headers are for the TOF sensor and the two servo motors in for the pan and tilt. It also contains a shared gnd and 5v which also consists of two 470uf capacitors to ensure good power supply to all the components. The pcb is powered through two 18650 batteries with a buck converter to get seamless 5v current, It can be connected via a screw terminal. the other screw terminal is to power the esp32 via the c type port because thats giving me better reliability with the esp32. This is my first self made pcb and it worked in the first try without any problems.
I fixed some wiring issues and also i mounted the battery holder and added the buck converter and yeah of course i burned my finger on the soldering iron😭
I made the wire connection from the motors to the board a it better and i taped everything to make sure nothing touches smtg thats not meant to be touched. I also added a switch in between the battery holder and the buck converter so that i don’t need to take out the batteries every time apart from charging.
I have tested the servo motor and the TOF sensor to see if the mount was working perfectly and to check if the TOF is also working good. There was a bit of shaking or vibration because the servo motor was not very accurate and i have to stop it every 2 degrees for the TOF sensor to measure the distance. It was solved partially by connection the servo o external power supply which wont be the problem with the rover as its powered using 2 18650 batteries. By tweaking the speed and degrees of the servo it was further improved and the data was fine not bad but not great either. I think to properly make the data show we need to use ROS.
I have added another mdf board on top of the pcb using brass standoffs. This majorly gives me two advantages. It keeps all the wires and the circuits hidden under the upper plate which makes the rover look neat. It gives me space on the top and also some height for the servo and the TOF sensor to keep so that there is nothing that interferes with the TOF sensor while its reading the distances. This makes it have no false reading which gives us a good result. I also did observe that the rover is tilting a bit to the front which i think is not a big problem as it can be solved using the tilt servo in the servo mount. We can use the built in MPU6050 to get the exact tilt and counter it giving us perfect 90 degree readings.
I just made the schematics of the main Pcb that i already made. Also it is my first time making a circuit or even trying to so please excuse me if the connections are a bit confusing. For better understanding I will add all the connections in the readme file so please check that too. :)
I have fixed the servo pan and tilt mount on the rover. I have also tested the servos and they work perfectly. Ihave driven the rover with the servos running in full speed and the rover is still very stable to visible wobble was there. But when the servo run very slow there is some shake in the mount. I think I should do smtg to prevent that as the scans would heavily get disturbed with vibrations.
I have attached the TOF sensor to the servo mount. I first removed the servos then made holes to fit the TOF sensor but then when I added the servos I got to know that the servos were in the way. So i had to move the TOF sensor and at last i figured it out and screwed it in place.
So two things have happened. One is a good thing and another is a bad thing. The good news is that i have successfully inegrated ros 2 to the rover and controlled it using my laptop keyboard The bad new is that my motor driver nowhas one burnt mosfet causing my right wheel to not turn front. So now i have to buy a new aone and exchange it. In the mean time i can configure and tune the TOF sensor to scan its surroundings.
I had a error where one of the motors were not working and i thought it was the driver. I even ordered two more drivers and after burning my finger again then i found out that its the batteries. They were discharged.
I have officially made the rover work a bit. Today I have made it so that I can actually see the TOF sensor work like a psudo-liDAR. In rviz i have plotted some dots which is the edge of my room. This is just from the perspective of the rover which means where ever the rover is pointing it will only scan that particular area. Next I’m going to make the rover move and then it will plot the are from third person view and it will actually start mapping the room
I wrote a lot of code today! So today I did two things I wrote some c++ code for the rover and uploaded it to the esp32. It basically gets all the values of the motor encoders and send them to the laptop ROS2 node. I wrote a python script to calculate all those encoder ticks and change them to x and y acceleration and also linear z acceleration for the turning. This allowed me to see live the acceleration in x, y and also z(twisting)
I have coded for the rover to give out the servo angles and also the TOF sensor distance values. Also i have made it so that the servo also use the tilt feature to scan for things that are hollow like a bed so that the rover doesn’t just go under the bed.
I made a battery capacity indicator for the rover. It uses some ICs and three leds. I made it on a breadboard and will make a pcb for it later
I have for the first time actually made a map. It was on Rviz2 and its pretty inaccurate which i think is because i didn’t measure the dimensions of the rover correctly so ill fix that in the next sitting.
Today I have solved a lot of bugs and glitches that is making the project not work properly. These the the things i changed today: The yellow wire of the encoder was loose so i had to resolder that. I use a screw terminal for the power of the motors which is 3.3v and i had to replace the screw terminal I had to change the dimensions of the rover correctly in odom_publisher.py also for debugging i did use a bit of AI. and a last it works perfectly. though i have to control it manually its now ale to make the map accurately....
|
1792759894.0113447
|
1793364694.0113447
|
|
4467
|
project-HelpeX by @Arnost55 | Stardance
|
Arnost55
|
0
|
34.21
|
0
|
[]
|
[{"post_id": 9270, "ts": "2026 [{"post_id": 9270, "ts": "2026-06-15T15:52:02Z", "hours": 5.8736, "text": "Did coding refactor and cleaned up the Code"}, {"post_id": 4115, "ts": "2026-06-07T09:43:21Z", "hours": 3.2889, "text": "made database changes based"}, {"post_id": 3597, "ts": "2026-06-06T16:22:41Z", "hours": 1.0681, "text": "Tried to add a new ui but accidentally added a dropdown 💀💀💀"}, {"post_id": 3539, "ts": "2026-06-06T15:00:36Z", "hours": 1.3936, "text": "Made a new input field for tokens and temperature but i am lacking some ideas"}, {"post_id": 3372, "ts": "2026-06-06T08:19:21Z", "hours": 2.1364, "text": "made changes in the rust backend code"}, {"post_id": 3326, "ts": "2026-06-06T06:11:01Z", "hours": 0.6853, "text": "added a quick action bar. and cleaned up the code"}, {"post_id": 2744, "ts": "2026-06-05T14:46:15Z", "hours": 3.7919, "text": "made some interesting changes to the UI/model selector"}, {"post_id": 2266, "ts": "2026-06-04T17:39:30Z", "hours": 1.7767, "text": "Refactor codebase"}, {"post_id": 2132, "ts": "2026-06-04T13:45:00Z", "hours": 2.8097, "text": "Worked on Making a profile setting panel"}, {"post_id": 2046, "ts": "2026-06-04T10:29:14Z", "hours": 3.6736, "text": "debugging the reset button"}, {"post_id": 1494, "ts": "2026-06-03T15:42:51Z", "hours": 2.9708, "text": "tried to make a reset button for the app"}, {"post_id": 1375, "ts": "2026-06-03T11:22:10Z", "hours": 2.5189, "text": "Made some simple UI without the design in figma. Trying to be more consistent"}, {"post_id": 1316, "ts": "2026-06-03T07:24:38Z", "hours": 2.2222, "text": "Worked on design in figma"}]...
|
Title: project-HelpeX by @Arnost55 | Stardance
De Title: project-HelpeX by @Arnost55 | Stardance
Devlogs:
Worked on design in figma
Made some simple UI without the design in figma. Trying to be more consistent
tried to make a reset button for the app
debugging the reset button
Worked on Making a profile setting panel
Refactor codebase
made some interesting changes to the UI/model selector
added a quick action bar. and cleaned up the code
made changes in the rust backend code
Made a new input field for tokens and temperature but i am lacking some ideas
Tried to add a new ui but accidentally added a dropdown 💀💀💀
made database changes based
Did coding refactor and cleaned up the Code...
|
1792778066.3330162
|
1793382866.3330162
|
|
38806
|
CHRONOTAMEION by @Ayin | Stardance
|
Ayin
|
0
|
34.2
|
0
|
[]
|
[{"post_id": 35166, "ts": "202 [{"post_id": 35166, "ts": "2026-07-26T12:48:40Z", "hours": 2.3114, "text": "LEVELS ARE DONE AND ALSO SOUND DESIGN(very visible through screenshots)"}, {"post_id": 35047, "ts": "2026-07-26T06:51:33Z", "hours": 8.1139, "text": "LEVEL DESIGN!!!!!!!! YIPPEEEE"}, {"post_id": 34707, "ts": "2026-07-25T17:07:32Z", "hours": 11.0103, "text": "Added Enemies, Sprite implementation(i didn’t draw them), And an Axe Swinging mechanic"}, {"post_id": 33904, "ts": "2026-07-24T06:21:09Z", "hours": 5.4608, "text": "Added Animatedsprite class into GMTK Game jam and fixed (a lot of) implementation bugs"}, {"post_id": 33609, "ts": "2026-07-23T17:40:45Z", "hours": 7.3044, "text": "Added player class and general Entity base classes"}]...
|
Title: CHRONOTAMEION by @Ayin | Stardance
Devlogs Title: CHRONOTAMEION by @Ayin | Stardance
Devlogs:
Added player class and general Entity base classes
Added Animatedsprite class into GMTK Game jam and fixed (a lot of) implementation bugs
Added Enemies, Sprite implementation(i didn’t draw them), And an Axe Swinging mechanic
LEVEL DESIGN!!!!!!!! YIPPEEEE
LEVELS ARE DONE AND ALSO SOUND DESIGN(very visible through screenshots)...
|
1792925577.0573866
|
1793789577.0573866
|
|
5805
|
FORGEBOUND by @Lucid | Stardance
|
Lucid
|
0
|
34.1
|
0
|
[]
|
[{"post_id": 37167, "ts": "202 [{"post_id": 37167, "ts": "2026-07-29T17:47:42Z", "hours": 10.2008, "text": "**Survival Devlog #4: Ice?? This update introduces a new biome, and a new ore/tier progression, as well as bugfixes, QoL updates, and a few more cool things described in this update. Added since last DEVLOG : New Glacial Tundra Biome: Cold bar that makes you take damage if you dont have the Thermal Lantern Slippery Ice physics Cobalt ore, bars, sword and pickaxe Frost Wolf and Ice Golem Miniboss(WIP) NEW BASIC BASE BUILDING SYSTEM: Doors, wood walls, stone walls NEW NIGHT ENEMIES: Zombies, Slimes, Skeletons WIP RN: working on this stuff right now didnt have enough time for the devlog Huge buffs on the Ice Golem, has a chance to spawn when you break a cobalt ore block Combat revamp, making it like those from dark souls, sekiro, deepwoken, etc “GOLEM CORE” item dropped from Ice Golems and needed to craft the cobalt sword cobalt sword will shoot projectiles shield Next Steps(Short term) : Better Combat Integration with Progression(More bosses for items) More to come soon **Showcase: ** https://youtu.be/FZiQl1QMIpw Also, apologies for the rushed devlog, a more detailed one will be released next devlog."}, {"post_id": 30992, "ts": "2026-07-19T00:40:22Z", "hours": 9.8778, "text": "FORGEBOUND Devlog #3: Base early game almost done Lots of progress made since last devlog. Massive overhauls have been made to the desert, with ores spawning in clusters, and in specific areas of the desert. Solarite is much harder to get as it requires an iron pickaxe at minimum to break and collect. Added since last DEVLOG : New Swords with Unique Personalities: Wood swings fast Stone is slow but has wide sweep Copper has critical chance and quicker speed Iron has higher knockback and deals more damage than copper Solarite has a burn effect and has a light that glows when equipped New enemies to make desert harvesting harder: Scorpions(charge at you) Beetles(fly around you and charge at you) for now only drop leather, but will drop more as I add new objects Visual ambient day & night cycle Combat is much more “Juicier” Basic smelting system with more plans to improve HUGE map and resource respawns so you dont run out of any resource Next Steps(Short term) : Biomes alongside progression Improve the generic simple smelting system XP system more meaningful YT SHOWCASE COMING SOON BTW is FORGEBOUND a cool name for this project? This image is ai generated my game does not actually look like this, but its based off of what i currently have in my code"}, {"post_id": 25439, "ts": "2026-07-09T18:25:47Z", "hours": 11.7314, "text": "Survival Devlog #2: major core mechanics done Lots of progress has been made to my survival game, has been quite challenging since im working in pygame. By the way, I know this devlog is really spaced out from my last project, I thought I had made a devlog in between but turns out I didn’t, or I never posted it for whatever reason. Added since last DEVLOG : Collisions with static resources/objects Basic building system for workbench and furnace Harvesting system really basic xp bar meant for a leveling system WORKING drag and drop inventory Improved desert by adding heat damage, adding more ores, and an exclusive ore(solarite) Cows for the basic NPC functions, and damage indicators ITEMS: leather, leather armor, wooden sword, stone sword, stone pickaxe, iron ore, copper ore, solarite ore, workbench, furnace(WIP) Next: Sprites Save/load system structured progression eg. bosses, biomes, ores, meaningful level system bosses day/night cycle YT SHOWCASE: https://youtu.be/OmomLTyvpnw?si=PADnX2eKr5Vvwn6V"}, {"post_id": 3978, "ts": "2026-06-07T03:44:20Z", "hours": 2.2931, "text": "Trying to make my own survival/exploration sandbox like Forager or Don’t Starve in pygame, I got the basic world generation and scrolling map done after quite some time of learning how to do it online."}]...
|
Title: FORGEBOUND by @Lucid | Stardance
Devlogs:
Title: FORGEBOUND by @Lucid | Stardance
Devlogs:
Trying to make my own survival/exploration sandbox like Forager or Don’t Starve in pygame, I got the basic world generation and scrolling map done after quite some time of learning how to do it online.
Survival Devlog #2: major core mechanics done Lots of progress has been made to my survival game, has been quite challenging since im working in pygame. By the way, I know this devlog is really spaced out from my last project, I thought I had made a devlog in between but turns out I didn’t, or I never posted it for whatever reason. Added since last DEVLOG : Collisions with static resources/objects Basic building system for workbench and furnace Harvesting system really basic xp bar meant for a leveling system WORKING drag and drop inventory Improved desert by adding heat damage, adding more ores, and an exclusive ore(solarite) Cows for the basic NPC functions, and damage indicators ITEMS: leather, leather armor, wooden sword, stone sword, stone pickaxe, iron ore, copper ore, solarite ore, workbench, furnace(WIP) Next: Sprites Save/load system structured progression eg. bosses, biomes, ores, meaningful level system bosses day/night cycle YT SHOWCASE: https://youtu.be/OmomLTyvpnw?si=PADnX2eKr5Vvwn6V
FORGEBOUND Devlog #3: Base early game almost done Lots of progress made since last devlog. Massive overhauls have been made to the desert, with ores spawning in clusters, and in specific areas of the desert. Solarite is much harder to get as it requires an iron pickaxe at minimum to break and collect. Added since last DEVLOG : New Swords with Unique Personalities: Wood swings fast Stone is slow but has wide sweep Copper has critical chance and quicker speed Iron has higher knockback and deals more damage than copper Solarite has a burn effect and has a light that glows when equipped New enemies to make desert harvesting harder: Scorpions(charge at you) Beetles(fly around you and charge at you) for now only drop leather, but will drop more as I add new objects Visual ambient day & night cycle Combat is much more “Juicier” Basic smelting system with more plans to improve HUGE map and resource respawns so you dont run out of any resource Next Steps(Short term) : Biomes alongside progression Improve the generic simple smelting system XP system more meaningful YT SHOWCASE COMING SOON BTW is FORGEBOUND a cool name for this project? This image is ai generated my game does not actually look like this, but its based off of what i currently have in my code
**Survival Devlog #4: Ice?? This update introduces a new biome, and a new ore/tier progression, as well as bugfixes, QoL updates, and a few more cool things described in this update. Added since last DEVLOG : New Glacial Tundra Biome: Cold bar that makes you take damage if you dont have the Thermal Lantern Slippery Ice physics Cobalt ore, bars, sword and pickaxe Frost Wolf and Ice Golem Miniboss(WIP) NEW BASIC BASE BUILDING SYSTEM: Doors, wood walls, stone walls NEW NIGHT ENEMIES: Zombies, Slimes, Skeletons WIP RN: working on this stuff right now didnt have enough time for the devlog Huge buffs on the Ice Golem, has a chance to spawn when you break a cobalt ore block Combat revamp, making it like those from dark souls, sekiro, deepwoken, etc “GOLEM CORE” item dropped from Ice Golems and needed to craft the cobalt sword cobalt sword will shoot projectiles shield Next Steps(Short term) : Better Combat Integration with Progression(More bosses for items) More to come soon **Showcase: ** https://youtu.be/FZiQl1QMIpw Also, apologies for the rushed devlog, a more detailed one will be released next devlog....
|
1792709705.9419334
|
1793314505.9419334
|
|
47599
|
AirSpace 1 by @Aaryan805 | Stardance
|
Aaryan805
|
1
|
34.09
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T18:35:03Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Bachal’s OS, a personal web-based desktop operating system featuring draggable windows, a live clock, a portfolio of me, my travel bucket list, my badminton matches, and a a wallpaper app. Debugging the javascript for apps and window layering was my biggest challenge. I’m proud of building the wallpapers app (with AI assistance for the JS logic) which lets visits pick HD wallpapers or paste their own image link and saves it in their browser’s Local storage. How to test: Click any desktop icon to open an app, drag windows around by their headers, look at the country images and if you want to watch my play badminton lmao watch my videos. Finally, open Bachal’s Wallpapers to test changing or pasting your own desktop background (make sure you “copied image link” and not just “link”.", "repo": "https://github.com/aaryanbachal85-alt/Bachal-OS-", "demo": "https://aaryanbachal85-alt.github.io/Bachal-OS-/"}]...
|
[{"post_id": 64815, "ts": "202 [{"post_id": 64815, "ts": "2026-09-09T14:22:14Z", "hours": 13.0753, "text": "Just Finished all my apps for this WebOS, I will release it soon as I have a lot of bugs and problems in the logic I need to fix"}, {"post_id": 52751, "ts": "2026-08-23T02:51:06Z", "hours": 9.015, "text": "Re-designing my WebOS callin it airspace 1 now"}, {"post_id": 48353, "ts": "2026-08-16T17:43:58Z", "hours": 1.0014, "text": "Just finished my wallpaper app. I have 4 categories of wallapers 8 examples ones. You can also bring your own wallaper just making your you clicked “Copy Image Link”"}, {"post_id": 48269, "ts": "2026-08-16T15:58:22Z", "hours": 0.6594, "text": "Working on the 4th app. Rough Draft: You can change the background of the webOS yourself to anything you like. Hope you enjoy"}, {"post_id": 48218, "ts": "2026-08-16T14:58:27Z", "hours": 10.6606, "text": "I’ve already finished making 3 apps and wrapping up my project with a 4th I’m also considering to change the apperance of my welcome screen as well"}]...
|
Title: AirSpace 1 by @Aaryan805 | Stardance
Devlo Title: AirSpace 1 by @Aaryan805 | Stardance
Devlogs:
I’ve already finished making 3 apps and wrapping up my project with a 4th I’m also considering to change the apperance of my welcome screen as well
Working on the 4th app. Rough Draft: You can change the background of the webOS yourself to anything you like. Hope you enjoy
Just finished my wallpaper app. I have 4 categories of wallapers 8 examples ones. You can also bring your own wallaper just making your you clicked “Copy Image Link”
Re-designing my WebOS callin it airspace 1 now
Just Finished all my apps for this WebOS, I will release it soon as I have a lot of bugs and problems in the logic I need to fix
Ships:
I built Bachal’s OS, a personal web-based desktop operating system featuring draggable windows, a live clock, a portfolio of me, my travel bucket list, my badminton matches, and a a wallpaper app. Debugging the javascript for apps and window layering was my biggest challenge. I’m proud of building the wallpapers app (with AI assistance for the JS logic) which lets visits pick HD wallpapers or paste their own image link and saves it in their browser’s Local storage. How to test: Click any desktop icon to open an app, drag windows around by their headers, look at the country images and if you want to watch my play badminton lmao watch my videos. Finally, open Bachal’s Wallpapers to test changing or pasting your own desktop background (make sure you “copied image link” and not just “link”....
|
1793105481.22768
|
1793191881.22768
|
|
32216
|
My very own WebOS by @yayabskt | Stardance
|
yayabskt
|
2
|
34.08
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T12:39:38Z", "hours": 1.0, "multiplier": 10.26, "payout": 10, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}, {"ship_num": 2, "ts": "2026-07-12T01:26:25Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (\"GO BEYOND PLUS ULTRA\"💫✨ the little quote in the top bar is an \"my hero acadamy\" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}]...
|
[{"post_id": 65599, "ts": "202 [{"post_id": 65599, "ts": "2026-09-10T20:46:00Z", "hours": 5.0192, "text": "heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!"}, {"post_id": 27687, "ts": "2026-07-13T14:01:07Z", "hours": 4.0569, "text": "my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)"}, {"post_id": 27131, "ts": "2026-07-12T12:38:00Z", "hours": 0.5167, "text": "i’m making the note editable and deletable heheh"}, {"post_id": 26968, "ts": "2026-07-12T02:10:24Z", "hours": 0.4844, "text": "DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage"}, {"post_id": 26936, "ts": "2026-07-12T00:47:44Z", "hours": 2.0942, "text": "DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay"}, {"post_id": 26845, "ts": "2026-07-11T21:22:13Z", "hours": 1.6344, "text": "DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!"}, {"post_id": 26336, "ts": "2026-07-11T02:08:14Z", "hours": 4.1733, "text": "DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)"}, {"post_id": 25644, "ts": "2026-07-10T01:43:21Z", "hours": 4.0392, "text": "DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu"}, {"post_id": 25024, "ts": "2026-07-08T23:13:03Z", "hours": 3.2472, "text": "DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow"}, {"post_id": 24852, "ts": "2026-07-08T18:09:26Z", "hours": 2.3606, "text": "DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text"}, {"post_id": 24765, "ts": "2026-07-08T15:32:08Z", "hours": 2.7617, "text": "DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk"}, {"post_id": 24634, "ts": "2026-07-08T11:06:04Z", "hours": 1.6814, "text": "DEV LOG#03 i’m trying to make the vs code ide looks"}, {"post_id": 24402, "ts": "2026-07-07T22:45:06Z", "hours": 0.8692, "text": "DEV LOG#02 i’m trying to make it loo like code in vs code"}, {"post_id": 24295, "ts": "2026-07-07T19:30:32Z", "hours": 0.9594, "text": "DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)"}]...
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Title: My very own WebOS by @yayabskt | Stardance
Title: My very own WebOS by @yayabskt | Stardance
Devlogs:
DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)
DEV LOG#02 i’m trying to make it loo like code in vs code
DEV LOG#03 i’m trying to make the vs code ide looks
DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk
DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text
DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow
DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu
DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)
DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!
DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay
DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage
i’m making the note editable and deletable heheh
my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)
heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!
Ships:
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! ("GO BEYOND PLUS ULTRA"💫✨ the little quote in the top bar is an "my hero acadamy" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )...
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Customizable Macropad by @Cunning07 | Stardance
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Cunning07
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34.06
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[{"post_id": 77203, "ts": "202 [{"post_id": 77203, "ts": "2026-10-06T02:41:45Z", "hours": 3.9433, "text": "Major Oversight when designing the pcb and case i forgot one key aspect about what a keyboard should do, the buttons have to move. See the button and screen sat on the same board with the screen being on top of the button and before hand i just attach wires to the screen to allow for it to have height which in theory should let it move. unfortunately when i actually tested it out on a protoboard with a mini case, the press felt inconsistent and uneven, and in some cases the screen would fall off the button. This together simply creates an unpleasant experience so i have spent the last week and a half to resolve this issue. For one the original design seperated a top and bottom half of the case with the bottom housing the pcb and the top essentially just going on top. the new design extends the top halfs circle to essentially lock the screen in place ensuring it is a consistent down press, in addition ive added 3 places for potential springs to be placed which can create an even more consistent press which does complicate manufacturing. As well as insert after the screen has been in place to further lock the motion of the screen press to be consistent motion. Below i will list the photos of the new case in addition i will adjust my repo to show the changes"}, {"post_id": 44350, "ts": "2026-08-10T01:46:03Z", "hours": 10.6711, "text": "This is exciting Accomplishments: Pc->Microcontroller transmission + synchronized queue Robust event handler allowing interrupts such as button activation command center control allowing user autonomy over decisions Next steps With a majority of the software design done to ensure that the system both does what i intended it to do while also ensuring it is future proof and handles interrupts while also allowing it to be complex, i can begin to finalize the PCB design while also designed a case it can go in. I will start by finishing the PCB design this should be fairly simple and quick, which afterwords i will first work on a case for my two display example as a prototype for pitching and then work on the actual case, from here i will hopefully get advise from some people here on making the design better or fundamental changes to the code. I know for a fact there is still many things i need to do on the software to truly make it customer proof, for one the image streaming is mad slow, Ive got ideas on ways to make it faster but im already like 20+ hours into the software. with the last step being to actually add the button effects this will likely be done by calling external user generated files from the pc which will execute whatever command is asked. i will put minimal effort into this as i think its best to allow users to have full control over what they want their system to do Media Content Video showing startup + command center pushing commands - https://drive.google.com/file/d/1EwXH8NIr_JrQyhY4JUQBOq_f5trCF-37/view?usp=sharing (couldnt link it here) Cool image of the display prototype Sneak peek of case design"}, {"post_id": 30384, "ts": "2026-07-17T21:19:15Z", "hours": 10.2625, "text": "Its been a long time Sorry for my absence i have been stuck in the hell that is queues. In this devlog i will cover how to communicate through serial I am by no means a good software dev but after many long nights of banging my head against the wall i think i have somewhat of a decent system and understanding of this topic Speaking Serial In my last devlog i mentioned the idea of running complex programs on toaster level components by using a wire and a computer, this wire is communicating through a serial bus, which is simply a pathway that communicates information or bits through a single channel, emphasize on the idea of the single channel. So first we have to establish the serial and how its gonna operate. During this entire log all info will be in c++ and python. Arduino Section(c++) #include <Arduino.h> #include <SPI.h> void setup() { Serial.begin(115200); } Pc Side(python) from serial import Serial import time def connect(port): try: serial = Serial(port.device, baudrate=115200, timeout=1) time.sleep(3) So some things to note, set the baud rate for both connections the exact same. Baudrate is essentially the speed of transfer a higher baudrate means faster communication, which in turn needs a stronger wire/cpu to process more info faster. in addition ensure on the pc side after opening the serial connection to add a delay you need to let the micro controller reset and settle its connection. Communication From here you need a way to actually communicate, say you have a simple keyboard and its connected to your computer and a user presses a button which is gonna open steam, unfortunately its not smart to just send a serial message to open steam as each character/Letter depending on the encoding can contain multiple bits which each need to be streamed through the serial and received by the pc. So its best to setup a pallet of commands both sides know what each command is and the command is simply just a single bit. Commands Arduino enum Command : uint8_t { CMD_HANDSHAKE = 0x00, CMD_HANDSHAKE_ACK = 0x01, CMD_HEARTBEAT = 0x02, CMD_DRAW_IMAGE = 0x03 }; To differentiate commands: void resolveCMD(uint8_t cmd, uint8_t display) { switch (cmd) { case CMD_DRAW_IMAGE: #code case CMD_HANDSHAKE: #code } } Commands can be expanded up to 256 different types, with each one still taking one byte. Now in this scope the computer or arduino send the command through the serial and the other side just does it, heavy lifting stuff is typically done on the pc for example loading and storing the images i want to display (here’s the snippet for that): from PIL import Image img = Image.open(base_dir / folder / img_filename) width, height = img.size pixels - img.load() while True: #check for arduino ready state packet = bytearray() #append display, width, height to packet self.manager.write(packet) buffer = bytearray() for y in range(height): for x in (width): r,g,b = pixels[x,y] rgb565 = (((r & 0xF8)<<8|((g & 0xFC) <<3\\(b >> 3)) buffer.extend(rgb565.to_bytes(2, \"big\") #when buffer is above 512 len send to arduino Unfortunately i am close to the character limit and i hate reading long stuff so i dont want to go on a yapathon. If this is the type of devlogs people like my next one will go heavy in to depth on running a good queue, which plays in turn with the serial, making it more efficient and allowing a more complex system. Check out my git hub ( https://github.com/Cunning077/HackPad ) as well, all the code for this project is there im terrible at documentation but if it can provide a example or help or if you want to help me i would be very grateful. Enjoy Summer"}, {"post_id": 20954, "ts": "2026-07-02T18:03:47Z", "hours": 6.1942, "text": "Weekly Devlog #3 Even a toaster can run minecraft This weeks primary focus was software and turning 2 blank display screens into actually functional and usable keypads. To start i need to define the limitations, for one in the final version of this project there will be 6 240x240 displays, each display having 57,600 pixels, which amounts to around about 1.105 Mib, for reference the Arduino Uno has 32Kb of flash. So i definitely cant just send raw c files for the pixels and simply load then through the Arduino, But why don’t i just load the c files onto a SD card and simply just have the Arduino stream the pixels from the SD card to the display, well i can but who wants to deal with the hassle of loading a SD card and putting it back into whatever contraption i come up with for a case, One of the main pillars of this project was to make it as easy as possible to customize what you want the hackpad to do and i find it to risky to assume anyone can find the SD card and load it properly without problem, i for one cant stand SD cards especially the breakout board readers. So here’s where i reveal the big solution, the world changing revolutionary problem solving out of this world solution: Im gonna stream the data through serial. Essentially the Arduino (or whatever micro controller i use) will simply be a receiver and the host computer will be a sender. Now this introduces some limitations for example you can only send data so fast especially when your wire is bad, additionally im not sure what type of strain this will put on the hosts computer, while im also not sure how im gonna handle multiple events, but indue time i will flush out these problems and implement something that will surely make sense. This Log is way shorter than my last and doesn’t really offer any insight or helpful information so i apologize but if you haven’t read my last one i attempted to instruct how to build the prototype displays i think its very informative and also maybe you can steal this project and actually make it good. I promise next week i wont disappoint :) Im late on this one because the displays refused to print images so it took me a day to get the image 😔 **"}, {"post_id": 13881, "ts": "2026-06-22T19:07:06Z", "hours": 2.2547, "text": "Weekly Devlog #2 This week i started prototyping the design decisions i had made with the PCB to ensure before manufacturing it works. So i wanted to simulate most of the important factors like the 74HC138 circuit i would use to control the 6 TFT display boards, while also checking whether 3.3v would properly power the board, in addition i plan to run tests to see in the current design how much power pull will be pulled from the computer to power the hackpad. Included in this is also instructions on how to build the full protoboard which can very easily be expanded to include up to 8 TFT displays. This prototype version doesnt include switches which will be next weeks addition including building the foundational code for the entire board. Instructions To begin i first put in each component of the board: 2x TFT 1.28 inch Display 1x 74HC138N circuit 1x Arduino Uno R3 Each component besides the Arduino can be found in the first accompanying image with the round board being the TFT display and the rectangle box being the 74HC138N circuit, not shown is the Arudino Uno i believe any mainstream microcontroller can be used for this, just follow the pins. Power Management From there its best to start on power management utilizing the rails on the breadboard i connect the Arduino Unos 3v3 pin and any gnd pin to the respective holes on the board. In total i use 5 positive wires and 6 negative wires. The TFT boards power management setup is straight forward follow the writing on the board, however the more difficult section is the 74HC138 which in total needs 4 separate power wires. To start wiring it find the tiny hole on the actual circuit itself its a little divot in the box, 3 pins down from the top pin on the side of the divot is E0, which the next two pins below it is E1 and E2. These control the setting of the controller, to achieve the setting we want we need to wire E0 as low or GND E1 as low and E2 as high or 3V3, from E2 skip the next pin going down from E2 and the final pin on the left side of the controller is the GND pin. Finally the last pin needed is the pin to the right of the little divot mentioned earlier this is the VCC. TFT Logic The next step is where the wiring gets almost unbearable (jumper cables am i right), this is the logic section where the tft boards pins will all be filled up. To start in a section of the breadboard where the is no other connections to the column of holes we need to create our own bus. We need 4: RST DC SDA (SCK) SCL (MOSI) To create the bus just connect 3 wires in the same column these wires will now share the same electrons. from there simply connect the the first wire of the column doesnt matter which direction it just is best to make sure its the first one in that column. The pin for the arduino is as follows: RST - Reset DC - 9 SDA - 11 SCL - 13 Make sure to connect the wires in that bus to the pin of the tft board it corresponds to 74HC138 Logic The final step is the logic for the 74HC138 circuit which requires 3 digital pins which handle the selection of the outgoing pin to the CS. To start the 2nd pin on the left of the divet in the circuit is A0 the next 2 pins are A1 and A2 each of these pins need to be given a digital pin i wired it to pin 7, 6 and 5 i believe any pin would do. Lastly the 6 pins below the VCC and the pin above GND are the actual output pins these can be wired to the cs of the tft displays to allow information to flow and commands. Simply wire Y0 and Y1 which are the first two pins below the VCC to one displays CS and the other to another CS. Conclusion Now you have a working multi display breadboard, in my GitHub i will link the code for the prototype board. In addition each section has picture linked which are shown in order of the instructions sections, if my instructions suck simply look at the photos and hopefully it will clear any confusion"}, {"post_id": 8853, "ts": "2026-06-14T18:48:20Z", "hours": 0.7333, "text": "Weekly Devblog #1 This week marked the beginning of the Hackpad project. The primary goal of the project is to expand my skills in hardware design and embedded systems development. Since I had no prior experience designing custom PCBs or working with CAD software, much of this week was spent learning the fundamentals and overcoming the challenges involved in creating a functional board layout. The main focus was PCB design, which proved to be one of the more difficult aspects of the project so far. Learning the workflow, component placement, routing, and design constraints required a significant amount of research and iteration, the final schematic linked is my 5th version. Despite the learning curve, I was able to make steady progress and gain a much better understanding of the PCB development process. In parallel, I began analyzing the bill of materials and estimating hardware costs. Based on current pricing, the prototype is expected to cost approximately $37 per unit. The largest contributor to this cost is the set of six TFT display modules. Since these displays are readily available in bulk quantities, there is potential to significantly reduce manufacturing costs, with projected per-unit costs falling below $25 in larger production runs. Overall, this week was focused on establishing the project’s foundation, learning new tools, and creating the initial hardware design while beginning to evaluate the project’s long-term production costs."}]...
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Title: Customizable Macropad by @Cunning07 | Stard Title: Customizable Macropad by @Cunning07 | Stardance
Devlogs:
Weekly Devblog #1 This week marked the beginning of the Hackpad project. The primary goal of the project is to expand my skills in hardware design and embedded systems development. Since I had no prior experience designing custom PCBs or working with CAD software, much of this week was spent learning the fundamentals and overcoming the challenges involved in creating a functional board layout. The main focus was PCB design, which proved to be one of the more difficult aspects of the project so far. Learning the workflow, component placement, routing, and design constraints required a significant amount of research and iteration, the final schematic linked is my 5th version. Despite the learning curve, I was able to make steady progress and gain a much better understanding of the PCB development process. In parallel, I began analyzing the bill of materials and estimating hardware costs. Based on current pricing, the prototype is expected to cost approximately $37 per unit. The largest contributor to this cost is the set of six TFT display modules. Since these displays are readily available in bulk quantities, there is potential to significantly reduce manufacturing costs, with projected per-unit costs falling below $25 in larger production runs. Overall, this week was focused on establishing the project’s foundation, learning new tools, and creating the initial hardware design while beginning to evaluate the project’s long-term production costs.
Weekly Devlog #2 This week i started prototyping the design decisions i had made with the PCB to ensure before manufacturing it works. So i wanted to simulate most of the important factors like the 74HC138 circuit i would use to control the 6 TFT display boards, while also checking whether 3.3v would properly power the board, in addition i plan to run tests to see in the current design how much power pull will be pulled from the computer to power the hackpad. Included in this is also instructions on how to build the full protoboard which can very easily be expanded to include up to 8 TFT displays. This prototype version doesnt include switches which will be next weeks addition including building the foundational code for the entire board. Instructions To begin i first put in each component of the board: 2x TFT 1.28 inch Display 1x 74HC138N circuit 1x Arduino Uno R3 Each component besides the Arduino can be found in the first accompanying image with the round board being the TFT display and the rectangle box being the 74HC138N circuit, not shown is the Arudino Uno i believe any mainstream microcontroller can be used for this, just follow the pins. Power Management From there its best to start on power management utilizing the rails on the breadboard i connect the Arduino Unos 3v3 pin and any gnd pin to the respective holes on the board. In total i use 5 positive wires and 6 negative wires. The TFT boards power management setup is straight forward follow the writing on the board, however the more difficult section is the 74HC138 which in total needs 4 separate power wires. To start wiring it find the tiny hole on the actual circuit itself its a little divot in the box, 3 pins down from the top pin on the side of the divot is E0, which the next two pins below it is E1 and E2. These control the setting of the controller, to achieve the setting we want we need to wire E0 as low or GND E1 as low and E2 as high or 3V3, from E2 skip the next pin going down from E2 and the final pin on the left side of the controller is the GND pin. Finally the last pin needed is the pin to the right of the little divot mentioned earlier this is the VCC. TFT Logic The next step is where the wiring gets almost unbearable (jumper cables am i right), this is the logic section where the tft boards pins will all be filled up. To start in a section of the breadboard where the is no other connections to the column of holes we need to create our own bus. We need 4: RST DC SDA (SCK) SCL (MOSI) To create the bus just connect 3 wires in the same column these wires will now share the same electrons. from there simply connect the the first wire of the column doesnt matter which direction it just is best to make sure its the first one in that column. The pin for the arduino is as follows: RST - Reset DC - 9 SDA - 11 SCL - 13 Make sure to connect the wires in that bus to the pin of the tft board it corresponds to 74HC138 Logic The final step is the logic for the 74HC138 circuit which requires 3 digital pins which handle the selection of the outgoing pin to the CS. To start the 2nd pin on the left of the divet in the circuit is A0 the next 2 pins are A1 and A2 each of these pins need to be given a digital pin i wired it to pin 7, 6 and 5 i believe any pin would do. Lastly the 6 pins below the VCC and the pin above GND are the actual output pins these can be wired to the cs of the tft displays to allow information to flow and commands. Simply wire Y0 and Y1 which are the first two pins below the VCC to one displays CS and the other to another CS. Conclusion Now you have a working multi display breadboard, in my GitHub i will link the code for the prototype board. In addition each section has picture linked which are shown in order of the instructions sections, if my instructions suck simply look at the photos and hopefully it will clear any confusion
Weekly Devlog #3 Even a toaster can run minecraft This weeks primary focus was software and turning 2 blank display screens into actually functional and usable keypads. To start i need to define the limitations, for one in the final version of this project there will be 6 240x240 displays, each display having 57,600 pixels, which amounts to around about 1.105 Mib, for reference the Arduino Uno has 32Kb of flash. So i definitely cant just send raw c files for the pixels and simply load then through the Arduino, But why don’t i just load the c files onto a SD card and simply just have the Arduino stream the pixels from the SD card to the display, well i can but who wants to deal with the hassle of loading a SD card and putting it back into whatever contraption i come up with for a case, One of the main pillars of this project was to make it as easy as possible to customize what you want the hackpad to do and i find it to risky to assume anyone can find the SD card and load it properly without problem, i for one cant stand SD cards especially the breakout board readers. So here’s where i reveal the big solution, the world changing revolutionary problem solving out of this world solution: Im gonna stream the data through serial. Essentially the Arduino (or whatever micro controller i use) will simply be a receiver and the host computer will be a sender. Now this introduces some limitations for example you can only send data so fast especially when your wire is bad, additionally im not sure what type of strain this will put on the hosts computer, while im also not sure how im gonna handle multiple events, but indue time i will flush out these problems and implement something that will surely make sense. This Log is way shorter than my last and doesn’t really offer any insight or helpful information so i apologize but if you haven’t read my last one i attempted to instruct how to build the prototype displays i think its very informative and also maybe you can steal this project and actually make it good. I promise next week i wont disappoint :) Im late on this one because the displays refused to print images so it took me a day to get the image 😔 **
Its been a long time Sorry for my absence i have been stuck in the hell that is queues. In this devlog i will cover how to communicate through serial I am by no means a good software dev but after many long nights of banging my head against the wall i think i have somewhat of a decent system and understanding of this topic Speaking Serial In my last devlog i mentioned the idea of running complex programs on toaster level components by using a wire and a computer, this wire is communicating through a serial bus, which is simply a pathway that communicates information or bits through a single channel, emphasize on the idea of the single channel. So first we have to establish the serial and how its gonna operate. During this entire log all info will be in c++ and python. Arduino Section(c++) #include <Arduino.h> #include <SPI.h> void setup() { Serial.begin(115200); } Pc Side(python) from serial import Serial import time def connect(port): try: serial = Serial(port.device, baudrate=115200, timeout=1) time.sleep(3) So some things to note, set the baud rate for both connections the exact same. Baudrate is essentially the speed of transfer a higher baudrate means faster communication, which in turn needs a stronger wire/cpu to process more info faster. in addition ensure on the pc side after opening the serial connection to add a delay you need to let the micro controller reset and settle its connection. Communication From here you need a way to actually communicate, say you have a simple keyboard and its connected to your computer and a user presses a button which is gonna open steam, unfortunately its not smart to just send a serial message to open steam as each character/Letter depending on the encoding can contain multiple bits which each need to be streamed through the serial and received by the pc. So its best to setup a pallet of commands both sides know what each command is and the command is simply just a single bit. Commands Arduino enum Command : uint8_t { CMD_HANDSHAKE = 0x00, CMD_HANDSHAKE_ACK = 0x01, CMD_HEARTBEAT = 0x02, CMD_DRAW_IMAGE = 0x03 }; To differentiate commands: void resolveCMD(uint8_t cmd, uint8_t display) { switch (cmd) { case CMD_DRAW_IMAGE: #code case CMD_HANDSHAKE: #code } } Commands can be expanded up to 256 different types, with each one still taking one byte. Now in this scope the computer or arduino send the command through the serial and the other side just does it, heavy lifting stuff is typically done on the pc for example loading and storing the images i want to display (here’s the snippet for that): from PIL import Image img = Image.open(base_dir / folder / img_filename) width, height = img.size pixels - img.load() while True: #check for arduino ready state packet = bytearray() #append display, width, height to packet self.manager.write(packet) buffer = bytearray() for y in range(height): for x in (width): r,g,b = pixels[x,y] rgb565 = (((r & 0xF8)<<8|((g & 0xFC) <<3\(b >> 3)) buffer.extend(rgb565.to_bytes(2, "big") #when buffer is above 512 len send to arduino Unfortunately i am close to the character limit and i hate reading long stuff so i dont want to go on a yapathon. If this is the type of devlogs people like my next one will go heavy in to depth on running a good queue, which plays in turn with the serial, making it more efficient and allowing a more complex system. Check out my git hub ( https://github.com/Cunning077/HackPad ) as well, all the code for this project is there im terrible at documentation but if it can provide a example or help or if you want to help me i would be very grateful. Enjoy Summer
This is exciting Accomplishments: Pc->Microcontroller transmission + synchronized queue Robust event handler allowing interrupts such as button activation command center control allowing user autonomy over decisions Next steps With a majority of the software design done to ensure that the system both does what i intended it to do while also ensuring it is future proof and handles interrupts while also allowing it to be complex, i can begin to finalize the PCB design while also designed a case it can go in. I will start by finishing the PCB design this should be fairly simple and quick, which afterwords i will first work on a case for my two display example as a prototype for pitching and then work on the actual case, from here i will hopefully get advise from some people here on making the design better or fundamental changes to the code. I know for a fact there is still many things i need to do on the software to truly make it customer proof, for one the image streaming is mad slow, Ive got ideas on ways to make it faster but im already like 20+ hours into the software. with the last step being to actually add the button effects this will likely be done by calling external user generated files from the pc which will execute whatever command is asked. i will put minimal effort into this as i think its best to allow users to have full control over what they want their system to do Media Content Video showing startup + command center pushing commands - https://drive.google.com/file/d/1EwXH8NIr_JrQyhY4JUQBOq_f5trCF-37/view?usp=sharing (couldnt link it here) Cool image of the display prototype Sneak peek of case design
Major Oversight when designing the pcb and case i forgot one key aspect about what a keyboard should do, the buttons have to move. See the button and screen sat on the same board with the screen being on top of the button and before hand i just attach wires to the screen to allow for it to have height which in theory should let it move. unfortunately when i actually tested it out on a protoboard with a mini case, the press felt inconsistent and uneven, and in some cases the screen would fall off the button. This together simply creates an unpleasant experience so i have spent the last week and a half to resolve this issue. For one the original design seperated a top and bottom half of the case with the bottom housing the pcb and the top essentially just going on top. the new design extends the top halfs circle to essentially lock the screen in place ensuring it is a consistent down press, in addition ive added 3 places for potential springs to be placed which can create an even more consistent press which does complicate manufacturing. As well as insert after the screen has been in place to further lock the motion of the screen press to be consistent motion. Below i will list the photos of the new case in addition i will adjust my repo to show the changes...
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1792785164.7077887
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1793389964.7077887
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2315
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My Own Planet by @Landen_A | Stardance
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Landen_A
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1
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34.0
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395
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-27T02:49:20Z", "hours": 34.0, "multiplier": 11.82, "payout": 395, "blessing": "neutral", "text": "My Own Planet is a simple app that allows you to create your very own planet using a variety of options. Even though My Own Planet isn’t very complex it still through a challenge. Creating the planet mesh in bevy wasn’t so hard but vertex displacement, UI, and WebAssembly compatibility did! Creating this app have taught me a surprising number of things. From objects defined with vertices to creating a UI system, what I have learned from this project is what I am most proud of. Running the project should be straightforward either run the WebAssembly version on itch.io, download, uncompress, and run the executable from itch.io, or follow the building instructions in GitHub (note that you will need to have rustup installed to build the app on your computer)", "repo": "https://github.com/looking-g/My-Own-Planet", "demo": "https://landening.itch.io/my-own-planet"}]...
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[{"post_id": 16642, "ts": "202 [{"post_id": 16642, "ts": "2026-06-27T02:05:44Z", "hours": 3.6986, "text": "My Own Planet have reached v1.0.0 I have worked on the export feature and now the planet can be downloaded as .obj for both local and WebAssembly. The project is also now on itch.io as well!"}, {"post_id": 12918, "ts": "2026-06-21T04:45:05Z", "hours": 10.5256, "text": "Additions, Exporting, and the End Hey guys! It’s been a while (again). Since the last devlog, I have added a few new ways to edit your planet! You can now add mountains and change the size, color, and quality (number of vertices used) of the planet. I have also started work on an exporting feature that allows you to get a file that contains your planet (don’t worry, it will be common file like .obj ; not a format specific to this app). Currently it doesn’t work when compiled to WebAssembly so, it isn’t finished just yet. But, once it is working on the web it will start preparing to ship the app. Although that could change, just know that my next devlog might be the last one for this project. That’s it for now, bye!"}, {"post_id": 6601, "ts": "2026-06-11T02:29:01Z", "hours": 8.2781, "text": "It has been a while! Lately, I have been working on the UI for the app. Nothing super fancy, just a few buttons and text elements. I’m thinking of using sliders for planet editing; instead of +/- a crater, there would be a slider from 0 to 100 craters. The only problem is that it would limit the amount of craters and such you could have, let me know what you think in the comments! And if you have any other improvements you think would be good for the app UI, let me know! I’m thinking of wrapping up this project by the end of the week and getting it ready to ship. I have been hard at work on this project and I’m starting to feel a little burnt out, so I might take the next day or two to relax, meaning that plans could change. See you all next time, Bye!"}, {"post_id": 5218, "ts": "2026-06-08T22:34:09Z", "hours": 4.2575, "text": "Welcome back! This will be my second devlog if you count my intro log as devlog 0 (which I do). Not much technical stuff this time but that’s OK, normal words are good sometimes! Since the last devlog, I’ve made a few small things like a user input system that allows the planet to be spun by using the cursor (craters can also be generated by using the C key but that’s just for testing). I have also put to use a system that I made a while ago that gets a random point on the surface of the planet. Although bevy dose have a system just for that called ShapeSample , the implementation is like 30 lines long and this way I have full control over the system."}, {"post_id": 4450, "ts": "2026-06-07T19:32:14Z", "hours": 6.8458, "text": "Vertices, vertices, vertices. Before this project, I had only used Signed Distance Functions (SDFs) to define shapes, not anymore! Recently, I had started messing with vertices to define the planet in my app. I started with thinking about adding craters. I was thinking something along the lines of “Oh, I’ll just get the subtract a sphere from planet to remove some area and make a crater!” I soon found out, however, that is the case with SDFs, but not with an object defined with vertices. Eventually, I found out about vertex displacement. The idea is pretty neat: I move each vertex toward the center of the sphere depending on if it’s in the aria where a crater should be. No need to add extra vertices, just use the ones already there! But the really cool part is that this can be done on the CPU or on the GPU with a vertex shader! But that’s about all for now, currently I’m just doing vertex displacement on the CPU but that could change in the future. See you all later, bye!"}, {"post_id": 622, "ts": "2026-06-02T03:53:25Z", "hours": 0.2997, "text": "Hello! This is my first devlog for this project that I am excited to make and share. To start, my goal is to make a simple app that allows the user to generate a custom planet using a few different options like the number of craters or color of the planet. I don’t plan for it to be very complex. I might add a shader or more complex options later but, time will tell. I’m making this app as a way to learn more about 3D environments and procedural generation. Today, I just made a very simple setup for bevy that crates a camera, sphere, and light source. See you all later, bye!"}]...
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Title: My Own Planet by @Landen_A | Stardance
Dev Title: My Own Planet by @Landen_A | Stardance
Devlogs:
Hello! This is my first devlog for this project that I am excited to make and share. To start, my goal is to make a simple app that allows the user to generate a custom planet using a few different options like the number of craters or color of the planet. I don’t plan for it to be very complex. I might add a shader or more complex options later but, time will tell. I’m making this app as a way to learn more about 3D environments and procedural generation. Today, I just made a very simple setup for bevy that crates a camera, sphere, and light source. See you all later, bye!
Vertices, vertices, vertices. Before this project, I had only used Signed Distance Functions (SDFs) to define shapes, not anymore! Recently, I had started messing with vertices to define the planet in my app. I started with thinking about adding craters. I was thinking something along the lines of “Oh, I’ll just get the subtract a sphere from planet to remove some area and make a crater!” I soon found out, however, that is the case with SDFs, but not with an object defined with vertices. Eventually, I found out about vertex displacement. The idea is pretty neat: I move each vertex toward the center of the sphere depending on if it’s in the aria where a crater should be. No need to add extra vertices, just use the ones already there! But the really cool part is that this can be done on the CPU or on the GPU with a vertex shader! But that’s about all for now, currently I’m just doing vertex displacement on the CPU but that could change in the future. See you all later, bye!
Welcome back! This will be my second devlog if you count my intro log as devlog 0 (which I do). Not much technical stuff this time but that’s OK, normal words are good sometimes! Since the last devlog, I’ve made a few small things like a user input system that allows the planet to be spun by using the cursor (craters can also be generated by using the C key but that’s just for testing). I have also put to use a system that I made a while ago that gets a random point on the surface of the planet. Although bevy dose have a system just for that called ShapeSample , the implementation is like 30 lines long and this way I have full control over the system.
It has been a while! Lately, I have been working on the UI for the app. Nothing super fancy, just a few buttons and text elements. I’m thinking of using sliders for planet editing; instead of +/- a crater, there would be a slider from 0 to 100 craters. The only problem is that it would limit the amount of craters and such you could have, let me know what you think in the comments! And if you have any other improvements you think would be good for the app UI, let me know! I’m thinking of wrapping up this project by the end of the week and getting it ready to ship. I have been hard at work on this project and I’m starting to feel a little burnt out, so I might take the next day or two to relax, meaning that plans could change. See you all next time, Bye!
Additions, Exporting, and the End Hey guys! It’s been a while (again). Since the last devlog, I have added a few new ways to edit your planet! You can now add mountains and change the size, color, and quality (number of vertices used) of the planet. I have also started work on an exporting feature that allows you to get a file that contains your planet (don’t worry, it will be common file like .obj ; not a format specific to this app). Currently it doesn’t work when compiled to WebAssembly so, it isn’t finished just yet. But, once it is working on the web it will start preparing to ship the app. Although that could change, just know that my next devlog might be the last one for this project. That’s it for now, bye!
My Own Planet have reached v1.0.0 I have worked on the export feature and now the planet can be downloaded as .obj for both local and WebAssembly. The project is also now on itch.io as well!
Ships:
My Own Planet is a simple app that allows you to create your very own planet using a variety of options. Even though My Own Planet isn’t very complex it still through a challenge. Creating the planet mesh in bevy wasn’t so hard but vertex displacement, UI, and WebAssembly compatibility did! Creating this app have taught me a surprising number of things. From objects defined with vertices to creating a UI system, what I have learned from this project is what I am most proud of. Running the project should be straightforward either run the WebAssembly version on itch.io, download, uncompress, and run the executable from itch.io, or follow the building instructions in GitHub (note that you will need to have rustup installed to build the app on your computer)...
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1793206057.443297
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1793292457.443297
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2519
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Handcryption by @some_guy_named_joe | Stardance
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some_guy_named_joe
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1
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34.0
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168
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-18T19:51:05Z", "hours": 34.0, "multiplier": 5.0, "payout": 168, "blessing": "neutral", "text": "I made a hardware-based encrypted peer-to-peer messaging device built on CircuitPython (ESP32-S2). It is able to send text messages to others of this device over http using a Raspberry Pi Server. I have to hold off of the audio side, as this device uses an analog microphone, which does not record great audio. However, the texting portion works really well. I built all of this in less than two weeks in order to qualify for Hack Club Outpost. I hope you like it!", "repo": "https://github.com/Joethebeast-coder/Handheld-Encryption-Device", "demo": ""}]...
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[{"post_id": 47644, "ts": "202 [{"post_id": 47644, "ts": "2026-08-15T17:51:11Z", "hours": 3.1564, "text": "FINAL Handcryption Build Sorry if its been so long, I have been doing a lot this summer, but here is what happened over the past month. (Time shown does not reflect time spent, as hackatime wasn’t working when I was coding and I didn’t record the building process) So, I was able to assemble 1 working device with the one working e-ink display I had left. I was on a time crunch as I was trying to qualify for Outpost. I was able to submit it in time, and I shipped it for Outpost. The device has all the previously specified features, such as peer-to-peer messaging and message history. The microphone and speaker are very weird, as they are analog, so the audio quality is questionable. However, the project works great! At Outpost, I had a really good time with my fellow Hack Clubbers. Thank you Hack Club for making this all possible. (P.S. You should allow me to remove my request for funding and submit it normally)."}, {"post_id": 13986, "ts": "2026-06-22T23:09:13Z", "hours": 1.3697, "text": "Handcryption Status Update 0.1.1 This is a short update. I am currently waiting for funding, but I was able to design some button caps in CAD. I really hope I get S tier so I can get to Open Sauce Update On Me: My schedule is super packed. I’m starting to regret taking on a lot of things this summer."}, {"post_id": 12557, "ts": "2026-06-20T14:46:54Z", "hours": 1.6814, "text": "Handcryption Status Update 0.1 What’s Happening? So, I have been able to clean up everything in my code. I have added comments and the ability to connect to Wi-Fi. All of my code has been uploaded to GitHub for review for funding. Also on GitHub are my 3D models. Be aware that the part models’ heights are an estimate based on the total height of the part given (if that makes sense). When printing the cover, I am planning to swap the filament from PLA to TPU to make the pads holding the buttons squishy. I am a little disappointed that the hackatime in my VS Code editor stopped recording time, and I lost 2 hours, but I will just use Lapse from now on. GitHub Repo"}, {"post_id": 11631, "ts": "2026-06-18T23:03:51Z", "hours": 1.6394, "text": "Hancryption Status Update 0.0.4 What Happened? So, I added in one last new feature to my code: voice messages. In order to play the audio, I have decided to ditch the piezo and use an actual speaker breakout, and I have updated the BOM on my Github as such (check the last devlog). Other than that, I have been cleaning and debugging the code, and adding in comments; all to get it ready to request for funding. For some reason, my hackatime on the Stardance website isn’t synced with what my Hackatime dashboard says. So, I’m posting this much eariler than I would have wanted in hopes to fix that issue. What’s Next? Sneak Peak at Funding Request Version Timeline"}, {"post_id": 9595, "ts": "2026-06-16T00:04:46Z", "hours": 3.2939, "text": "Handcryption Status Update 0.0.3.9 What Happened? Ok, big change to the workings of this device. Previously, this device could only work locally, but through my Raspberry Pi server and a domain through ngrok, I can make the device work on the cloud, and I have altered the server code and main device code to work this way. Also, instead of using IPs to identify devices, I am using my own identification system that is like a phone number, a sequence of 9 digits. I recognize that this may be a small number of available sequences, but for now, it is a good amount. I can change this later. So, to send messages now, instead of using a socket, the device sends an HTTP request to the ngrok domain hosted by the Pi. The request includes the message, the destination’s ID, and the sender’s (the device’s) ID. The server then stores this information in a “mailbox” -a collection of all sent messages. The receiving device, every 2 seconds, is sending an HTTP request to the server asking if there is anything in its mailbox. If so, the server returns the message(s) with the sender ID so the receiver can match that to a contact. The cloud update has made my overall code length shorter, as most of the long sequences of code have been simplified to shorter HTTP requests. Also, as promised, this is my part BOM: https://github.com/Joethebeast-coder/Handheld-Encryption-Device/tree/main/Hardware What’s Next in 0.0.4? - Extra Add-on Device Features - Maybe more website interactivity"}, {"post_id": 8069, "ts": "2026-06-13T14:05:00Z", "hours": 5.1436, "text": "Handcryption Status Update 0.0.3.6 What Happened? I added a cool new feature to the Handcryption device-GROUP CHATS!! This allows every user with a Handcryption device who opts to join the group to participate in conversations, fostering a more connected experience among users. I learned how to use Flask (thanks to GeeksforGeeks), which enabled me to seamlessly integrate the group chat feature into the server code running on the Raspberry Pi. In addition to the chat functionality, there is now a website hosted on the Raspberry Pi’s IP address that displays all the messages in the group chat. The caveat is that every message on the website is shown in its encrypted form to maintain security and confidentiality. Looking ahead, I plan to implement a feature that would allow Handcryption users to sign in to the website. This will enable them to view messages in a decrypted format, enhancing user experience while still prioritizing privacy. I believe these developments will significantly improve user engagement and create a more dynamic platform for communication. My device(s) are becoming more and more like a phone What’s next? - Preliminary BOM - Increase Website Functionality - Timeline Estimation - Code Cleanup and Extra Features Photo Description: Some of the server code for the group chat"}, {"post_id": 6401, "ts": "2026-06-10T19:27:12Z", "hours": 2.5883, "text": "Handcryption Status Update 0.0.3.5 What Happened? I was able to set up a server on my Raspberry Pi 4 with the help of Copilot (I do not know Flask in the slightest). So now, when a device wants to send a message, the audio recording is sent to the Pi, requesting that it be translated to text. I’ve been experimenting with Claude on making a website to monitor the server’s status, but I will talk about that more in a later update if I decide to go that route. Today, I was able to make a CAD model of the housing of the device (The process of which is posted on Lapse). I have to admit, it looks a lot like the phreakers from the early days of calling. What’s Next? - Decision on whether to pursue web monitoring - Preliminary BOM - Timeline Estimation - Extra Features for the Device"}, {"post_id": 5790, "ts": "2026-06-09T18:22:30Z", "hours": 4.0547, "text": "Handcryption Status Update 0.0.3.2 (Big News) What Happened? So, I was able to add in a UI that includes settings, contacts, message history, as well as battery status. In the settings, the user can change the volume of the piezo, as well as clear the files on their device (Contacts, Known IPs, and Message History. When hovering over a choice, the icon (the volume icon, for example) repeatedly switches from inverted to normal. However, while I was debugging, I found a MAJOR problem. My measly ESP32 microcontroller doesn’t have enough CPU and RAM to run the speech-to-text model. However, I can pivot from this by using the VOSK model paired with my Raspberry Pi 4 that I have on hand as a server to run the model for the microcontroller. This opens up a whole new possibility. We can now have a main hub that monitors the devices, serves the speech-to-text requests, and sends the text back. What’s Next? - Speech-to-text code for the Raspberry Pi - Communication Protocol between the device and Pi"}, {"post_id": 4972, "ts": "2026-06-08T16:55:09Z", "hours": 4.4942, "text": "Hancryption Status Update 0.0.3 (Combined) What Happened in 0.0.2.3? I have created a parts list for this project: Adafruit: - Adafruit Electret Microphone Amplifier - MAX4466 with Adjustable Gain - Adafruit 2.13” Monochrome eInk / ePaper Display with SRAM - 250x122 Monochrome with SSD1680 - Adafruit ESP32-S2 Feather - 4 MB Flash + 2 MB PSRAM - STEMMA QT / Qwiic - Lithium Ion Polymer Battery - 3.7v 100mAh - Tactile Button switch (6mm) x 20 pack - Small Enclosed Piezo w/Wires I have decided to use the Adafruit ESP32-S2 Feather as my microcontroller, as it takes care of the LiPoly battery charging, so I don’t have to buy extra parts for it. I can also charge the battery through the USB-C on the board. It also has many GPIO pins that I can give to my e-Ink display, as well as the switches (6). What Happened in 0.0.2.5? I created a wiring diagram for the components listed in the parts list. The time-lapse can be seen on Lapse*. *I forgot to add the piezo in the time-lapse, and I wired the SDA and SCL pins to buttons, which was not supposed to happen, so later, I added the piezo, and moved the button wires to spare analog pins. You can see these in the screenshot below. What Happened in 0.0.3? I made a complete draft of the code for the device. I added all of the button logic and basic e-ink display code. I added a loading screen with “HANCRYPTION” in block text and a sleep screen. To “power down”, when the user holds the power button for more than 1 second, it goes into deep-sleep, which is basically off for microcontrollers. If it is less than that, it just goes idle. Of course, this is not the final code. I will keep adding more and more features that are compatible with the current set of parts I already have. What’s Next in 0.0.4? -Extra UI Features -Possibility of Games"}, {"post_id": 3197, "ts": "2026-06-06T00:44:42Z", "hours": 2.9586, "text": "Hancryption Status Update 0.0.2.1 What Happened? I patched some bugs in the client class so I could add a main loop for the device. When the device is sending, it is the server, and in any other circumstance, it is the client, it is idle and waiting for a message. I added the button and microphone logic for the specific components. I need to add the logic for the eink display"}, {"post_id": 2526, "ts": "2026-06-05T01:55:38Z", "hours": 1.7911, "text": "Hancryption Status Update 0.0.2 What Happened? I added classes for server and client communication so the device could be either. I also added the encryption feature, which generates a unique key for each known IP address. The network also includes a client status check that occurs every 15 seconds, in which the client sends its IP address to the server. What’s Next in 0.0.3? Full draft code for a device. This will include all of the machine programming for the ESP32 chip, which is for the microphone, eink screen, and buttons. By 0.0.2.3, a draft parts list should be complete. By 0.0.2.5, a wiring diagram should be complete."}, {"post_id": 1210, "ts": "2026-06-03T02:05:14Z", "hours": 0.3333, "text": "Handcryption Status Update 0.0.1.5 What’s New? I created a rough sketch of the device. I also wrote down a tentative list of parts I would need. See Below 0.0.2 Should be released by 6/4/26. *Note: I completely forgot about the screen and the parts needed for that. LCD 3 buttons"}, {"post_id": 1073, "ts": "2026-06-02T21:44:37Z", "hours": 1.1033, "text": "Hancryption Status Update 0.0.1 I have created the basic logic framework for the speech-to-text with processing. I am currently using many placeholders, however. Will be updating that by 0.0.4 at the latest. For encryption, I am using my previously developed “Cencrypt” Python library. What’s Next in 0.0.2? Networking Framework Encryption Setup"}]...
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Title: Handcryption by @some_guy_named_joe | Stard Title: Handcryption by @some_guy_named_joe | Stardance
Devlogs:
Hancryption Status Update 0.0.1 I have created the basic logic framework for the speech-to-text with processing. I am currently using many placeholders, however. Will be updating that by 0.0.4 at the latest. For encryption, I am using my previously developed “Cencrypt” Python library. What’s Next in 0.0.2? Networking Framework Encryption Setup
Handcryption Status Update 0.0.1.5 What’s New? I created a rough sketch of the device. I also wrote down a tentative list of parts I would need. See Below 0.0.2 Should be released by 6/4/26. *Note: I completely forgot about the screen and the parts needed for that. LCD 3 buttons
Hancryption Status Update 0.0.2 What Happened? I added classes for server and client communication so the device could be either. I also added the encryption feature, which generates a unique key for each known IP address. The network also includes a client status check that occurs every 15 seconds, in which the client sends its IP address to the server. What’s Next in 0.0.3? Full draft code for a device. This will include all of the machine programming for the ESP32 chip, which is for the microphone, eink screen, and buttons. By 0.0.2.3, a draft parts list should be complete. By 0.0.2.5, a wiring diagram should be complete.
Hancryption Status Update 0.0.2.1 What Happened? I patched some bugs in the client class so I could add a main loop for the device. When the device is sending, it is the server, and in any other circumstance, it is the client, it is idle and waiting for a message. I added the button and microphone logic for the specific components. I need to add the logic for the eink display
Hancryption Status Update 0.0.3 (Combined) What Happened in 0.0.2.3? I have created a parts list for this project: Adafruit: - Adafruit Electret Microphone Amplifier - MAX4466 with Adjustable Gain - Adafruit 2.13” Monochrome eInk / ePaper Display with SRAM - 250x122 Monochrome with SSD1680 - Adafruit ESP32-S2 Feather - 4 MB Flash + 2 MB PSRAM - STEMMA QT / Qwiic - Lithium Ion Polymer Battery - 3.7v 100mAh - Tactile Button switch (6mm) x 20 pack - Small Enclosed Piezo w/Wires I have decided to use the Adafruit ESP32-S2 Feather as my microcontroller, as it takes care of the LiPoly battery charging, so I don’t have to buy extra parts for it. I can also charge the battery through the USB-C on the board. It also has many GPIO pins that I can give to my e-Ink display, as well as the switches (6). What Happened in 0.0.2.5? I created a wiring diagram for the components listed in the parts list. The time-lapse can be seen on Lapse*. *I forgot to add the piezo in the time-lapse, and I wired the SDA and SCL pins to buttons, which was not supposed to happen, so later, I added the piezo, and moved the button wires to spare analog pins. You can see these in the screenshot below. What Happened in 0.0.3? I made a complete draft of the code for the device. I added all of the button logic and basic e-ink display code. I added a loading screen with “HANCRYPTION” in block text and a sleep screen. To “power down”, when the user holds the power button for more than 1 second, it goes into deep-sleep, which is basically off for microcontrollers. If it is less than that, it just goes idle. Of course, this is not the final code. I will keep adding more and more features that are compatible with the current set of parts I already have. What’s Next in 0.0.4? -Extra UI Features -Possibility of Games
Handcryption Status Update 0.0.3.2 (Big News) What Happened? So, I was able to add in a UI that includes settings, contacts, message history, as well as battery status. In the settings, the user can change the volume of the piezo, as well as clear the files on their device (Contacts, Known IPs, and Message History. When hovering over a choice, the icon (the volume icon, for example) repeatedly switches from inverted to normal. However, while I was debugging, I found a MAJOR problem. My measly ESP32 microcontroller doesn’t have enough CPU and RAM to run the speech-to-text model. However, I can pivot from this by using the VOSK model paired with my Raspberry Pi 4 that I have on hand as a server to run the model for the microcontroller. This opens up a whole new possibility. We can now have a main hub that monitors the devices, serves the speech-to-text requests, and sends the text back. What’s Next? - Speech-to-text code for the Raspberry Pi - Communication Protocol between the device and Pi
Handcryption Status Update 0.0.3.5 What Happened? I was able to set up a server on my Raspberry Pi 4 with the help of Copilot (I do not know Flask in the slightest). So now, when a device wants to send a message, the audio recording is sent to the Pi, requesting that it be translated to text. I’ve been experimenting with Claude on making a website to monitor the server’s status, but I will talk about that more in a later update if I decide to go that route. Today, I was able to make a CAD model of the housing of the device (The process of which is posted on Lapse). I have to admit, it looks a lot like the phreakers from the early days of calling. What’s Next? - Decision on whether to pursue web monitoring - Preliminary BOM - Timeline Estimation - Extra Features for the Device
Handcryption Status Update 0.0.3.6 What Happened? I added a cool new feature to the Handcryption device-GROUP CHATS!! This allows every user with a Handcryption device who opts to join the group to participate in conversations, fostering a more connected experience among users. I learned how to use Flask (thanks to GeeksforGeeks), which enabled me to seamlessly integrate the group chat feature into the server code running on the Raspberry Pi. In addition to the chat functionality, there is now a website hosted on the Raspberry Pi’s IP address that displays all the messages in the group chat. The caveat is that every message on the website is shown in its encrypted form to maintain security and confidentiality. Looking ahead, I plan to implement a feature that would allow Handcryption users to sign in to the website. This will enable them to view messages in a decrypted format, enhancing user experience while still prioritizing privacy. I believe these developments will significantly improve user engagement and create a more dynamic platform for communication. My device(s) are becoming more and more like a phone What’s next? - Preliminary BOM - Increase Website Functionality - Timeline Estimation - Code Cleanup and Extra Features Photo Description: Some of the server code for the group chat
Handcryption Status Update 0.0.3.9 What Happened? Ok, big change to the workings of this device. Previously, this device could only work locally, but through my Raspberry Pi server and a domain through ngrok, I can make the device work on the cloud, and I have altered the server code and main device code to work this way. Also, instead of using IPs to identify devices, I am using my own identification system that is like a phone number, a sequence of 9 digits. I recognize that this may be a small number of available sequences, but for now, it is a good amount. I can change this later. So, to send messages now, instead of using a socket, the device sends an HTTP request to the ngrok domain hosted by the Pi. The request includes the message, the destination’s ID, and the sender’s (the device’s) ID. The server then stores this information in a “mailbox” -a collection of all sent messages. The receiving device, every 2 seconds, is sending an HTTP request to the server asking if there is anything in its mailbox. If so, the server returns the message(s) with the sender ID so the receiver can match that to a contact. The cloud update has made my overall code length shorter, as most of the long sequences of code have been simplified to shorter HTTP requests. Also, as promised, this is my part BOM: https://github.com/Joethebeast-coder/Handheld-Encryption-Device/tree/main/Hardware What’s Next in 0.0.4? - Extra Add-on Device Features - Maybe more website interactivity
Hancryption Status Update 0.0.4 What Happened? So, I added in one last new feature to my code: voice messages. In order to play the audio, I have decided to ditch the piezo and use an actual speaker breakout, and I have updated the BOM on my Github as such (check the last devlog). Other than that, I have been cleaning and debugging the code, and adding in comments; all to get it ready to request for funding. For some reason, my hackatime on the Stardance website isn’t synced with what my Hackatime dashboard says. So, I’m posting this much eariler than I would have wanted in hopes to fix that issue. What’s Next? Sneak Peak at Funding Request Version Timeline
Handcryption Status Update 0.1 What’s Happening? So, I have been able to clean up everything in my code. I have added comments and the ability to connect to Wi-Fi. All of my code has been uploaded to GitHub for review for funding. Also on GitHub are my 3D models. Be aware that the part models’ heights are an estimate based on the total height of the part given (if that makes sense). When printing the cover, I am planning to swap the filament from PLA to TPU to make the pads holding the buttons squishy. I am a little disappointed that the hackatime in my VS Code editor stopped recording time, and I lost 2 hours, but I will just use Lapse from now on. GitHub Repo
Handcryption Status Update 0.1.1 This is a short update. I am currently waiting for funding, but I was able to design some button caps in CAD. I really hope I get S tier so I can get to Open Sauce Update On Me: My schedule is super packed. I’m starting to regret taking on a lot of things this summer.
FINAL Handcryption Build Sorry if its been so long, I have been doing a lot this summer, but here is what happened over the past month. (Time shown does not reflect time spent, as hackatime wasn’t working when I was coding and I didn’t record the building process) So, I was able to assemble 1 working device with the one working e-ink display I had left. I was on a time crunch as I was trying to qualify for Outpost. I was able to submit it in time, and I shipped it for Outpost. The device has all the previously specified features, such as peer-to-peer messaging and message history. The microphone and speaker are very weird, as they are analog, so the audio quality is questionable. However, the project works great! At Outpost, I had a really good time with my fellow Hack Clubbers. Thank you Hack Club for making this all possible. (P.S. You should allow me to remove my request for funding and submit it normally).
Ships:
I made a hardware-based encrypted peer-to-peer messaging device built on CircuitPython (ESP32-S2). It is able to send text messages to others of this device over http using a Raspberry Pi Server. I have to hold off of the audio side, as this device uses an analog microphone, which does not record great audio. However, the texting portion works really well. I built all of this in less than two weeks in order to qualify for Hack Club Outpost. I hope you like it!...
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1793134465.6898816
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1793220865.6898816
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3236
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Apex Scholar by @Anvith | Stardance
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Anvith
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1
|
34.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T17:47:40Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made Apex Scholar, which is meant to help students self-learn AP subjects. I made this since I didn’t understand sometimes what my teacher was teaching, and I didn’t know how to self study. In Apex Scholar, there are AI tutors that are each trained on their respective Course & Exam Description, a practice hub where you can take practice tests, create flashcards, learn, review topics, and more, and also a scheduler, which schedules when you should study and do your homework. I would greatly appreciate any feedback!", "repo": "https://github.com/AnvithPothula/apex-scholar", "demo": "https://apex-scholar.com"}]...
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[{"post_id": 80442, "ts": "202 [{"post_id": 80442, "ts": "2026-10-17T17:11:00Z", "hours": 6.3394, "text": "There were a few bugs throughout the website that I took care of. It is basically finished, though I might ship again after this ship if I add updated based on the feedback."}, {"post_id": 79400, "ts": "2026-10-13T20:16:43Z", "hours": 26.7125, "text": "I’ve done a lot of changes, mostly with adding a practice hub."}, {"post_id": 2897, "ts": "2026-06-05T20:03:06Z", "hours": 0.5667, "text": "I am starting to make a Learn section"}]...
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Title: Apex Scholar by @Anvith | Stardance
Devlog Title: Apex Scholar by @Anvith | Stardance
Devlogs:
I am starting to make a Learn section
I’ve done a lot of changes, mostly with adding a practice hub.
There were a few bugs throughout the website that I took care of. It is basically finished, though I might ship again after this ship if I add updated based on the feedback.
Ships:
I made Apex Scholar, which is meant to help students self-learn AP subjects. I made this since I didn’t understand sometimes what my teacher was teaching, and I didn’t know how to self study. In Apex Scholar, there are AI tutors that are each trained on their respective Course & Exam Description, a practice hub where you can take practice tests, create flashcards, learn, review topics, and more, and also a scheduler, which schedules when you should study and do your homework. I would greatly appreciate any feedback!...
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1793198908.4552238
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1793285308.4552238
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5999
|
Tungsten by @DrewRat | Stardance
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DrewRat
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1
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34.0
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613
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T19:35:33Z", "hours": 34.0, "multiplier": 17.84, "payout": 613, "blessing": "neutral", "text": "Tungsten is a simple, self-hosted WYSIWYG Markdown editor. It serves as an open-source alternative to Obsidian. It’s got many features, including highlighted code blocks, KaTeX editing, and much more! To try the demo, open the website and click “Try the Demo”!", "repo": "https://github.com/MrDiamondDog/tungsten", "demo": "https://tungsten-demo.drewrat.dev"}]...
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[{"post_id": 23038, "ts": "202 [{"post_id": 23038, "ts": "2026-07-05T19:28:28Z", "hours": 1.1903, "text": "Shipping time!!! VOTERS: OPEN THE WEBSITE AND CLICK “Try the Demo”!!!!! Did some quick bug fixes with the demo and we’re ready for launch! Specifically, making new files was completely broken for some reason, and I added the stardance logo to the README. Additionally, the readme is also fetched from github so I can update it on the fly if necessary. Error handling This was last on the list (for some reason), but all network errors are handled with a toast at the top of the screen, which makes it much clearer for everyone what went wrong."}, {"post_id": 22535, "ts": "2026-07-05T01:52:12Z", "hours": 2.1239, "text": "Themes, more bugs squashed! All the themes are based on the Catppuccin color palettes because they are wonderful, and allowed me to focus on other things instead of making a color palette. And it looks phenomenal! The theme switcher is painfully simple. React’s Context API is so underrated. It saves your theme in localstorage and loads it every time you open the page! File name restrictions This one was a little tricky to get correct. I had to go through a bunch of the old logic in the sidebar to ensure that no file names collided, and if they did, make sure that state doesn’t get pushed. Additionally, I had to make creating files look at the rest of the files in the folder and append a 1, 2, 3, etc. to “New File” so the names didn’t collide as soon as you created them. I was going to put these same restrictions on the server and realized that would take forever with little benefit, as if you break the client to send requests like that, then you’re going to break it. It doesn’t even break that badly, the files work perfectly fine, it’s really just links. After all, these are self-hosted instances, so if you forge some stupid requests I could not care less. Link handling Speaking of links, cross page links are functional again! I procrastinated this one too much but I just needed to make a new helper function, nodeFromPath . It takes an array of strings, being the path to a node, and give you the node (or undefined) that path leads to. I just love working with trees so much, recursive functions are my favorite"}, {"post_id": 21923, "ts": "2026-07-04T03:24:40Z", "hours": 4.4356, "text": "Self hosting, GitHub actions, SO MANY BUGS!!! Yay!!! Big updates!!! Almost ready to ship!!! (optimistically) Self hosting This is a big one. It also took me forever. But self hosting is fully functional through Docker! Not displayed is the 5 hours it took me to actually learn Docker… I have used it before but I haven’t actually learned what I was doing. Containers, images, volumes, compose, blah blag. But, it’s worth it because self-hosting is now just one or two commands away. A lot of the hours listed on this devlog is writing + refining the SELFHOST.md file! It’s a detailed document that describes Tungsten’s stack and how to host it on your hardware. Soon I hope to bring this to an actual website like the landing page for Tungsten. GitHub actions This is slightly less interesting, but gh actions are set up! It’ll test building the full project, then push a docker image, and do a quick codeql check. I copied most of this from Filatrack, I’ll be honest, but what can I say? It works great! Bugs I tried uploading an image while I was testing stuff and realized that Next.JS limits the body size of server actions quite a lot. Luckily there was an option to change it, and now you can change it to what you want! Also, the state of which files were unsaved got messed up somehow. When you clicked between an unsaved tab and a saved tab, the saved one would become unsaved! Quick fix but was pretty funny. What’s Next Well, my todo list is only getting fuller as the days go on. I pretty much add one or two things for every one I cross off. But all I’ve got left is to fix cross-page links (I broke them last devlog), file name restrictions (like a real filesystem), an options page, and proper error handling. After that (and whatever else I add), we’ll ship!"}, {"post_id": 20345, "ts": "2026-07-01T22:25:34Z", "hours": 3.1394, "text": "Landing page, demo mode (for you!) MANY bug fixes! The landing page is pretty simple. I’m not an artist by any means, so this will do. It’s mostly for you voters/reviewers to get an overview and try the demo! The demo is super simple. It’s a simple env flag that will change the landing page to what you see now. The demo button simply tries to log you in to the user “ [email protected] ” with password “demodemo”. This is the only user that will exist in the database, so it will just log in to that. All the server actions have their behavior changed in the demo to not make any changes to the database as well, so whatever you do isn’t saved. Bug fixes As you can see in the second image, I fixed many things that were bugging me. Namely, the URL bar. That’s how files would be selected, but it caused some really stupid state issues that caused a multitude of bugs and like 2 hours of headaches. That’s gone, and so is autosaving. Everything is now more performant as well!"}, {"post_id": 19680, "ts": "2026-07-01T02:15:07Z", "hours": 1.4117, "text": "Super not interesting update!! The editor now has a raw and read only view! The raw view lets you edit the raw markdown, and read only does exactly what you think it does. I ended up rewriting the logic for saving/loading in the editor, because it got extremely messy and was breaking down with all the features I’ve been adding. You won’t notice anything different, but it’s much more reliable!"}, {"post_id": 18627, "ts": "2026-06-29T20:28:21Z", "hours": 0.8939, "text": "Bug fixes, tables and a logo! We’re getting close to release. I’ve got a couple features I’d like to add and we’ll get going. Firstly, the logo! I made it myself of a reference image of actual tungsten, cause it’s a cool element. I based the style around the Obsidian logo, with distinct sections each with their own gradients to simulate lighting. My take on this uses all straight lines, as that’s part of the design of the UI. This is my first time really making SVG art, I think it looks pretty decent! Next, tables! and an upgraded menu bar! Surprisingly, tables were one of the easiest plugins to add. All my CSS work from like a week ago carried over here and it looks great. There might be some changes I do later on however. And a bunch of unrelated bug fixes that had to be done, as always."}, {"post_id": 18546, "ts": "2026-06-29T18:45:39Z", "hours": 2.6778, "text": "Cross file links! Links to different files work great! There’s a small dialog to edit the link and whatnot and it’ll take you to the specified page!! As much as I want to use wikilinks for this, that would require a custom plugin I don’t know how to make (I don’t even know if it’s really possible with MDXEditor). I’m gonna leave it at this for now, as the create link dialog works great for making them. I had to make some pretty major changes to how selecting files works, however. If you look at the URL bar, it now shows the selected file in it. That is now what determines the selected file, which I’ve been meaning to do for a while and makes links infinitely easier."}, {"post_id": 17984, "ts": "2026-06-28T22:56:11Z", "hours": 2.2972, "text": "Big updates today!!! Math and images!! Math was probably the hardest thing to add due to the lack of extensibility of the MDXEditor component I’m using. The plugin system is overly complex and makes zero sense since there is hardly any documentation on how to actually use it. Luckily, there is a jsxPlugin that lets the user make custom jsx components of your choosing. The other hard part was finding a suitable editor for the job. After much googling, I found MathLive, which is a currently unmaintained editor that does exactly what I need it to. Internally it uses KaTeX, which is what I was looking for. Now the problem arises: combining these libraries. This wasn’t easy; it took a lot of trial and error, as the documentation is limited. But the final result is incredibly worth it. A couple bugs still exist; notably, pressing the left or right arrow into the math editor does not focus your cursor in it; and similarly for moving out of it. I have no clue how to fix these, MDXEditor is not helpful in the slightest. A minor bug I can fix however is the autosaver not saving if only the MathEditor has changed. Images This one was so much easier! There’s a built in plugin for it. It even handles image resizing! I just have to handle uploading images to the server. I decided to make a table in the database that simply stores filenames and their associated users, just so you can’t access other user’s images. When you upload a file, it gives the editor a link to api/image/random-uuid.png . The api route checks the user id against the database and gives you the image in response. Possibly the dumbest thing ever is the fact that the image plugin limits the minimum size of the image at 100x100px. I don’t like this however cause I want to be able to put emojis in my markdown files, with possible support for later uploading custom emojis and using them in the editor. There is no customizing this value, it is hardcoded in the library. Luckily, pnpm natively supports patching node modules, and that’s exactly what I did. The minimum size is now 10x10!"}, {"post_id": 15955, "ts": "2026-06-25T22:24:57Z", "hours": 2.1378, "text": "Creating, renaming, and deleting files/folders! This one took a hot minute but it works really great! It’s so much better than using a modal to do everything! I didn’t actually know this but the tree component has support for creating files like this out of the box, it’s just not listed in any documentation so it took me a bit to find. It actually starts by creating a file named “New File”, then just immediately renaming it, which is a much cleaner solution than what I was planning Renaming is painfully simple, as it handles a bunch of the work too but it’s actually a completely different component it changes to when you start renaming, which ended up being so much easier to work with. I ran into one of the stupidest bugs ever while implementing renaming. The best way to describe it is “When renaming a file, if it is the open tab, whenever it autosaves it will reset the rename input cause it rerenders.” But basically, the autosaver would save the selected file, causing everything that uses useEditor to rerender, including the sidebar, which makes it re-render the input component for renaming, which resets the text to it’s initialName . It wasn’t hard to fix, I just made the autosaver not save if the content hasn’t changed, which I’ve been meaning to do anyway. For now, that is most of the hard features done the last hurdle that I’m not excited to implement is links between pages. I have no clue how that will work, especially with the component I’m using. But that’s next!"}, {"post_id": 14021, "ts": "2026-06-23T00:20:01Z", "hours": 2.2783, "text": "Code blocks!!! Now without major lag!! A very annoying bug with a solution I can’t believe I missed. Basically, to get large code blocks to work, MDXEditor gives you a codeMirrorPlugin . This plugin lets you pass a list of languages to have in the selector and to have syntax highlighting support for (codemirror provides a very large data set of them, luckily). The problem was, this list was very large and caused lag when typing. I ended up asking the discussions page and (after an unhelpful AI response), we figured out my onChange handler setting a content state that the markdown editor used was causing the whole thing to re-render every time you typed, and with the large language array, causing a lot of lag. You’ll notice in the video the language selector in the toolbar. So it was a very, very simple fix. I even went through and implemented auto-saving instead (every 5 seconds). It even stops you from leaving if it hasn’t saved yet! I also fixed a whole slew of scrolling issues with long markdown files. It was the stupidest thing ever and I’m not proud of the fix, but it works now."}, {"post_id": 12956, "ts": "2026-06-21T06:31:52Z", "hours": 1.0881, "text": "Little more work before the end of the day! (well, it’s past midnight so I guess not) Large code blocks work and are horribly laggy, will be fixing very soon. They are a pain to style properly since MDXEditor is heavily opinionated and makes everything hard to style. You can now drag and drop tabs! I only had to install a second library for DnD to make it work! (Drag and drop is the worst thing. Ever.) I love making my bundle size 10% larger with bloated libraries"}, {"post_id": 12901, "ts": "2026-06-21T04:02:48Z", "hours": 3.9036, "text": "The sidebar is fully functional!! You can drag and drop all your files and folders around, nest them as much as you want, and it will retain all of this information in the database. It only took a database rework and many hours of my life Let’s talk about it… So. The database was originally structured with file and folder tables. Both of them had parentId fields and folders had children . Unfortunately this complicated the code more when I tried implementing this as I had to get all the files and folders and combine them into one array. I looked up the proper way to do this because I clearly was not doing it correctly, and switched to just one table, nodes. This simplified just about everything, and this made me split off the file contents as another table as well. I was meaning to do that anyway just to save on memory, as otherwise all the content of every file would be in memory all the time. Now this node table has all the same fields as before. How do I render this tree? I looked around for good libraries (there’s almost none), and found react-arborist . Looked great, had alright documentation. I started implementing it, and realized I needed to implement the control functions for moving the elements. That’s easy, I said. It wasn’t After like an hour it still was just not working. It was really close but was being weird. I looked up the proper way to do it with this library and apparently there’s a class that has a move function that does all the work for you. And yep. It works. For some reason it turned folders back into files but ended up being an easy fix. So that was a mess but here we are. It works flawlessly. Now I’ve got to implement context menus in this mess, including creating files in folders, etc."}, {"post_id": 12670, "ts": "2026-06-20T18:14:56Z", "hours": 1.2053, "text": "You can now save files! The dot indicator works similarly to basically every IDE ever and has surprisingly complicated logic with the close button as well. The Markdown editor I’m using is kinda a pain, but a lot better than making one from scratch. I had to implement the key listener on the div container for it. Soon I’ll implement the key listener on the whole page with a special handler that components can listen to. The only reason I even implemented the save system is to make it easier on the database. Without saving, it would write to the database every key press. I like this style better anyway, I think it’s pretty cool that it feels like an IDE!"}, {"post_id": 10195, "ts": "2026-06-16T20:09:06Z", "hours": 2.8036, "text": "Made the sidebar, tabs, and creating files work! You can open tabs for each file you’re working on and see the content of them in the editor. I actually went to the react documentation to learn some best practices… as I wanted to avoid passing a million props down through the component tree and passing a bunch of callbacks back up. This is called “prop drilling” and it’s the worst thing ever. I learned how to use React’s context system to “teleport” the props I need to the part of the tree that needs them. As you can see, it works flawlessly! Most of the components you see don’t even have props, which makes it so much easier to work with."}, {"post_id": 9069, "ts": "2026-06-15T04:30:34Z", "hours": 2.8292, "text": "Log in page and basic editor UI! I used Auth.JS for the credentials login. I actually hate that framework and could do it myself but I’m lazy. It probably took longer to set it up than to figure out how JWTs work. The editor is a WYSIWYG markdown editor called MDXEditor. It’s a struggle to work with cause they use their own stupid styling with no real way to style it other than overriding CSS that I can tell. Next up is getting pages working in the database!"}]...
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Title: Tungsten by @DrewRat | Stardance
Devlogs:
Title: Tungsten by @DrewRat | Stardance
Devlogs:
Log in page and basic editor UI! I used Auth.JS for the credentials login. I actually hate that framework and could do it myself but I’m lazy. It probably took longer to set it up than to figure out how JWTs work. The editor is a WYSIWYG markdown editor called MDXEditor. It’s a struggle to work with cause they use their own stupid styling with no real way to style it other than overriding CSS that I can tell. Next up is getting pages working in the database!
Made the sidebar, tabs, and creating files work! You can open tabs for each file you’re working on and see the content of them in the editor. I actually went to the react documentation to learn some best practices… as I wanted to avoid passing a million props down through the component tree and passing a bunch of callbacks back up. This is called “prop drilling” and it’s the worst thing ever. I learned how to use React’s context system to “teleport” the props I need to the part of the tree that needs them. As you can see, it works flawlessly! Most of the components you see don’t even have props, which makes it so much easier to work with.
You can now save files! The dot indicator works similarly to basically every IDE ever and has surprisingly complicated logic with the close button as well. The Markdown editor I’m using is kinda a pain, but a lot better than making one from scratch. I had to implement the key listener on the div container for it. Soon I’ll implement the key listener on the whole page with a special handler that components can listen to. The only reason I even implemented the save system is to make it easier on the database. Without saving, it would write to the database every key press. I like this style better anyway, I think it’s pretty cool that it feels like an IDE!
The sidebar is fully functional!! You can drag and drop all your files and folders around, nest them as much as you want, and it will retain all of this information in the database. It only took a database rework and many hours of my life Let’s talk about it… So. The database was originally structured with file and folder tables. Both of them had parentId fields and folders had children . Unfortunately this complicated the code more when I tried implementing this as I had to get all the files and folders and combine them into one array. I looked up the proper way to do this because I clearly was not doing it correctly, and switched to just one table, nodes. This simplified just about everything, and this made me split off the file contents as another table as well. I was meaning to do that anyway just to save on memory, as otherwise all the content of every file would be in memory all the time. Now this node table has all the same fields as before. How do I render this tree? I looked around for good libraries (there’s almost none), and found react-arborist . Looked great, had alright documentation. I started implementing it, and realized I needed to implement the control functions for moving the elements. That’s easy, I said. It wasn’t After like an hour it still was just not working. It was really close but was being weird. I looked up the proper way to do it with this library and apparently there’s a class that has a move function that does all the work for you. And yep. It works. For some reason it turned folders back into files but ended up being an easy fix. So that was a mess but here we are. It works flawlessly. Now I’ve got to implement context menus in this mess, including creating files in folders, etc.
Little more work before the end of the day! (well, it’s past midnight so I guess not) Large code blocks work and are horribly laggy, will be fixing very soon. They are a pain to style properly since MDXEditor is heavily opinionated and makes everything hard to style. You can now drag and drop tabs! I only had to install a second library for DnD to make it work! (Drag and drop is the worst thing. Ever.) I love making my bundle size 10% larger with bloated libraries
Code blocks!!! Now without major lag!! A very annoying bug with a solution I can’t believe I missed. Basically, to get large code blocks to work, MDXEditor gives you a codeMirrorPlugin . This plugin lets you pass a list of languages to have in the selector and to have syntax highlighting support for (codemirror provides a very large data set of them, luckily). The problem was, this list was very large and caused lag when typing. I ended up asking the discussions page and (after an unhelpful AI response), we figured out my onChange handler setting a content state that the markdown editor used was causing the whole thing to re-render every time you typed, and with the large language array, causing a lot of lag. You’ll notice in the video the language selector in the toolbar. So it was a very, very simple fix. I even went through and implemented auto-saving instead (every 5 seconds). It even stops you from leaving if it hasn’t saved yet! I also fixed a whole slew of scrolling issues with long markdown files. It was the stupidest thing ever and I’m not proud of the fix, but it works now.
Creating, renaming, and deleting files/folders! This one took a hot minute but it works really great! It’s so much better than using a modal to do everything! I didn’t actually know this but the tree component has support for creating files like this out of the box, it’s just not listed in any documentation so it took me a bit to find. It actually starts by creating a file named “New File”, then just immediately renaming it, which is a much cleaner solution than what I was planning Renaming is painfully simple, as it handles a bunch of the work too but it’s actually a completely different component it changes to when you start renaming, which ended up being so much easier to work with. I ran into one of the stupidest bugs ever while implementing renaming. The best way to describe it is “When renaming a file, if it is the open tab, whenever it autosaves it will reset the rename input cause it rerenders.” But basically, the autosaver would save the selected file, causing everything that uses useEditor to rerender, including the sidebar, which makes it re-render the input component for renaming, which resets the text to it’s initialName . It wasn’t hard to fix, I just made the autosaver not save if the content hasn’t changed, which I’ve been meaning to do anyway. For now, that is most of the hard features done the last hurdle that I’m not excited to implement is links between pages. I have no clue how that will work, especially with the component I’m using. But that’s next!
Big updates today!!! Math and images!! Math was probably the hardest thing to add due to the lack of extensibility of the MDXEditor component I’m using. The plugin system is overly complex and makes zero sense since there is hardly any documentation on how to actually use it. Luckily, there is a jsxPlugin that lets the user make custom jsx components of your choosing. The other hard part was finding a suitable editor for the job. After much googling, I found MathLive, which is a currently unmaintained editor that does exactly what I need it to. Internally it uses KaTeX, which is what I was looking for. Now the problem arises: combining these libraries. This wasn’t easy; it took a lot of trial and error, as the documentation is limited. But the final result is incredibly worth it. A couple bugs still exist; notably, pressing the left or right arrow into the math editor does not focus your cursor in it; and similarly for moving out of it. I have no clue how to fix these, MDXEditor is not helpful in the slightest. A minor bug I can fix however is the autosaver not saving if only the MathEditor has changed. Images This one was so much easier! There’s a built in plugin for it. It even handles image resizing! I just have to handle uploading images to the server. I decided to make a table in the database that simply stores filenames and their associated users, just so you can’t access other user’s images. When you upload a file, it gives the editor a link to api/image/random-uuid.png . The api route checks the user id against the database and gives you the image in response. Possibly the dumbest thing ever is the fact that the image plugin limits the minimum size of the image at 100x100px. I don’t like this however cause I want to be able to put emojis in my markdown files, with possible support for later uploading custom emojis and using them in the editor. There is no customizing this value, it is hardcoded in the library. Luckily, pnpm natively supports patching node modules, and that’s exactly what I did. The minimum size is now 10x10!
Cross file links! Links to different files work great! There’s a small dialog to edit the link and whatnot and it’ll take you to the specified page!! As much as I want to use wikilinks for this, that would require a custom plugin I don’t know how to make (I don’t even know if it’s really possible with MDXEditor). I’m gonna leave it at this for now, as the create link dialog works great for making them. I had to make some pretty major changes to how selecting files works, however. If you look at the URL bar, it now shows the selected file in it. That is now what determines the selected file, which I’ve been meaning to do for a while and makes links infinitely easier.
Bug fixes, tables and a logo! We’re getting close to release. I’ve got a couple features I’d like to add and we’ll get going. Firstly, the logo! I made it myself of a reference image of actual tungsten, cause it’s a cool element. I based the style around the Obsidian logo, with distinct sections each with their own gradients to simulate lighting. My take on this uses all straight lines, as that’s part of the design of the UI. This is my first time really making SVG art, I think it looks pretty decent! Next, tables! and an upgraded menu bar! Surprisingly, tables were one of the easiest plugins to add. All my CSS work from like a week ago carried over here and it looks great. There might be some changes I do later on however. And a bunch of unrelated bug fixes that had to be done, as always.
Super not interesting update!! The editor now has a raw and read only view! The raw view lets you edit the raw markdown, and read only does exactly what you think it does. I ended up rewriting the logic for saving/loading in the editor, because it got extremely messy and was breaking down with all the features I’ve been adding. You won’t notice anything different, but it’s much more reliable!
Landing page, demo mode (for you!) MANY bug fixes! The landing page is pretty simple. I’m not an artist by any means, so this will do. It’s mostly for you voters/reviewers to get an overview and try the demo! The demo is super simple. It’s a simple env flag that will change the landing page to what you see now. The demo button simply tries to log you in to the user “ [email protected] ” with password “demodemo”. This is the only user that will exist in the database, so it will just log in to that. All the server actions have their behavior changed in the demo to not make any changes to the database as well, so whatever you do isn’t saved. Bug fixes As you can see in the second image, I fixed many things that were bugging me. Namely, the URL bar. That’s how files would be selected, but it caused some really stupid state issues that caused a multitude of bugs and like 2 hours of headaches. That’s gone, and so is autosaving. Everything is now more performant as well!
Self hosting, GitHub actions, SO MANY BUGS!!! Yay!!! Big updates!!! Almost ready to ship!!! (optimistically) Self hosting This is a big one. It also took me forever. But self hosting is fully functional through Docker! Not displayed is the 5 hours it took me to actually learn Docker… I have used it before but I haven’t actually learned what I was doing. Containers, images, volumes, compose, blah blag. But, it’s worth it because self-hosting is now just one or two commands away. A lot of the hours listed on this devlog is writing + refining the SELFHOST.md file! It’s a detailed document that describes Tungsten’s stack and how to host it on your hardware. Soon I hope to bring this to an actual website like the landing page for Tungsten. GitHub actions This is slightly less interesting, but gh actions are set up! It’ll test building the full project, then push a docker image, and do a quick codeql check. I copied most of this from Filatrack, I’ll be honest, but what can I say? It works great! Bugs I tried uploading an image while I was testing stuff and realized that Next.JS limits the body size of server actions quite a lot. Luckily there was an option to change it, and now you can change it to what you want! Also, the state of which files were unsaved got messed up somehow. When you clicked between an unsaved tab and a saved tab, the saved one would become unsaved! Quick fix but was pretty funny. What’s Next Well, my todo list is only getting fuller as the days go on. I pretty much add one or two things for every one I cross off. But all I’ve got left is to fix cross-page links (I broke them last devlog), file name restrictions (like a real filesystem), an options page, and proper error handling. After that (and whatever else I add), we’ll ship!
Themes, more bugs squashed! All the themes are based on the Catppuccin color palettes because they are wonderful, and allowed me to focus on other things instead of making a color palette. And it looks phenomenal! The theme switcher is painfully simple. React’s Context API is so underrated. It saves your theme in localstorage and loads it every time you open the page! File name restrictions This one was a little tricky to get correct. I had to go through a bunch of the old logic in the sidebar to ensure that no file names collided, and if they did, make sure that state doesn’t get pushed. Additionally, I had to make creating files look at the rest of the files in the folder and append a 1, 2, 3, etc. to “New File” so the names didn’t collide as soon as you created them. I was going to put these same restrictions on the server and realized that would take forever with little benefit, as if you break the client to send requests like that, then you’re going to break it. It doesn’t even break that badly, the files work perfectly fine, it’s really just links. After all, these are self-hosted instances, so if you forge some stupid requests I could not care less. Link handling Speaking of links, cross page links are functional again! I procrastinated this one too much but I just needed to make a new helper function, nodeFromPath . It takes an array of strings, being the path to a node, and give you the node (or undefined) that path leads to. I just love working with trees so much, recursive functions are my favorite
Shipping time!!! VOTERS: OPEN THE WEBSITE AND CLICK “Try the Demo”!!!!! Did some quick bug fixes with the demo and we’re ready for launch! Specifically, making new files was completely broken for some reason, and I added the stardance logo to the README. Additionally, the readme is also fetched from github so I can update it on the fly if necessary. Error handling This was last on the list (for some reason), but all network errors are handled with a toast at the top of the screen, which makes it much clearer for everyone what went wrong.
Ships:
Tungsten is a simple, self-hosted WYSIWYG Markdown editor. It serves as an open-source alternative to Obsidian. It’s got many features, including highlighted code blocks, KaTeX editing, and much more! To try the demo, open the website and click “Try the Demo”!...
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WebOS by OS :) by @TXJ_PROGRAMER | Stardance
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-27T03:32:59Z", "hours": 10.0, "multiplier": 6.27, "payout": 61, "blessing": "neutral", "text": "i added more features and fixed some bugs . Ii added games like snake, 2048, minesweeper", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-26T14:06:12Z", "hours": 23.0, "multiplier": 2.91, "payout": 11, "blessing": "neutral", "text": "Its a WebOS made to experement and experence a OS ina website.", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}, {"ship_num": 3, "ts": "2026-06-23T10:02:08Z", "hours": 0.0, "multiplier": 8.23, "payout": 2, "blessing": "neutral", "text": "Its a WebOS made to experement and experence a OS ina website.", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}, {"ship_num": 4, "ts": "2026-06-23T05:03:46Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Its a WebOS made to experement and experence a OS ina website.", "repo": "https://github.com/srinj-ai/WebOS-portfolio", "demo": "https://web-os-portfolio-lake.vercel.app/"}]...
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[{"post_id": 74272, "ts": "202 [{"post_id": 74272, "ts": "2026-09-27T03:30:56Z", "hours": 5.0336, "text": "Dev Vlog #10 — Added Minesweeper! 💣 Hey everyone, welcome back to another WebOS update! This time I made another classic game, Minesweeper . Some lines of code to make the mines and tile revealing work, like: const revealCell = ( row : number , col : number ) => { if ( board [ row ][ col ]. isMine ) { setGameStatus ( ' lost ' ); return ; } const newBoard = board . map (( r ) => [... r ]); newBoard [ row ][ col ]. isRevealed = true ; setBoard ( newBoard ); }; The game now has tile movement, merging tiles, and adding new tiles after each move. it was too hard to set the tile screen and mines & it still have bugs , but its good for now and i am gona a ship it 😋😋"}, {"post_id": 73917, "ts": "2026-09-26T09:54:03Z", "hours": 1.1503, "text": "JUST A QUICK CAPUP just to remind u guys to I fixed some lag issue abt 2048 and snake and added both to CMD :)"}, {"post_id": 73124, "ts": "2026-09-24T13:18:57Z", "hours": 0.3172, "text": "Dev Vlog #9 — Added 2048 Game! Hey everyone, welcome back to another WebOS update! This time I made another popular game, 2048 . Some lines of code to make the tiles move and merge, like: const moveRow = ( row : number []) => { const filtered = row . filter (( value ) => value !== 0 ); const result : number [] = []; for ( let i = 0 ; i < filtered . length ; i ++ ) { if ( filtered [ i ] === filtered [ i + 1 ]) { result . push ( filtered [ i ] * 2 ); i ++ ; } else { result . push ( filtered [ i ]); } } while ( result . length < 4 ) { result . push ( 0 ); } return result ; }; I changed my mind at last to shift form minesweeper It was pretty fun making 2048 and getting the tile movement and merging to work properly inside WebOS. i will make minesweeper now!!!!!!"}, {"post_id": 62751, "ts": "2026-09-06T08:28:04Z", "hours": 3.295, "text": "Dev Vlog #9 — Added Snake Game! Hey everyone, welcome back to another WebOS update! This time I made a game, quite a popular one, Snake Game. Some lines of code to make its movement and food growth work, like: currentWindows . map (( appWindow ) => { const game = appWindow . gameState ?. snake ; if ( ! game || game . status !== ' playing ' ) return appWindow ; const head = game . body [ 0 ]; const direction = game . nextDirection ; const nextHead = { x : ( head . x + direction . x + SNAKE_SIZE ) % SNAKE_SIZE , y : ( head . y + direction . y + SNAKE_SIZE ) % SNAKE_SIZE , }; const hitSelf = game . body . some ( ( point ) => point . x === nextHead . x && point . y === nextHead . y ); if ( hitSelf ) { return { ... appWindow , gameState : { ... appWindow . gameState , snake : { ... game , status : ' lost ' }, }, }; } It does not die when it hits the wall, but ends up on the other side of the screen. It dies when it hits itself. OK then , its all for today if will make minesweeper next it may take AI to help , but i will try my best 🤧🤧"}, {"post_id": 54533, "ts": "2026-08-25T15:44:14Z", "hours": 20.9406, "text": "Dev Vlog #8 — Finally Working! Hey everyone, welcome back to another WebOS update! I have fully compleated my terminal and going for a ship please support and enjoy thank u all and bye!!! XD"}, {"post_id": 23367, "ts": "2026-07-06T09:14:41Z", "hours": 0.6261, "text": "Dev Vlog #7 — Terminal is Finally Working! Hey everyone, welcome back to another WebOS update! This time I finished one of the apps I was most excited abt the : Terminal . It can now run basic commands and works right inside the WebOS window system. Current commands include: help — Shows all available commands clear — Clears the terminal about — Gives a short description about the project XD date — Shows the current date and time apps — Shows all the available apps files — Shows all available files stored open notepad — Opens Notepad open calculator — Opens Calculator open files — Opens Files open portfolio — Redirects website to my portfolio https://srinj-ai.github.io/MY-PORTFOLIO/ XD Getting all of these commands working took a lot more logic than I expected, but it was definitely worth it. Next, I’m planning to add more commands, improve the desktop, and keep making WebOS feel more like a real operating system. thank u all and bye!!! XD"}, {"post_id": 22678, "ts": "2026-07-05T07:18:57Z", "hours": 0.6128, "text": "Dev Vlog #6 — File Explorer is Finally Done! Hey everyone, welcome back to another WebOS update! it took longer than I expected, but it finally work . it Stores the file created by notebook and displaces it in file explorer NEXT Next, I’ll be working on adding more apps like CMD ( i think so). There’s still a lot I want to add, and plese give me suggestion what to add next. bye see in the next one !!"}, {"post_id": 17428, "ts": "2026-06-28T06:26:47Z", "hours": 0.3492, "text": "DevLog #5 Minor bug fix and Notepad update Hey everyone, welcome back to another WebOS update! i have fix some bugs related to calcylator and notepad i also changed the colour of text in notepad so you gays can have a hacker vibe :)"}, {"post_id": 14266, "ts": "2026-06-23T09:21:18Z", "hours": 0.2822, "text": "Dev Vlog #4 — Last-Minute Fixes Before Release 🚀 Hey everyone, welcome back to another WebOS update! This update was mostly about fixing things before release. Changes Made Fixed photo issues Fixed source code issues Honestly, there’s not much to show in this update, but these fixes were important to get done before shipping. Hopefully everything goes well and it gets accepted Project Status: 🟢 Release Ready"}, {"post_id": 12961, "ts": "2026-06-21T06:45:19Z", "hours": 0.5425, "text": "Dev Vlog #3 — WebOS is Ready to Ship 🚀 After weeks of coding, fixing bugs, and adding features, WebOS is finally finished and ready to ship! WebOS is a browser-based desktop experience built with React, TypeScript, and Vite. The goal was simple: make something that feels like a real operating system while running entirely in the browser. Features Desktop-style operating system interface Draggable and focusable application windows Notepad Calculator About/Welcome App Start Menu Live taskbar clock Active window management Window controls (open, close) Responsive design With everything planned now completed, WebOS v1 is officially finished and ready to ship. 🎉 Thanks to everyone who followed the project and read the devlogs along the way. This is the end of the WebOS v1 journey, and now let’s see if all the hard work pays off and how people react to it. Project Status: 🟢 Ready to Ship"}, {"post_id": 12386, "ts": "2026-06-20T06:54:44Z", "hours": 0.4369, "text": "Dev Vlog #2 — Calculator is Done! Hey everyone, welcome back to another WebOS update! Since the last devlog, I’ve finished the second app : a Calculator !!! . It can: Perform basic calculations Use multiple operators in one expression Handle parentheses correctly Display accurate results Run inside the WebOS window system One thing I’m pretty happy with is that it doesn’t use JavaScript’s built-in eval() function. Instead, it processes expressions itself, which gives me more control over how calculations work. Next, I’ll be improving the window system and starting work on a File Explorer. Project Status: 🟡 Early Development ALSO FOLLOW MY “VORTEX AI” PROJECT"}, {"post_id": 6211, "ts": "2026-06-10T13:02:02Z", "hours": 0.3842, "text": "Dev Vlog #1 — Notepad is Done! 🚀 Hey everyone, welcome to the first WebOS devlog! I’ve finished the first app for WebOS: Notepad . Right now, it lets you: Open it from the desktop Type and edit text Use it as a simple note-taking app Experience the first working WebOS window I’m also working on improving the desktop, fixing bugs, and planning the next features. Next up: Taskbar Calculator WebOS is still in the very early stages, but it’s nice to finally have the first app up and running. Project Status: 🟡 Early Development"}]...
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Title: WebOS by OS :) by @TXJ_PROGRAMER | Stardanc Title: WebOS by OS :) by @TXJ_PROGRAMER | Stardance
Devlogs:
Dev Vlog #1 — Notepad is Done! 🚀 Hey everyone, welcome to the first WebOS devlog! I’ve finished the first app for WebOS: Notepad . Right now, it lets you: Open it from the desktop Type and edit text Use it as a simple note-taking app Experience the first working WebOS window I’m also working on improving the desktop, fixing bugs, and planning the next features. Next up: Taskbar Calculator WebOS is still in the very early stages, but it’s nice to finally have the first app up and running. Project Status: 🟡 Early Development
Dev Vlog #2 — Calculator is Done! Hey everyone, welcome back to another WebOS update! Since the last devlog, I’ve finished the second app : a Calculator !!! . It can: Perform basic calculations Use multiple operators in one expression Handle parentheses correctly Display accurate results Run inside the WebOS window system One thing I’m pretty happy with is that it doesn’t use JavaScript’s built-in eval() function. Instead, it processes expressions itself, which gives me more control over how calculations work. Next, I’ll be improving the window system and starting work on a File Explorer. Project Status: 🟡 Early Development ALSO FOLLOW MY “VORTEX AI” PROJECT
Dev Vlog #3 — WebOS is Ready to Ship 🚀 After weeks of coding, fixing bugs, and adding features, WebOS is finally finished and ready to ship! WebOS is a browser-based desktop experience built with React, TypeScript, and Vite. The goal was simple: make something that feels like a real operating system while running entirely in the browser. Features Desktop-style operating system interface Draggable and focusable application windows Notepad Calculator About/Welcome App Start Menu Live taskbar clock Active window management Window controls (open, close) Responsive design With everything planned now completed, WebOS v1 is officially finished and ready to ship. 🎉 Thanks to everyone who followed the project and read the devlogs along the way. This is the end of the WebOS v1 journey, and now let’s see if all the hard work pays off and how people react to it. Project Status: 🟢 Ready to Ship
Dev Vlog #4 — Last-Minute Fixes Before Release 🚀 Hey everyone, welcome back to another WebOS update! This update was mostly about fixing things before release. Changes Made Fixed photo issues Fixed source code issues Honestly, there’s not much to show in this update, but these fixes were important to get done before shipping. Hopefully everything goes well and it gets accepted Project Status: 🟢 Release Ready
DevLog #5 Minor bug fix and Notepad update Hey everyone, welcome back to another WebOS update! i have fix some bugs related to calcylator and notepad i also changed the colour of text in notepad so you gays can have a hacker vibe :)
Dev Vlog #6 — File Explorer is Finally Done! Hey everyone, welcome back to another WebOS update! it took longer than I expected, but it finally work . it Stores the file created by notebook and displaces it in file explorer NEXT Next, I’ll be working on adding more apps like CMD ( i think so). There’s still a lot I want to add, and plese give me suggestion what to add next. bye see in the next one !!
Dev Vlog #7 — Terminal is Finally Working! Hey everyone, welcome back to another WebOS update! This time I finished one of the apps I was most excited abt the : Terminal . It can now run basic commands and works right inside the WebOS window system. Current commands include: help — Shows all available commands clear — Clears the terminal about — Gives a short description about the project XD date — Shows the current date and time apps — Shows all the available apps files — Shows all available files stored open notepad — Opens Notepad open calculator — Opens Calculator open files — Opens Files open portfolio — Redirects website to my portfolio https://srinj-ai.github.io/MY-PORTFOLIO/ XD Getting all of these commands working took a lot more logic than I expected, but it was definitely worth it. Next, I’m planning to add more commands, improve the desktop, and keep making WebOS feel more like a real operating system. thank u all and bye!!! XD
Dev Vlog #8 — Finally Working! Hey everyone, welcome back to another WebOS update! I have fully compleated my terminal and going for a ship please support and enjoy thank u all and bye!!! XD
Dev Vlog #9 — Added Snake Game! Hey everyone, welcome back to another WebOS update! This time I made a game, quite a popular one, Snake Game. Some lines of code to make its movement and food growth work, like: currentWindows . map (( appWindow ) => { const game = appWindow . gameState ?. snake ; if ( ! game || game . status !== ' playing ' ) return appWindow ; const head = game . body [ 0 ]; const direction = game . nextDirection ; const nextHead = { x : ( head . x + direction . x + SNAKE_SIZE ) % SNAKE_SIZE , y : ( head . y + direction . y + SNAKE_SIZE ) % SNAKE_SIZE , }; const hitSelf = game . body . some ( ( point ) => point . x === nextHead . x && point . y === nextHead . y ); if ( hitSelf ) { return { ... appWindow , gameState : { ... appWindow . gameState , snake : { ... game , status : ' lost ' }, }, }; } It does not die when it hits the wall, but ends up on the other side of the screen. It dies when it hits itself. OK then , its all for today if will make minesweeper next it may take AI to help , but i will try my best 🤧🤧
Dev Vlog #9 — Added 2048 Game! Hey everyone, welcome back to another WebOS update! This time I made another popular game, 2048 . Some lines of code to make the tiles move and merge, like: const moveRow = ( row : number []) => { const filtered = row . filter (( value ) => value !== 0 ); const result : number [] = []; for ( let i = 0 ; i < filtered . length ; i ++ ) { if ( filtered [ i ] === filtered [ i + 1 ]) { result . push ( filtered [ i ] * 2 ); i ++ ; } else { result . push ( filtered [ i ]); } } while ( result . length < 4 ) { result . push ( 0 ); } return result ; }; I changed my mind at last to shift form minesweeper It was pretty fun making 2048 and getting the tile movement and merging to work properly inside WebOS. i will make minesweeper now!!!!!!
JUST A QUICK CAPUP just to remind u guys to I fixed some lag issue abt 2048 and snake and added both to CMD :)
Dev Vlog #10 — Added Minesweeper! 💣 Hey everyone, welcome back to another WebOS update! This time I made another classic game, Minesweeper . Some lines of code to make the mines and tile revealing work, like: const revealCell = ( row : number , col : number ) => { if ( board [ row ][ col ]. isMine ) { setGameStatus ( ' lost ' ); return ; } const newBoard = board . map (( r ) => [... r ]); newBoard [ row ][ col ]. isRevealed = true ; setBoard ( newBoard ); }; The game now has tile movement, merging tiles, and adding new tiles after each move. it was too hard to set the tile screen and mines & it still have bugs , but its good for now and i am gona a ship it 😋😋
Ships:
Its a WebOS made to experement and experence a OS ina website.
Its a WebOS made to experement and experence a OS ina website.
Its a WebOS made to experement and experence a OS ina website.
i added more features and fixed some bugs . Ii added games like snake, 2048, minesweeper...
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1793134139.4095721
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1793220539.4095721
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19050
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PennyWise by @DinoLife | Stardance
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DinoLife
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2
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34.0
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466
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T02:44:32Z", "hours": 0.0, "multiplier": 14.54, "payout": 7, "blessing": "neutral", "text": "I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}, {"ship_num": 2, "ts": "2026-09-23T09:57:21Z", "hours": 34.0, "multiplier": 13.52, "payout": 459, "blessing": "neutral", "text": "I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.", "repo": "https://github.com/karwals/PennyWise", "demo": "https://penny-wise-pu256a31d-karwals-projects.vercel.app/"}]...
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[{"post_id": 73910, "ts": "202 [{"post_id": 73910, "ts": "2026-09-26T09:40:16Z", "hours": 0.4942, "text": "Fixed some different device size display bugs."}, {"post_id": 72595, "ts": "2026-09-23T09:41:20Z", "hours": 3.6022, "text": "I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator"}, {"post_id": 70414, "ts": "2026-09-19T04:30:28Z", "hours": 1.2528, "text": "I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it."}, {"post_id": 70029, "ts": "2026-09-18T10:06:05Z", "hours": 0.8919, "text": "I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base."}, {"post_id": 70019, "ts": "2026-09-18T09:04:59Z", "hours": 2.8569, "text": "Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them."}, {"post_id": 69029, "ts": "2026-09-16T07:48:28Z", "hours": 4.3497, "text": "Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts."}, {"post_id": 67073, "ts": "2026-09-13T03:47:50Z", "hours": 1.9522, "text": "I started to do the learn more section. and make some improvements to the landing page and other part of the website."}, {"post_id": 64647, "ts": "2026-09-09T06:42:35Z", "hours": 2.2644, "text": "Bid some testing. Started to make the dashboard page."}, {"post_id": 64072, "ts": "2026-09-08T06:56:52Z", "hours": 3.2106, "text": "I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0."}, {"post_id": 61416, "ts": "2026-09-04T09:57:26Z", "hours": 5.6731, "text": "Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website."}, {"post_id": 21364, "ts": "2026-07-03T08:07:00Z", "hours": 0.3925, "text": "Made the logo"}, {"post_id": 14961, "ts": "2026-06-24T09:21:58Z", "hours": 3.0328, "text": "I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next."}, {"post_id": 12800, "ts": "2026-06-20T22:40:19Z", "hours": 1.4611, "text": "Started to make the create expenses thing does not work right now. making it work is the next step."}, {"post_id": 11177, "ts": "2026-06-18T08:45:46Z", "hours": 1.4839, "text": "Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget."}, {"post_id": 9821, "ts": "2026-06-16T08:33:43Z", "hours": 1.0094, "text": "I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse."}, {"post_id": 9566, "ts": "2026-06-15T22:50:55Z", "hours": 0.5014, "text": "Making the login look better."}]...
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Title: PennyWise by @DinoLife | Stardance
Devlogs Title: PennyWise by @DinoLife | Stardance
Devlogs:
Making the login look better.
I made the text in the background liek more to my liking and i would love to have soem feedback on what you guys think about it. The images also have my current budgets tab and the create budgets popup. I also made it so that when the budgets are still loading there is like a loading animation the gray boxes also like pulse.
Started on the expenses tab. Made it so that when you click on one of the budgets you get set to the expenses tab for that budget.
Started to make the create expenses thing does not work right now. making it work is the next step.
I made the create expense thing work. I also made them diplay in a table at the bottom. I found that after creating an expense, the text remained in the input boxes. To fix this, I cleared the input field state values after the expense was successfully added to the database. By add setName(“”); setAmount(“”); when with the toast. The date part is nto working right now but that is want i am going to do next.
Made the logo
Testing and improvement. I did some test on the budget and expense creation and found out that I had not really made it that full from like you were able to enter negative number and stuff. I also did some testing on how i was going host the website.
I added edit and delete buttons to delete or edit budgets. I also made it so you can press enter in the input sections to make it so that if every thing is right it will add the budget or expense. I also make it so that you can only add numbers and not letter and the number has to be above 0.
Bid some testing. Started to make the dashboard page.
I started to do the learn more section. and make some improvements to the landing page and other part of the website.
Did more of the budget tab and learn more. In the budgets tab I made the animation for the graph and looks of the graph a lot better. I also did some Boundary testing for the graph. I also went through and made sure that everything was smaller screen compatible/ easily usable. Love to hear your thoughts.
Finished the dashboard page on the website. I decided to make it display the Total Budgets, Total Spent, No. of Budgets, Activity, Budgets, and Expenses. If you have any suggestions I would love to hear them.
I also came across the bug that if you had no budgets created the skeleton loader would still show. This happen because the code was just checking if there was more then 0 budget or not. I changed it to stop after the website had connected with the data base.
I found out that if you changed the number and the end of the link when you were in one of the budget’s expenses tab you can access other peoples’ data and edit it. This is a big privacy breach and makes my website not very secure so I fixed it.
I did some testing to make sure everything was nice and worked well on different screen sizes. I also hosted it on vercel. I also made some over all improvement to the layout of the code. I also made my own logo in illustrator
Fixed some different device size display bugs.
Ships:
I made a Money Management website. That is targeted at 15-19 year old. I made this to solve the problem of people spending money on things they can’t afford and ending up in debt without realizing. So, I wanted to create a product that helped them view and visualize their money in one place. I would love for you to try out signing up and try to create budget and expenses.
I fixed some more of my screen size bug. Like on mobile the baseboard was kinda weird so I fixed it. I also added a like better thing to the dashboard when there was no budgets....
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1793148949.6459858
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1793235349.6459858
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23540
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Thermals by @MarioS271 | Stardance
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MarioS271
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1
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34.0
|
480
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-20T20:13:09Z", "hours": 34.0, "multiplier": 13.98, "payout": 480, "blessing": "neutral", "text": "Hi! Welcome to my project, Thermals. ######## It is a system resource monitor for Windows and Linux, written in Java. It monitors the following: CPU (usage, frequency, temperature) RAM (usage, free, on linux also cached) GPU (usage, temp, VRAM usage) Disks (name, mountpoint, read/write, usage) Network (adapter name, download/upload) Known Issues: Intel GPUs under Windows only report temperature correctly due to intel not really making it possible to read GPU data like you can with NVAPI/ADLX Intel GPUs under Linux do not show up at all AMD GPUs under Linux are untested and may not work (due to me not having AMD hardware avail, on windows a friend tested it for me) Tested on: Windows (Lenovo LOQ Gaming 15IRH8; i7-13620H, NVIDIA RTX 4050 Laptop GPU) WSL (same lenovo as above) Windows (Custom Build; AMD Ryzen 7 something, AMD Radeon something) Ubuntu 25.10 (Dell Latitude 5410; Stock) It works by polling hardware data on a background thread and pushing updates to the UI via a listener system. Data sources differ by platform: On windows, data comes from OSHI (a java library), D3DKMTHK for mainly GPU count and temperature on intel GPUs, NVAPI for NVIDIA GPUs and ADLX for AMD GPUs. The last three use an external C++ helper which interacts with these libraries and returns a json structure to the java app via stdout, which contains all the detected values. On Linux, data comes from OSHI, nvidia-smi and hwmon. The UI is built with Java Swing and FlatLaf for a dark, modern, Jetbrains-IDE-like style. For graphs, JFreeChart was used. The App also has a system tray icon, of which the color indicates the current CPU temperature. ######## I hope you have fun trying my project! :)", "repo": "https://github.com/MarioS271/thermals", "demo": "https://github.com/MarioS271/thermals/releases/latest"}]...
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[{"post_id": 51260, "ts": "202 [{"post_id": 51260, "ts": "2026-08-20T19:56:57Z", "hours": 6.3822, "text": "Everything finally works!! I added support for linux and tested on WSL and native Ubuntu. Everything works perfectly (except AMD GPUs on Linux, didn’t have any hardware to test that…) In the last two days, a lot of changes happened, which are listed below. Changelog August 19th: Window immediately opens on app start now App now works without a tray icon Remove fan speed display Add CPU temp sensing for linux Make Disk and Net Panels grow on more entries that can fit Add filter for unwanted mounts/filesystems on disks view Hide middle panel (GPUs) if no valid GPU is present (mainly happens on linux + intel gpu) Implement GPU stat reading for NVIDIA and AMD GPUs in Linux Switch to JBR (Jetbrains Runtime) to fix scaling issues on Linux Create & debug CI/CD pipeline (a sh * t ton of debugging mostly) Add the logo Add file lock for only one instance Add PawnIO install prompt August 20th: Overhaul the tray icon behaviour and window controls Switch RAM graph to percentages from absolute values Add EMA filter for CPU temperature Add temperature data to CPU and GPU graphs Add color coded font for stats corresponding to graph datasets Fix up popups and the main class Clean up and optimize the whole app a little Fix Linux app launch Hide the AppImage mount under Linux … and of course tons of tiny tweaks and fixes everywhere too. :)"}, {"post_id": 49804, "ts": "2026-08-18T18:59:30Z", "hours": 2.3211, "text": "All Sensor Data works now! :) (on windows at least) Disks Per disk, you get its name and mountpoint, its R/W and its current capacity (used/total GB, progress bar and percentage). Network Adapters Per adapter, you get name and up/down speeds. Names above 40 chars are shortened to avoid text of the speed and name colliding. Next Up I’m working on getting Linux working too. Will probably have that done by tomorrow."}, {"post_id": 48405, "ts": "2026-08-16T18:54:25Z", "hours": 0.9208, "text": "RAM Panel and ADLX works! (yes, i did the adlx part partially using claude because i don’t hate myself enough to work on the adlx stuff for 5h when i have to get up tomorrow)"}, {"post_id": 48363, "ts": "2026-08-16T17:54:30Z", "hours": 3.6458, "text": "CPU and GPU data working! The Data Sources For CPU, mostly OSHI. For CPU frequency, I’ve also decided to go back to OSHI for various reasons. CPU temperature is queried using PawnIO. For GPU(s), D3DKMTHK is used for a list of GPUs and GPU temperature. For all other metrics, NVAPI (NVIDIA API) is used. AMD GPUs will also get support in the near future (via ADLX), Intel GPUs won’t be supported though. The Architecture of the PawnIO Reader Data Path The Hardware Manager calls the method requestData in WindowsReader which hands it a SensorData object, which contains the CPU temperature and a list of GpuData object, which look like this: public record GpuData ( String name , double tempC , double usagePct , long vramUsedMb , long vramTotalMb ) {} This data is then passed to all subclasses of the hardware manager that need it ( Cpu , Gpu ). Other Improvements The hardware manager now has a new method called addUpdateListener with which you can register a class that implements the HwUpdateListener interface. The hardware manager will then call onHwUpdate on all registered classes as soon as it has refreshed its data via OSHI and PawnIO-Reader. Additionally, the fan panel will not be displayed on windows because of reasons mentioned in the last devlog (too time-consuming to implement properly)"}, {"post_id": 47778, "ts": "2026-08-15T23:02:37Z", "hours": 2.1539, "text": "f * ck microsoft After MANY hours of research and wanting to launch this project into orbit WAY too many times, I’ve finally managed to query almost all of the missing and/or incorrect data in windows (CPU frequency and temp and all GPU stuff) except fan speeds i just dont care enough anymore to implement that too (why later). Why this is SO complicated In contrast to linux (which has hwmon), windows has no standardized way of getting proper sensor data reliably. CPU temp (accessible via WMI) is often not properly exposed by the manufacturer causing it to return either zero or garbage. CPU frequency is exposed, but it kinda lags behind and is measured/calculated badly. GPU stuff is basically not exposed at all, expect via their half-working API called “D3DKMTHK” (no i did not smash my keyboard) over which you can pretty reliably get GPU temp and memory frequency, but usage and fan speed not so much. For that, I used NVAPI (NVIDIA’s GPU query API). What? AMD and Intel GPUs don’t work with NVAPI? i know and i will not fix it, i don’t have the energy or time for that (i’m sorry). you’re welcome to give me a PR tho For the CPU stuff (frequency and temperatue) I used PawnIO, a kernel driver that can be scripted to do a lot of things. I use premade “AMX Modules” which basically are such scripts to get these CPU metrics. The AMX modules in use are: IntelMSR AMDFamily17 RyzenSMU (you can find these here ) The Final Solution A C++ shim which takes the data from PawnIO, NVAPI, “D3DKMTHK” and all the others and hands it to the java app via stdout . The java process runs the .exe everytime it needs the values, parses the returned json and saves the values. What were u talking about fan speeds too difficult again? You see, I could just do the same as with the CPU stuff (AMX modules). The problem is, the module LpcIO which exposes the EC (embedded controller) only exposes a direct path to it, meaning I’d have to implement and parse everything myself. The huge problem with this is: on laptops the EC is vendor-specific and undocumented, and on desktop, there are ~71 supported chips that require different implementations, which is probably the biggest waste of time, so I’ve decided to just skip fan speeds entirely."}, {"post_id": 27984, "ts": "2026-07-13T23:02:39Z", "hours": 3.5231, "text": "Partial Live CPU Data working! :) I’ve managed to get the live CPU stats (usage, per-core usage and (approx.) clock speed) and the CPU usage graph running. One problem with the current approach for measuring values (which is done using OSHI) is that on Windows, things like CPU temperature, CPU clock speed and others are not reliable. Why? On Windows, metrics like CPU temperature are read over WMI. However, the actual CPU temp is often only partially or not at all correctly exposed via WMI. CPU clock is often a stale/cached value or sometimes not at all given. This requires an external source of data which is both correct and more reliable. Technical Architecture of HwManager and live stats/graphs The hardware manager is a class that can provide all sensor data necessary. It abstracts OSHI and any future methods of aquiring data into one class (with instances of other classes such as Cpu ). It has its own thread which calls the pollValues method of all subclasses ( Cpu , …) which then update their internal values, which can be retrieved via getter functions. The Window class has an internal timer which calls the update method of TopPanel , MiddlePanel and BottomPanel , which then call each component panel’s update method which then update their stats and graphs."}, {"post_id": 22487, "ts": "2026-07-04T23:44:30Z", "hours": 2.0642, "text": "Fan Panel and Disks Panel done! After once again a little time away from this project, I finally finished the fan panel and the disks panel! :) Fan Panel The fan panel has a 2x3 grid which expands in columns if more than 6 fans are present (which also expands the width of the panel). Each fan is just a Stat instance. Disks Panel Each Disk is given params such as name, type (NVMe, SATA SSD/HDD, …), usage percentage and read/write rates. Then, the Disk instance manages the layout and drawing. The Disk class extends BaseBottomEntry , which is a horizontal JPanel with a BoxLayout and a name label. Then, Disk adds a JPanel on the right side of itsself and places stats like the ones given above (type, read/write activity, …) in it. For usage, there’s also a PercentageBar which is also custom-written. Looking forward to finishing the UI and then getting started on the actual stats reading! :)"}, {"post_id": 19556, "ts": "2026-06-30T21:42:55Z", "hours": 2.5158, "text": "UI coming together even more! The core UI structure is done now. This includes: Top Row Middle Row Bottom Row Top Row The top row contains CPU and RAM, same as in the last devlog. Middle Row The middle row contains all GPUs and fan speeds. This means it can contain 2..n component panels (if n is number of GPUs minus one). It is horizontally scrollable which prevents this row over-cluttering the popup (which would be caused by methods like wrapping excess panels to the next row). Bottom Row This row contains two panels which fill the window’s width. The first panel - the disks panel - contains info about all disks or drives in the computer. It will have one “entry” (one row inside the panel with info such as drive name, transfer speed and used/total size). Same goes for the network panel, which contains all network adapters. It will display info such as download, upload, adapter state and name."}, {"post_id": 17560, "ts": "2026-06-28T12:04:04Z", "hours": 4.2872, "text": "UI Overhaul!!!! I’ve decided I wanna go for a slightly different UI style, with CPU and RAM in the first row in a 2:1 ratio. Below, there’s the GPU row with 2 cols and as many rows as needed, and below will be one panel for all disks (including their usage, current transfer and so on) and one for all network adapters and their stats. What changed already The CPU and RAM panel are now positioned exactly how they will be in the final product. The CPU panel is also basically done, as its got the usage graph on top and stats on the bottom. Technical Details There are two new classes: Stat and Graph . A Graph is… well pretty self explanatory I hope, and a Stat is one value with text on what it is. (as seen below the red graph)."}, {"post_id": 16494, "ts": "2026-06-26T20:47:50Z", "hours": 1.9594, "text": "UI Overhaul!! :) I finally got the UI working in a way I like. You now have one panel per component. The Structure The window contains a JScrollPane (for scrolling when the content gets larger than the window) which contains a JSplitPane for dividing the contents into top and bottom. Additionally, there are the TopPanel and BottomPanel . The TopPanel contains three fixed panels: CPU, GPU and RAM. (still need to figure out how to properly display multi-GPU setups like this but future problem i guess) The BottomPanel contains all other devices, like drives and network adapters. Technical Details Both TopPanel and BottomPanel are containers for individual “component panels”. Each component panel ( CpuPanel , DiskPanel , …) owns its own components like labels, graphs or similar. I also wrote a custom JPanelRounded class for rounded panels. About to add a little detail to the component panels next! :)"}, {"post_id": 15916, "ts": "2026-06-25T21:20:54Z", "hours": 3.3436, "text": "Finally, progress again! After being offline for a little touching… grass and stuff (idk if anyone will get the reference) I finally got to work again and made two things work: Right Click Menu for the Tray Icon Basic Popup Window Structure The Window Architecture The popup window uses one main JSplitPlane which houses two panels ( TopPanel , BottomPanel ). Each of these panels again contains panels ( CpuPanel , GpuPanel , …), of which each one contains stuff like its own labels and other stuff."}, {"post_id": 13328, "ts": "2026-06-21T20:35:53Z", "hours": 0.8256, "text": "Tray Icon is nearing completion (already)! OK, don’t take it wrong: the app is nowhere near finished but at least the tray icon is! The current tray icon state The tray icon now displays the CPU temperature represented as a color, interpolated between a cold hue (green, 30°C) and a hot hue (red, 90°C). Also, I added a tooltip which shows temps for CPU and GPU (currently its placeholders but oh well) It took embarassingly long for me to realise I needed antialiasing to eliminate the choppyness-look from the icon btw"}, {"post_id": 13148, "ts": "2026-06-21T14:54:36Z", "hours": 0.4139, "text": "New project alert! I’ve started working on an app called “Thermals”. It serves the purpose of being a simple yet modern and elegant usage and temperature monitor, accessible through a tray icon, made to work on both Windows and Linux. Current Progress Build System, Repository and similar is set up and simple tray icon (a white square) is also working. Looking forward to how this project comes out! :)"}]...
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Title: Thermals by @MarioS271 | Stardance
Devlogs Title: Thermals by @MarioS271 | Stardance
Devlogs:
New project alert! I’ve started working on an app called “Thermals”. It serves the purpose of being a simple yet modern and elegant usage and temperature monitor, accessible through a tray icon, made to work on both Windows and Linux. Current Progress Build System, Repository and similar is set up and simple tray icon (a white square) is also working. Looking forward to how this project comes out! :)
Tray Icon is nearing completion (already)! OK, don’t take it wrong: the app is nowhere near finished but at least the tray icon is! The current tray icon state The tray icon now displays the CPU temperature represented as a color, interpolated between a cold hue (green, 30°C) and a hot hue (red, 90°C). Also, I added a tooltip which shows temps for CPU and GPU (currently its placeholders but oh well) It took embarassingly long for me to realise I needed antialiasing to eliminate the choppyness-look from the icon btw
Finally, progress again! After being offline for a little touching… grass and stuff (idk if anyone will get the reference) I finally got to work again and made two things work: Right Click Menu for the Tray Icon Basic Popup Window Structure The Window Architecture The popup window uses one main JSplitPlane which houses two panels ( TopPanel , BottomPanel ). Each of these panels again contains panels ( CpuPanel , GpuPanel , …), of which each one contains stuff like its own labels and other stuff.
UI Overhaul!! :) I finally got the UI working in a way I like. You now have one panel per component. The Structure The window contains a JScrollPane (for scrolling when the content gets larger than the window) which contains a JSplitPane for dividing the contents into top and bottom. Additionally, there are the TopPanel and BottomPanel . The TopPanel contains three fixed panels: CPU, GPU and RAM. (still need to figure out how to properly display multi-GPU setups like this but future problem i guess) The BottomPanel contains all other devices, like drives and network adapters. Technical Details Both TopPanel and BottomPanel are containers for individual “component panels”. Each component panel ( CpuPanel , DiskPanel , …) owns its own components like labels, graphs or similar. I also wrote a custom JPanelRounded class for rounded panels. About to add a little detail to the component panels next! :)
UI Overhaul!!!! I’ve decided I wanna go for a slightly different UI style, with CPU and RAM in the first row in a 2:1 ratio. Below, there’s the GPU row with 2 cols and as many rows as needed, and below will be one panel for all disks (including their usage, current transfer and so on) and one for all network adapters and their stats. What changed already The CPU and RAM panel are now positioned exactly how they will be in the final product. The CPU panel is also basically done, as its got the usage graph on top and stats on the bottom. Technical Details There are two new classes: Stat and Graph . A Graph is… well pretty self explanatory I hope, and a Stat is one value with text on what it is. (as seen below the red graph).
UI coming together even more! The core UI structure is done now. This includes: Top Row Middle Row Bottom Row Top Row The top row contains CPU and RAM, same as in the last devlog. Middle Row The middle row contains all GPUs and fan speeds. This means it can contain 2..n component panels (if n is number of GPUs minus one). It is horizontally scrollable which prevents this row over-cluttering the popup (which would be caused by methods like wrapping excess panels to the next row). Bottom Row This row contains two panels which fill the window’s width. The first panel - the disks panel - contains info about all disks or drives in the computer. It will have one “entry” (one row inside the panel with info such as drive name, transfer speed and used/total size). Same goes for the network panel, which contains all network adapters. It will display info such as download, upload, adapter state and name.
Fan Panel and Disks Panel done! After once again a little time away from this project, I finally finished the fan panel and the disks panel! :) Fan Panel The fan panel has a 2x3 grid which expands in columns if more than 6 fans are present (which also expands the width of the panel). Each fan is just a Stat instance. Disks Panel Each Disk is given params such as name, type (NVMe, SATA SSD/HDD, …), usage percentage and read/write rates. Then, the Disk instance manages the layout and drawing. The Disk class extends BaseBottomEntry , which is a horizontal JPanel with a BoxLayout and a name label. Then, Disk adds a JPanel on the right side of itsself and places stats like the ones given above (type, read/write activity, …) in it. For usage, there’s also a PercentageBar which is also custom-written. Looking forward to finishing the UI and then getting started on the actual stats reading! :)
Partial Live CPU Data working! :) I’ve managed to get the live CPU stats (usage, per-core usage and (approx.) clock speed) and the CPU usage graph running. One problem with the current approach for measuring values (which is done using OSHI) is that on Windows, things like CPU temperature, CPU clock speed and others are not reliable. Why? On Windows, metrics like CPU temperature are read over WMI. However, the actual CPU temp is often only partially or not at all correctly exposed via WMI. CPU clock is often a stale/cached value or sometimes not at all given. This requires an external source of data which is both correct and more reliable. Technical Architecture of HwManager and live stats/graphs The hardware manager is a class that can provide all sensor data necessary. It abstracts OSHI and any future methods of aquiring data into one class (with instances of other classes such as Cpu ). It has its own thread which calls the pollValues method of all subclasses ( Cpu , …) which then update their internal values, which can be retrieved via getter functions. The Window class has an internal timer which calls the update method of TopPanel , MiddlePanel and BottomPanel , which then call each component panel’s update method which then update their stats and graphs.
f * ck microsoft After MANY hours of research and wanting to launch this project into orbit WAY too many times, I’ve finally managed to query almost all of the missing and/or incorrect data in windows (CPU frequency and temp and all GPU stuff) except fan speeds i just dont care enough anymore to implement that too (why later). Why this is SO complicated In contrast to linux (which has hwmon), windows has no standardized way of getting proper sensor data reliably. CPU temp (accessible via WMI) is often not properly exposed by the manufacturer causing it to return either zero or garbage. CPU frequency is exposed, but it kinda lags behind and is measured/calculated badly. GPU stuff is basically not exposed at all, expect via their half-working API called “D3DKMTHK” (no i did not smash my keyboard) over which you can pretty reliably get GPU temp and memory frequency, but usage and fan speed not so much. For that, I used NVAPI (NVIDIA’s GPU query API). What? AMD and Intel GPUs don’t work with NVAPI? i know and i will not fix it, i don’t have the energy or time for that (i’m sorry). you’re welcome to give me a PR tho For the CPU stuff (frequency and temperatue) I used PawnIO, a kernel driver that can be scripted to do a lot of things. I use premade “AMX Modules” which basically are such scripts to get these CPU metrics. The AMX modules in use are: IntelMSR AMDFamily17 RyzenSMU (you can find these here ) The Final Solution A C++ shim which takes the data from PawnIO, NVAPI, “D3DKMTHK” and all the others and hands it to the java app via stdout . The java process runs the .exe everytime it needs the values, parses the returned json and saves the values. What were u talking about fan speeds too difficult again? You see, I could just do the same as with the CPU stuff (AMX modules). The problem is, the module LpcIO which exposes the EC (embedded controller) only exposes a direct path to it, meaning I’d have to implement and parse everything myself. The huge problem with this is: on laptops the EC is vendor-specific and undocumented, and on desktop, there are ~71 supported chips that require different implementations, which is probably the biggest waste of time, so I’ve decided to just skip fan speeds entirely.
CPU and GPU data working! The Data Sources For CPU, mostly OSHI. For CPU frequency, I’ve also decided to go back to OSHI for various reasons. CPU temperature is queried using PawnIO. For GPU(s), D3DKMTHK is used for a list of GPUs and GPU temperature. For all other metrics, NVAPI (NVIDIA API) is used. AMD GPUs will also get support in the near future (via ADLX), Intel GPUs won’t be supported though. The Architecture of the PawnIO Reader Data Path The Hardware Manager calls the method requestData in WindowsReader which hands it a SensorData object, which contains the CPU temperature and a list of GpuData object, which look like this: public record GpuData ( String name , double tempC , double usagePct , long vramUsedMb , long vramTotalMb ) {} This data is then passed to all subclasses of the hardware manager that need it ( Cpu , Gpu ). Other Improvements The hardware manager now has a new method called addUpdateListener with which you can register a class that implements the HwUpdateListener interface. The hardware manager will then call onHwUpdate on all registered classes as soon as it has refreshed its data via OSHI and PawnIO-Reader. Additionally, the fan panel will not be displayed on windows because of reasons mentioned in the last devlog (too time-consuming to implement properly)
RAM Panel and ADLX works! (yes, i did the adlx part partially using claude because i don’t hate myself enough to work on the adlx stuff for 5h when i have to get up tomorrow)
All Sensor Data works now! :) (on windows at least) Disks Per disk, you get its name and mountpoint, its R/W and its current capacity (used/total GB, progress bar and percentage). Network Adapters Per adapter, you get name and up/down speeds. Names above 40 chars are shortened to avoid text of the speed and name colliding. Next Up I’m working on getting Linux working too. Will probably have that done by tomorrow.
Everything finally works!! I added support for linux and tested on WSL and native Ubuntu. Everything works perfectly (except AMD GPUs on Linux, didn’t have any hardware to test that…) In the last two days, a lot of changes happened, which are listed below. Changelog August 19th: Window immediately opens on app start now App now works without a tray icon Remove fan speed display Add CPU temp sensing for linux Make Disk and Net Panels grow on more entries that can fit Add filter for unwanted mounts/filesystems on disks view Hide middle panel (GPUs) if no valid GPU is present (mainly happens on linux + intel gpu) Implement GPU stat reading for NVIDIA and AMD GPUs in Linux Switch to JBR (Jetbrains Runtime) to fix scaling issues on Linux Create & debug CI/CD pipeline (a sh * t ton of debugging mostly) Add the logo Add file lock for only one instance Add PawnIO install prompt August 20th: Overhaul the tray icon behaviour and window controls Switch RAM graph to percentages from absolute values Add EMA filter for CPU temperature Add temperature data to CPU and GPU graphs Add color coded font for stats corresponding to graph datasets Fix up popups and the main class Clean up and optimize the whole app a little Fix Linux app launch Hide the AppImage mount under Linux … and of course tons of tiny tweaks and fixes everywhere too. :)
Ships:
Hi! Welcome to my project, Thermals. ######## It is a system resource monitor for Windows and Linux, written in Java. It monitors the following: CPU (usage, frequency, temperature) RAM (usage, free, on linux also cached) GPU (usage, temp, VRAM usage) Disks (name, mountpoint, read/write, usage) Network (adapter name, download/upload) Known Issues: Intel GPUs under Windows only report temperature correctly due to intel not really making it possible to read GPU data like you can with NVAPI/ADLX Intel GPUs under Linux do not show up at all AMD GPUs under Linux are untested and may not work (due to me not having AMD hardware avail, on windows a friend tested it for me) Tested on: Windows (Lenovo LOQ Gaming 15IRH8; i7-13620H, NVIDIA RTX 4050 Laptop GPU) WSL (same lenovo as above) Windows (Custom Build; AMD Ryzen 7 something, AMD Radeon something) Ubuntu 25.10 (Dell Latitude 5410; Stock) It works by polling hardware data on a background thread and pushing updates to the UI via a listener system. Data sources differ by platform: On windows, data comes from OSHI (a java library), D3DKMTHK for mainly GPU count and temperature on intel GPUs, NVAPI for NVIDIA GPUs and ADLX for AMD GPUs. The last three use an external C++ helper which interacts with these libraries and returns a json structure to the java app via stdout, which contains all the detected values. On Linux, data comes from OSHI, nvidia-smi and hwmon. The UI is built with Java Swing and FlatLaf for a dark, modern, Jetbrains-IDE-like style. For graphs, JFreeChart was used. The App also has a system tray icon, of which the color indicates the current CPU temperature. ######## I hope you have fun trying my project! :)...
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1793231417.9500318
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1793317817.9500318
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29967
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Trivia Game by @starkiller261 | Stardance
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starkiller261
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2
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34.0
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82
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T16:52:41Z", "hours": 22.0, "multiplier": 1.59, "payout": 35, "blessing": "neutral", "text": "NO AI– completely coded by hand. Spent 20 more hours on this new redesign following the recommendations from my last ship about changing the ui. This is a self hosted kubernetes cluster and full stack website with a flutter ui, Spring Boot backend, connected using a RESTful architectured api. I also used postgresql to store user information and that was seperately hosted using supabase. I then used tailscale to tunnel traffic to my home lab setup. It all works be allowing a user to sign in with jwt authentication through the spring boot backend and generating trivia questions through the open trivia database api.", "repo": "https://github.com/petevass/Trivia-Generator", "demo": "https://stardance-frontend.tail5b0cb9.ts.net/"}, {"ship_num": 2, "ts": "2026-07-22T02:52:42Z", "hours": 12.0, "multiplier": 4.01, "payout": 47, "blessing": "neutral", "text": "This a fullstack app using the spring mvc framework which allows users to test their knowledge to the limits through the variety of trivia topics and questions in the app. The webstack is a Spring MVC, Thymeleaf, and Postgres app with supabase used to host the database and ngrok used to tunnel from a self-hosting rig", "repo": "https://github.com/petevass/Trivia-Generator", "demo": "https://stardance-frontend.tail5b0cb9.ts.net/"}]...
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[{"post_id": 46589, "ts": "202 [{"post_id": 46589, "ts": "2026-08-13T22:36:31Z", "hours": 6.3025, "text": "Finished Game Play UI"}, {"post_id": 37423, "ts": "2026-07-30T04:01:22Z", "hours": 8.8994, "text": "Working on the Leaderboard"}, {"post_id": 35331, "ts": "2026-07-26T17:26:18Z", "hours": 6.865, "text": "New Flutter Frontend in the works"}, {"post_id": 32041, "ts": "2026-07-20T22:33:58Z", "hours": 3.5997, "text": "UIs Finnaly Done"}, {"post_id": 31269, "ts": "2026-07-19T15:23:08Z", "hours": 4.86, "text": "Trivia API is finished, now I just have to make the frontend"}, {"post_id": 29885, "ts": "2026-07-17T01:32:18Z", "hours": 3.2933, "text": "Just finished configuring my data base and jwt authentication system"}]...
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Title: Trivia Game by @starkiller261 | Stardance
Title: Trivia Game by @starkiller261 | Stardance
Devlogs:
Just finished configuring my data base and jwt authentication system
Trivia API is finished, now I just have to make the frontend
UIs Finnaly Done
New Flutter Frontend in the works
Working on the Leaderboard
Finished Game Play UI
Ships:
This a fullstack app using the spring mvc framework which allows users to test their knowledge to the limits through the variety of trivia topics and questions in the app. The webstack is a Spring MVC, Thymeleaf, and Postgres app with supabase used to host the database and ngrok used to tunnel from a self-hosting rig
NO AI– completely coded by hand. Spent 20 more hours on this new redesign following the recommendations from my last ship about changing the ui. This is a self hosted kubernetes cluster and full stack website with a flutter ui, Spring Boot backend, connected using a RESTful architectured api. I also used postgresql to store user information and that was seperately hosted using supabase. I then used tailscale to tunnel traffic to my home lab setup. It all works be allowing a user to sign in with jwt authentication through the spring boot backend and generating trivia questions through the open trivia database api....
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1793105553.7883792
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1793191953.7883792
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30985
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lightweight NAS by @Nasser | Stardance
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Nasser
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1
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34.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T01:43:39Z", "hours": 34.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "About this project a NAS ( Network Attached Storage ) Which is basically a storage system that gets attached to your network, so you can manage your memory card (a real NAS usually uses hard drives) files, upload, download, delete, and so on, without any need for a physical connection. All of it is done over the network, so you won’t need to open and reopen your SIM slot to get or insert the memory card, and use the USB card adapter every time you need to transfer some files from your phone to your laptop when Bluetooth fails, or the file is too large. Now, there’s no need for all this chaos, because this device is now accessible from almost any device you have, as long as it’s on the same network. For more about getting started with this, please check my GitHub repository. Well, you might say, “He ended up spending 34 hours solving a 10-minute problem.” Well, maybe yes, but the difference becomes much more evident when you’re in a rush and Bluetooth just refuses to pair, or the connection fails for some unknown reason. Then you’ve got to sit there and spend a few nice hours trying to figure out where the problem is. Time is gold, buddy. Well, again, this project was challenging, from creating each of the backend modules, managing storage and the FileService , to the HTTP server, which was one of the hardest parts to debug after the JavaScript issues. But the hardest part revolved around making all the modules work together, the frontend and the backend, to display the right values. I’m proud of myself because I fixed a lot of issues and learned a lot of new things about project and code management. That’s it for this version. If you want to know how to use it, please check my README. Thank you, and always remember: “The devotion of the greatest is to encounter danger, and play dice for death.”", "repo": "https://github.com/karimsm16/a-lightweight-NAS", "demo": "https://youtu.be/0M4kWjUGIP0"}]...
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[{"post_id": 40467, "ts": "202 [{"post_id": 40467, "ts": "2026-08-04T00:44:51Z", "hours": 1.1742, "text": "I created the ReadME , and completed the project info implementation"}, {"post_id": 40180, "ts": "2026-08-03T16:12:08Z", "hours": 5.2442, "text": "Devlog Since the last devlog, I completed the remaining work needed to finish the first milestone of the ESP32 NAS project (Mayby the first and the last ) . On the backend, I added the missing HTTP API endpoints for storage information, file listing, downloading, uploading, deleting, renaming, and creating folders, along with their corresponding request handlers. The FileService was also extended to support multiple missions (it will be long so I will not cover them here). On the frontend, I finished the JavaScript logic by implementing storage usage monitoring with a live progress bar, storage statistics in both the dashboard and footer, file upload, download, delete, rename, and folder creation, client-side search (still working o it), automatic refresh of file and storage information, and proper initialization when the page loads. With these additions and fixes, this milestone is now complete. I tried it , and it’s fully functional , The ESP32 NAS now provides a smooth web interface with complete file management capabilities and live storage monitoring. well, it was a fasciniting project , and I really learned a lot, I ’m proud of it .(yeah,after I get a headache during debugging ) ."}, {"post_id": 39527, "ts": "2026-08-02T15:18:20Z", "hours": 4.2222, "text": "since the last time , I tried to turn the interface to a multi-page interface that contains the 3 main sections files , Network , Settings and I tried to integrate java script navigation , between pages and itms , and during this I got some javascript issues ,because the javascript file refused loadeding , but I fixed it later , after completing the navigation process I created an /api/network endpoint that returns live Wi-Fi information from the ESP32, and connected the Network page,I also implemented the /api/files API in the HTTP server, which converts the FileService output into JSON, then I started laying the foundation for folder navigation , which will allow the browser to navigate directories just like a desktop file explorer.**important note :**the data in the screenshot is fake because I run UI files in the live server , not yet to the esp32"}, {"post_id": 38881, "ts": "2026-08-01T13:26:44Z", "hours": 11.205, "text": "DEVLOG (3)This week I focused on improving both the backend architecture and the web interface of the ESP32 NAS.I finished refactoring the FileService and HttpServer classes . I also implemented the first HTTP API endpoints that will allow the frontend to communicate with the ESP32, I really struggled to make the HTTP server work .On the frontend, I redesigned the HTML layout, cleaned up the structure, fixed some dumb problems , and introduced dedicated pages for Files , Network , and Settings . for the actual moment the backend is ready , and the same thing for the frontend (I will improve it later) , now I have to connect them all through JavaScript and the REST API.well I come along a hard way to this , but it deserves it"}, {"post_id": 36096, "ts": "2026-07-27T23:37:26Z", "hours": 4.6772, "text": "DEVLOG (3) BEHOLD!!!!! Today’s session was all about strengthening the software architecture of the ESP32 NAS. Completed Finished the SDManager module. Successfully initialized and tested the SD card. Built the WiFiManager module and established a successful Wi-Fi connection. Started developing the FileService module. Implemented the following file operations: exists() createFolder() deleteFile() deleteFolder() rename() fileSize() copyFile() moveFile() Resolved multiple compilation and IntelliSense issues while improving the project structure. ’The next ’milestone is integrating these modules with the web server and building the NAS interface. Stay tuned."}, {"post_id": 35350, "ts": "2026-07-26T17:56:07Z", "hours": 4.3428, "text": "DEVLOG (1) BEHOLD!!!!! Today I finished one of the core modules of the ESP32 NAS project: SDManager . The pupose of this module is simple: make the SD card completely independent from the rest of the project. From now on, no other class will communicate directly with SD.h ; everything goes through SDManager . Implemented features SD card initialization Card mounting status Total storage capacity Used storage Free storage Card type detection (SDSC / SDHC / SDXC) File existence check Open files Create folders Rename files and folders Delete files Debug information through the Serial Monitor I also spent a good amount of time debugging the module. Most of the issues were caused by mismatched function declarations, missing braces, incorrect return types, and a few IntelliSense false positives. After fixing them one by one, the project finally compiled successfully. Finally, I connected the SD card to the ESP32 and verified that everything works correctly. The board successfully detects the SD card and prints its information, including storage capacity and available space. With the storage layer now complete, the foundation of the project is becoming much stronger. Next step: build the WiFiManager module and add mDNS support so the NAS can be accessed using a hostname"}, {"post_id": 33993, "ts": "2026-07-24T11:56:35Z", "hours": 3.5872, "text": "The Story Behind This Project One day, I wanted to transfer some files from the SD card in my phone to my desktop. I thought it would be easy—just send them over Bluetooth. Well… that’s not what happened. I tried transferring the files using Bluetooth, but every single time the connection failed. Then I had to pair the two devices again, only for the transfer to fail once more. I kept thinking, “Come on, it shouldn’t be this hard.” After wasting almost an hour of my precious time (and remember, 1 hour of my precious time = $100 ), I looked at my second option. Remove the SIM tray. Take out the SD card. Put it into a USB card reader. Plug it into the computer. Transfer the files. Remove the card again. Open the SIM tray again. Put the SD card back. Nope. I really dislike opening and reopening the SIM tray every time I need to transfer a few files. So there I was, stuck between two terrible options: Bluetooth ( damn BLE ). USB card reader ( damn that too ). Then I remembered something… or maybe I just invented it. “When you have two bad options, don’t choose either of them. Make a third one.” I don’t even know if SpongeBob ever said that. Probably not. But it sounded meaningful enough to me. So I rolled up my sleeves and decided to build something that would solve the problem once and for all. Something fast. Something reliable. Something that uses Wi-Fi instead of Bluetooth . After a lot of thinking… and thinking… and more thinking (okay, and not that much research >-<), I finally decided to build a lightweight NAS powered by an ESP32. So I started sketching the web interface and began coding it. Right now, it’s a little rough around the edges (okay… maybe more than a little >_<), but that’s completely fine. My goal isn’t to make it perfect on day one—it’s to build a solid foundation first and improve the design as the project evolves. Moral of the story: Always listen to SpongeBob. Thanks, Bob."}]...
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Title: lightweight NAS by @Nasser | Stardance
Dev Title: lightweight NAS by @Nasser | Stardance
Devlogs:
The Story Behind This Project One day, I wanted to transfer some files from the SD card in my phone to my desktop. I thought it would be easy—just send them over Bluetooth. Well… that’s not what happened. I tried transferring the files using Bluetooth, but every single time the connection failed. Then I had to pair the two devices again, only for the transfer to fail once more. I kept thinking, “Come on, it shouldn’t be this hard.” After wasting almost an hour of my precious time (and remember, 1 hour of my precious time = $100 ), I looked at my second option. Remove the SIM tray. Take out the SD card. Put it into a USB card reader. Plug it into the computer. Transfer the files. Remove the card again. Open the SIM tray again. Put the SD card back. Nope. I really dislike opening and reopening the SIM tray every time I need to transfer a few files. So there I was, stuck between two terrible options: Bluetooth ( damn BLE ). USB card reader ( damn that too ). Then I remembered something… or maybe I just invented it. “When you have two bad options, don’t choose either of them. Make a third one.” I don’t even know if SpongeBob ever said that. Probably not. But it sounded meaningful enough to me. So I rolled up my sleeves and decided to build something that would solve the problem once and for all. Something fast. Something reliable. Something that uses Wi-Fi instead of Bluetooth . After a lot of thinking… and thinking… and more thinking (okay, and not that much research >-<), I finally decided to build a lightweight NAS powered by an ESP32. So I started sketching the web interface and began coding it. Right now, it’s a little rough around the edges (okay… maybe more than a little >_<), but that’s completely fine. My goal isn’t to make it perfect on day one—it’s to build a solid foundation first and improve the design as the project evolves. Moral of the story: Always listen to SpongeBob. Thanks, Bob.
DEVLOG (1) BEHOLD!!!!! Today I finished one of the core modules of the ESP32 NAS project: SDManager . The pupose of this module is simple: make the SD card completely independent from the rest of the project. From now on, no other class will communicate directly with SD.h ; everything goes through SDManager . Implemented features SD card initialization Card mounting status Total storage capacity Used storage Free storage Card type detection (SDSC / SDHC / SDXC) File existence check Open files Create folders Rename files and folders Delete files Debug information through the Serial Monitor I also spent a good amount of time debugging the module. Most of the issues were caused by mismatched function declarations, missing braces, incorrect return types, and a few IntelliSense false positives. After fixing them one by one, the project finally compiled successfully. Finally, I connected the SD card to the ESP32 and verified that everything works correctly. The board successfully detects the SD card and prints its information, including storage capacity and available space. With the storage layer now complete, the foundation of the project is becoming much stronger. Next step: build the WiFiManager module and add mDNS support so the NAS can be accessed using a hostname
DEVLOG (3) BEHOLD!!!!! Today’s session was all about strengthening the software architecture of the ESP32 NAS. Completed Finished the SDManager module. Successfully initialized and tested the SD card. Built the WiFiManager module and established a successful Wi-Fi connection. Started developing the FileService module. Implemented the following file operations: exists() createFolder() deleteFile() deleteFolder() rename() fileSize() copyFile() moveFile() Resolved multiple compilation and IntelliSense issues while improving the project structure. ’The next ’milestone is integrating these modules with the web server and building the NAS interface. Stay tuned.
DEVLOG (3)This week I focused on improving both the backend architecture and the web interface of the ESP32 NAS.I finished refactoring the FileService and HttpServer classes . I also implemented the first HTTP API endpoints that will allow the frontend to communicate with the ESP32, I really struggled to make the HTTP server work .On the frontend, I redesigned the HTML layout, cleaned up the structure, fixed some dumb problems , and introduced dedicated pages for Files , Network , and Settings . for the actual moment the backend is ready , and the same thing for the frontend (I will improve it later) , now I have to connect them all through JavaScript and the REST API.well I come along a hard way to this , but it deserves it
since the last time , I tried to turn the interface to a multi-page interface that contains the 3 main sections files , Network , Settings and I tried to integrate java script navigation , between pages and itms , and during this I got some javascript issues ,because the javascript file refused loadeding , but I fixed it later , after completing the navigation process I created an /api/network endpoint that returns live Wi-Fi information from the ESP32, and connected the Network page,I also implemented the /api/files API in the HTTP server, which converts the FileService output into JSON, then I started laying the foundation for folder navigation , which will allow the browser to navigate directories just like a desktop file explorer.**important note :**the data in the screenshot is fake because I run UI files in the live server , not yet to the esp32
Devlog Since the last devlog, I completed the remaining work needed to finish the first milestone of the ESP32 NAS project (Mayby the first and the last ) . On the backend, I added the missing HTTP API endpoints for storage information, file listing, downloading, uploading, deleting, renaming, and creating folders, along with their corresponding request handlers. The FileService was also extended to support multiple missions (it will be long so I will not cover them here). On the frontend, I finished the JavaScript logic by implementing storage usage monitoring with a live progress bar, storage statistics in both the dashboard and footer, file upload, download, delete, rename, and folder creation, client-side search (still working o it), automatic refresh of file and storage information, and proper initialization when the page loads. With these additions and fixes, this milestone is now complete. I tried it , and it’s fully functional , The ESP32 NAS now provides a smooth web interface with complete file management capabilities and live storage monitoring. well, it was a fasciniting project , and I really learned a lot, I ’m proud of it .(yeah,after I get a headache during debugging ) .
I created the ReadME , and completed the project info implementation
Ships:
About this project a NAS ( Network Attached Storage ) Which is basically a storage system that gets attached to your network, so you can manage your memory card (a real NAS usually uses hard drives) files, upload, download, delete, and so on, without any need for a physical connection. All of it is done over the network, so you won’t need to open and reopen your SIM slot to get or insert the memory card, and use the USB card adapter every time you need to transfer some files from your phone to your laptop when Bluetooth fails, or the file is too large. Now, there’s no need for all this chaos, because this device is now accessible from almost any device you have, as long as it’s on the same network. For more about getting started with this, please check my GitHub repository. Well, you might say, “He ended up spending 34 hours solving a 10-minute problem.” Well, maybe yes, but the difference becomes much more evident when you’re in a rush and Bluetooth just refuses to pair, or the connection fails for some unknown reason. Then you’ve got to sit there and spend a few nice hours trying to figure out where the problem is. Time is gold, buddy. Well, again, this project was challenging, from creating each of the backend modules, managing storage and the FileService , to the HTTP server, which was one of the hardest parts to debug after the JavaScript issues. But the hardest part revolved around making all the modules work together, the frontend and the backend, to display the right values. I’m proud of myself because I fixed a lot of issues and learned a lot of new things about project and code management. That’s it for this version. If you want to know how to use it, please check my README. Thank you, and always remember: “The devotion of the greatest is to encounter danger, and play dice for death.”...
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SnipClip by @Ander507 | Stardance
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Ander507
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5
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34.0
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277
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T11:37:10Z", "hours": 10.0, "multiplier": 15.69, "payout": 76, "blessing": "neutral", "text": "Built SnipClip. Clipboard history, snips, recording, OCR. Tray app, all local, Tauri + Rust. I got tired of opening the whole vault just to paste something I copied two minutes ago. So Ctrl+Shift+D / Alt+C is a small panel now, bottom right, on top of whatever you’re in. Search, pin, click, it pastes. Vault is still Ctrl+Shift+V if you actually need it. The annoying part was everything fighting each other. I’d record, then snip, and the overlay just wouldn’t come back. I’d hit record a second time and the bar still thought I was in the first clip. One hotkey already taken by Windows used to kill the rest. 1.6.1 is that last bit: the popup binding is optional, and a conflict just toasts instead of wiping snip/clipboard. Also hit R in the snip editor if you need a black box over a token. Blur never hid anything. Try v1.6.1 from GitHub Releases. MSI or the portable zip if SmartScreen blocks the installer. Copy a few things, hit Ctrl+Shift+D over Notepad, click a card. Then record, stop, snip. Then record again. You want the overlay to show, and the second take should start at 00:00 .", "repo": "https://github.com/Ander507/SnipClip", "demo": "https://github.com/Ander507/SnipClip/releases"}, {"ship_num": 2, "ts": "2026-09-06T16:06:54Z", "hours": 7.0, "multiplier": 15.98, "payout": 54, "blessing": "neutral", "text": "Ship #4 Built SnipClip, a tray app for clipboard history, snips, recording, and OCR. All local. Tauri + Rust. This ship is math and translate. Copy 2×3÷4 and the clipboard becomes 6 . Copy Danish and, if you turn it on, you get English. The hard part was not being annoying: skip links and code so it doesn’t “translate” a stack trace, don’t freeze the clipboard monitor if the network dies, and leave translate off unless you opt in. Proud of the dumb loop. Copy math, get the answer. Copy a language you can’t read, get one you can. Original stays on the card so you can copy either. I copied 60+7 as a test and it put 67 on the clipboard. This is six seven. To test: grab the Windows installer from GitHub Releases. Copy 2×3÷4 , then Ctrl+Shift+V and check the Math tab. Settings → Auto-translate, pick a language, copy some foreign text. Alt+C still pastes without opening the app.", "repo": "https://github.com/Ander507/SnipClip", "demo": "https://github.com/Ander507/SnipClip/releases"}, {"ship_num": 3, "ts": "2026-09-03T09:44:55Z", "hours": 6.0, "multiplier": 6.68, "payout": 20, "blessing": "neutral", "text": "Built SnipClip, a tray app for clipboard history, region screenshots, screen recording, and OCR. All local. Tauri + Rust. The hard part was making it feel instant. Recording used to copy the whole monitor every frame. Clipboard polling opened the clipboard twice every 400ms even when nothing changed. OCR froze the window while models loaded. I fixed those by capturing only the selected region with GDI, checking GetClipboardSequenceNumber() before any read, and running OCR off the UI thread. Proud of the loop: copy something, Ctrl+Shift+V for the vault, Alt+C to paste without opening the app, Ctrl+Shift+S to snip, Ctrl+Shift+R to record. One app, stays in the tray. To test: grab the Windows installer from GitHub Releases, copy a few things, then try those shortcuts. Settings has themes and remappable hotkeys if you want to poke around.", "repo": "https://github.com/Ander507/SnipClip", "demo": "https://github.com/Ander507/SnipClip/releases"}, {"ship_num": 4, "ts": "2026-08-24T15:31:33Z", "hours": 8.0, "multiplier": 17.5, "payout": 73, "blessing": "neutral", "text": "Built SnipClip — a Windows clipboard vault + snip tool with hotkeys, tray, and local SQLite storage. This week I shipped full custom themes: glass, translucency, background images, color editing, and save/import packs. Also multi-monitor snips, a Screenshots category, clear-history no longer killing capture, and a working GitHub updater (v1.1.2). Hardest bits were getting glass/bg to actually show through (not just look toggled on), and the updater needing signed latest.json on releases. Proud of how personal the UI can look now without turning into a settings swamp. To test: install the Windows build from Releases, hit the snip hotkey, copy some stuff, then Settings → Appearance and try glass + a background. Check for updates should say you’re on latest if you’re on v1.1.2. Use the same theme screenshots from Devlog #5 for the image.", "repo": "https://github.com/Ander507/SnipClip", "demo": "https://github.com/Ander507/SnipClip/releases"}, {"ship_num": 5, "ts": "2026-08-09T17:23:09Z", "hours": 3.0, "multiplier": 17.27, "payout": 54, "blessing": "neutral", "text": "Ship #1 What did you make? I built SnipClip! It’s a lightweight desktop utility that combines a SQLite-backed clipboard history manager and a screen snipping and annotation tool into one minimal app. I built it using Tauri, Rust, and Svelte to keep it blazing fast, and wrapped it all in a clean, dark-mode Windows 11 Fluent aesthetic. What was challenging? Managing transparent, always-on-top overlay windows in Tauri was a massive headache. At first, my screen captures were just grabbing solid black screens. Building the blur tool was also way harder than expected because using standard CSS backdrop-filter kept leaving glitchy overlapping artifacts. I had to scrap that approach and engineer a true HTML5 canvas pixel blur to get it working smoothly. What are you proud of? I’m really proud of how native and snappy the whole experience feels. The UI looks incredibly clean with the matte black and glowing cyan theme. I’m especially happy with how the image editor turned out, particularly getting the mouse-wheel zoom and middle-click panning to work perfectly without the blur radius breaking when you zoom in or out. What should people know so they can test your project? You can grab the .msi or .exe installer directly from my GitHub Releases page! Once it’s running in your system tray, the default hotkeys are Ctrl + Shift + V to open your clipboard vault, and Ctrl + Shift + S to trigger the snipping overlay. Try taking a snip, holding the middle mouse button to pan around, zooming in with the scroll wheel, and testing out the custom blur tool!", "repo": "https://github.com/Ander507/SnipClip", "demo": "https://github.com/Ander507/SnipClip/releases"}]...
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[{"post_id": 67995, "ts": "202 [{"post_id": 67995, "ts": "2026-09-14T10:44:01Z", "hours": 0.7917, "text": "Devlog #9.1 — Tiny cleanup (v.1.6.1) Date: September 14, 2026 Project: SnipClip Spent like forty minutes tidying up some code that was getting ugly. Nothing flashy, just rewrote a couple small spots so I’m not fighting myself next time I open the file. Same app, less mess."}, {"post_id": 67982, "ts": "2026-09-14T09:52:10Z", "hours": 0.6353, "text": "Devlog #9 — Snip works again + a real Win+V popup Date: September 14, 2026 Project: SnipClip Had a nasty one after the last ship: stop a recording, hit snip, and the overlay would die or come back weird. Turned out a late cleanup from the recorder was parking a brand-new snip session. Fixed that, and made sure a broken dock hotkey can’t wipe snip/clipboard shortcuts anymore. Snip → record → snip again feels solid. Also shipped the thing reviewers kept comparing us to. Ctrl+Shift+D (and Alt+C ) now open a floating Win+V-style clipboard panel over whatever app you’re in — search, pin, clear all, click a card to paste. Not a resized vault window; an actual popup. Tagged v1.6.0 ."}, {"post_id": 67960, "ts": "2026-09-14T09:05:56Z", "hours": 8.2828, "text": "Devlog #8 - v1.5.5 Too many bugs this release SHOULDNT BE DOWNLOADET it breaks fully i am gonna fix it in 1.6.0 but i cant like take down the version 1.5.5 from github"}, {"post_id": 63011, "ts": "2026-09-06T16:03:04Z", "hours": 6.7222, "text": "Devlog #7 - v1.5.4 I kept copying two things SnipClip just stored and forgot about: arithmetic, and text I couldn’t read. Copy 2×3÷4 and it solves it now. The answer goes on the clipboard, the line lands in a Math tab. I copied 60+7 as a test and it put 67 on there. This is six seven. Auto-translate is the other one. Off unless you turn it on. Pick a language, copy some text, it translates in the background and keeps the original on the card so you can copy either. Skips links, code, and anything that’s already in the target language. If you’re offline it just does nothing, so the clipboard monitor never waits on a dead request. That’s it. Copy math, get the answer. Copy Danish, get English. skipped devlog for v1.5.3 cause there was a bug and cargo only allows major.minor.patch so only 3 numbers in version"}, {"post_id": 60742, "ts": "2026-09-03T09:42:49Z", "hours": 5.9122, "text": "Devlog #6 Kept using SnipClip all day and it felt fine. Then I watched what it was doing when I wasn’t snipping. The clipboard monitor opened the clipboard twice every 400ms, even when nothing changed. Windows already has GetClipboardSequenceNumber() for that. Check the number, skip if it’s the same, and when something did change, one open reads both text and image. OCR was freezing the window because it ran on the UI thread. Models now load in the background at startup, and recognition happens off the main thread. Snips reuse the same GDI region capture as recording instead of grabbing the whole monitor. Also cleaned up the empty vault, the Alt+C palette copy, and the README so a stranger can actually try it. Bumping to v1.3.0. Copy something, hit Ctrl+Shift+V, then Alt+C. That’s the loop."}, {"post_id": 53848, "ts": "2026-08-24T15:29:12Z", "hours": 8.3383, "text": "Devlog #5 — Themes, snips, and a real updater Spent this week making SnipClip feel more like my app. Custom themes finally landed for real. Glass panels, a translucency slider, pick-your-own background, and full color controls. You can save packs to themes.json , then import/export them so looks aren’t stuck on one machine. Snipping got less annoying too — multi-monitor works properly now, and every snip lands in a Screenshots category instead of disappearing into the void. Also fixed clear-history breaking clipboard capture (that one was rough), killed the Edge right-click menu, and the in-app updater is actually doing its job. Currently on v1.1.2 — “You are on the latest version” feels good after fighting signing/ latest.json earlier. Small polish, big vibe shift."}, {"post_id": 44101, "ts": "2026-08-09T17:20:25Z", "hours": 0.4192, "text": "Devlog #4 — Final Polish & Shipping SnipClip! 🚀 Date: August 9, 2026 Project: SnipClip Total Hours Logged: ~3 hours The final stretch! Today was all about squashing bugs, perfecting the UI, and getting the build ready for the Stardance finish line under com.ander507.snipclip . Here is what got done in this final sprint: Canvas Blur Overhaul: Scrapped the glitchy CSS backdrop-filter and built a true HTML5 canvas pixel blur. No more weird banding artifacts or multiplying dark boxes when dragging the redaction tool. Smooth Editor Controls: Added mouse-wheel zooming that dynamically scales the blur intensity so it doesn’t break at 50% vs 100% zoom. Bound middle-click to a smooth panning camera. Vault Auto-Clear: Hooked up the SQLite database to a new settings panel, allowing automatic purging of unpinned clipboard history on PC reboot or custom intervals. Image Re-editing: Upgraded the lightbox preview modal with an “Edit Image” feature, piping existing vault images right back into the Snipper canvas. Custom Branding: Dropped in the new 3D matte black and cyan app icon, ran the Tauri icon generator, and hooked it up to the Windows system tray. Shipping It: Ran the production build to compile the final Rust/Svelte stack. Pushed the repo to GitHub, uploaded the .msi and .exe binaries to the v1.0.0 Release, and updated the README. SnipClip is officially out in the wild!"}, {"post_id": 42891, "ts": "2026-08-07T20:59:29Z", "hours": 0.8494, "text": "Devlog #3 — Bug Fixing Date: August 7, 2026 Project: SnipClip Spent the day chasing the stuff that looked fine in my head and broken on screen. Blur was the worst of it — first a grey overlay, then mosaic banding that looked like a broken grid when you dragged. Turned out we were stacking bad pixels and overcomplicating the filter. Now it’s a single padded gaussian pass in image space, one box per drag, and it stays readable at any zoom. Also cleaned up: “item not found” when switching vault tabs, card spacing, wheel zoom + Shift/middle-click pan, reopening screenshots from the vault into the editor, and swapping the default Tauri logo for a real SnipClip tray icon (Windows still caches the old one until you unpin / rebuild, of course). Feels less like a prototype and more like something that won’t annoy me mid-flow. Next: Ship 1 to get feedback"}, {"post_id": 42498, "ts": "2026-08-07T08:41:35Z", "hours": 1.2186, "text": "Devlog #2 — First Build Date: August 7, 2026 Project: SnipClip The first version is running. Got a tray app with clipboard history in SQLite, global hotkeys, and a snipper that captures a region then lets you annotate — pen, arrows, highlight, numbered callouts, real pixel blur, color picker. Blur was finicky at first (grey boxes, then it broke when zoomed out). Fixed that with image-space blur plus wheel zoom and middle-click pan. Settings now cover hotkeys and auto-clear for unpinned vault items. Still rough around the edges, but the loop works: copy stuff, snip stuff, find it again later. Next: polish and ship something I’d actually leave running all day."}, {"post_id": 42095, "ts": "2026-08-06T17:40:21Z", "hours": 0.6142, "text": "Devlog #1 — The Idea Date: August 6, 2026 Project: SnipClip I got an idea. I want a tiny desktop app that does two things I always reach for separately: Clipboard history — so I don’t lose the last ten things I copied Quick screenshots with annotation — snip a region, draw on it, copy or save That’s it. One small utility. Fast, local, dark, sits in the tray. Hit a hotkey, grab what you need, get out of the way. Working name: SnipClip . Next up: build the first version and see if it actually feels as smooth as it sounds in my head."}]...
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Title: SnipClip by @Ander507 | Stardance
Devlogs: Title: SnipClip by @Ander507 | Stardance
Devlogs:
Devlog #1 — The Idea Date: August 6, 2026 Project: SnipClip I got an idea. I want a tiny desktop app that does two things I always reach for separately: Clipboard history — so I don’t lose the last ten things I copied Quick screenshots with annotation — snip a region, draw on it, copy or save That’s it. One small utility. Fast, local, dark, sits in the tray. Hit a hotkey, grab what you need, get out of the way. Working name: SnipClip . Next up: build the first version and see if it actually feels as smooth as it sounds in my head.
Devlog #2 — First Build Date: August 7, 2026 Project: SnipClip The first version is running. Got a tray app with clipboard history in SQLite, global hotkeys, and a snipper that captures a region then lets you annotate — pen, arrows, highlight, numbered callouts, real pixel blur, color picker. Blur was finicky at first (grey boxes, then it broke when zoomed out). Fixed that with image-space blur plus wheel zoom and middle-click pan. Settings now cover hotkeys and auto-clear for unpinned vault items. Still rough around the edges, but the loop works: copy stuff, snip stuff, find it again later. Next: polish and ship something I’d actually leave running all day.
Devlog #3 — Bug Fixing Date: August 7, 2026 Project: SnipClip Spent the day chasing the stuff that looked fine in my head and broken on screen. Blur was the worst of it — first a grey overlay, then mosaic banding that looked like a broken grid when you dragged. Turned out we were stacking bad pixels and overcomplicating the filter. Now it’s a single padded gaussian pass in image space, one box per drag, and it stays readable at any zoom. Also cleaned up: “item not found” when switching vault tabs, card spacing, wheel zoom + Shift/middle-click pan, reopening screenshots from the vault into the editor, and swapping the default Tauri logo for a real SnipClip tray icon (Windows still caches the old one until you unpin / rebuild, of course). Feels less like a prototype and more like something that won’t annoy me mid-flow. Next: Ship 1 to get feedback
Devlog #4 — Final Polish & Shipping SnipClip! 🚀 Date: August 9, 2026 Project: SnipClip Total Hours Logged: ~3 hours The final stretch! Today was all about squashing bugs, perfecting the UI, and getting the build ready for the Stardance finish line under com.ander507.snipclip . Here is what got done in this final sprint: Canvas Blur Overhaul: Scrapped the glitchy CSS backdrop-filter and built a true HTML5 canvas pixel blur. No more weird banding artifacts or multiplying dark boxes when dragging the redaction tool. Smooth Editor Controls: Added mouse-wheel zooming that dynamically scales the blur intensity so it doesn’t break at 50% vs 100% zoom. Bound middle-click to a smooth panning camera. Vault Auto-Clear: Hooked up the SQLite database to a new settings panel, allowing automatic purging of unpinned clipboard history on PC reboot or custom intervals. Image Re-editing: Upgraded the lightbox preview modal with an “Edit Image” feature, piping existing vault images right back into the Snipper canvas. Custom Branding: Dropped in the new 3D matte black and cyan app icon, ran the Tauri icon generator, and hooked it up to the Windows system tray. Shipping It: Ran the production build to compile the final Rust/Svelte stack. Pushed the repo to GitHub, uploaded the .msi and .exe binaries to the v1.0.0 Release, and updated the README. SnipClip is officially out in the wild!
Devlog #5 — Themes, snips, and a real updater Spent this week making SnipClip feel more like my app. Custom themes finally landed for real. Glass panels, a translucency slider, pick-your-own background, and full color controls. You can save packs to themes.json , then import/export them so looks aren’t stuck on one machine. Snipping got less annoying too — multi-monitor works properly now, and every snip lands in a Screenshots category instead of disappearing into the void. Also fixed clear-history breaking clipboard capture (that one was rough), killed the Edge right-click menu, and the in-app updater is actually doing its job. Currently on v1.1.2 — “You are on the latest version” feels good after fighting signing/ latest.json earlier. Small polish, big vibe shift.
Devlog #6 Kept using SnipClip all day and it felt fine. Then I watched what it was doing when I wasn’t snipping. The clipboard monitor opened the clipboard twice every 400ms, even when nothing changed. Windows already has GetClipboardSequenceNumber() for that. Check the number, skip if it’s the same, and when something did change, one open reads both text and image. OCR was freezing the window because it ran on the UI thread. Models now load in the background at startup, and recognition happens off the main thread. Snips reuse the same GDI region capture as recording instead of grabbing the whole monitor. Also cleaned up the empty vault, the Alt+C palette copy, and the README so a stranger can actually try it. Bumping to v1.3.0. Copy something, hit Ctrl+Shift+V, then Alt+C. That’s the loop.
Devlog #7 - v1.5.4 I kept copying two things SnipClip just stored and forgot about: arithmetic, and text I couldn’t read. Copy 2×3÷4 and it solves it now. The answer goes on the clipboard, the line lands in a Math tab. I copied 60+7 as a test and it put 67 on there. This is six seven. Auto-translate is the other one. Off unless you turn it on. Pick a language, copy some text, it translates in the background and keeps the original on the card so you can copy either. Skips links, code, and anything that’s already in the target language. If you’re offline it just does nothing, so the clipboard monitor never waits on a dead request. That’s it. Copy math, get the answer. Copy Danish, get English. skipped devlog for v1.5.3 cause there was a bug and cargo only allows major.minor.patch so only 3 numbers in version
Devlog #8 - v1.5.5 Too many bugs this release SHOULDNT BE DOWNLOADET it breaks fully i am gonna fix it in 1.6.0 but i cant like take down the version 1.5.5 from github
Devlog #9 — Snip works again + a real Win+V popup Date: September 14, 2026 Project: SnipClip Had a nasty one after the last ship: stop a recording, hit snip, and the overlay would die or come back weird. Turned out a late cleanup from the recorder was parking a brand-new snip session. Fixed that, and made sure a broken dock hotkey can’t wipe snip/clipboard shortcuts anymore. Snip → record → snip again feels solid. Also shipped the thing reviewers kept comparing us to. Ctrl+Shift+D (and Alt+C ) now open a floating Win+V-style clipboard panel over whatever app you’re in — search, pin, clear all, click a card to paste. Not a resized vault window; an actual popup. Tagged v1.6.0 .
Devlog #9.1 — Tiny cleanup (v.1.6.1) Date: September 14, 2026 Project: SnipClip Spent like forty minutes tidying up some code that was getting ugly. Nothing flashy, just rewrote a couple small spots so I’m not fighting myself next time I open the file. Same app, less mess.
Ships:
Ship #1 What did you make? I built SnipClip! It’s a lightweight desktop utility that combines a SQLite-backed clipboard history manager and a screen snipping and annotation tool into one minimal app. I built it using Tauri, Rust, and Svelte to keep it blazing fast, and wrapped it all in a clean, dark-mode Windows 11 Fluent aesthetic. What was challenging? Managing transparent, always-on-top overlay windows in Tauri was a massive headache. At first, my screen captures were just grabbing solid black screens. Building the blur tool was also way harder than expected because using standard CSS backdrop-filter kept leaving glitchy overlapping artifacts. I had to scrap that approach and engineer a true HTML5 canvas pixel blur to get it working smoothly. What are you proud of? I’m really proud of how native and snappy the whole experience feels. The UI looks incredibly clean with the matte black and glowing cyan theme. I’m especially happy with how the image editor turned out, particularly getting the mouse-wheel zoom and middle-click panning to work perfectly without the blur radius breaking when you zoom in or out. What should people know so they can test your project? You can grab the .msi or .exe installer directly from my GitHub Releases page! Once it’s running in your system tray, the default hotkeys are Ctrl + Shift + V to open your clipboard vault, and Ctrl + Shift + S to trigger the snipping overlay. Try taking a snip, holding the middle mouse button to pan around, zooming in with the scroll wheel, and testing out the custom blur tool!
Built SnipClip — a Windows clipboard vault + snip tool with hotkeys, tray, and local SQLite storage. This week I shipped full custom themes: glass, translucency, background images, color editing, and save/import packs. Also multi-monitor snips, a Screenshots category, clear-history no longer killing capture, and a working GitHub updater (v1.1.2). Hardest bits were getting glass/bg to actually show through (not just look toggled on), and the updater needing signed latest.json on releases. Proud of how personal the UI can look now without turning into a settings swamp. To test: install the Windows build from Releases, hit the snip hotkey, copy some stuff, then Settings → Appearance and try glass + a background. Check for updates should say you’re on latest if you’re on v1.1.2. Use the same theme screenshots from Devlog #5 for the image.
Built SnipClip, a tray app for clipboard history, region screenshots, screen recording, and OCR. All local. Tauri + Rust. The hard part was making it feel instant. Recording used to copy the whole monitor every frame. Clipboard polling opened the clipboard twice every 400ms even when nothing changed. OCR froze the window while models loaded. I fixed those by capturing only the selected region with GDI, checking GetClipboardSequenceNumber() before any read, and running OCR off the UI thread. Proud of the loop: copy something, Ctrl+Shift+V for the vault, Alt+C to paste without opening the app, Ctrl+Shift+S to snip, Ctrl+Shift+R to record. One app, stays in the tray. To test: grab the Windows installer from GitHub Releases, copy a few things, then try those shortcuts. Settings has themes and remappable hotkeys if you want to poke around.
Ship #4 Built SnipClip, a tray app for clipboard history, snips, recording, and OCR. All local. Tauri + Rust. This ship is math and translate. Copy 2×3÷4 and the clipboard becomes 6 . Copy Danish and, if you turn it on, you get English. The hard part was not being annoying: skip links and code so it doesn’t “translate” a stack trace, don’t freeze the clipboard monitor if the network dies, and leave translate off unless you opt in. Proud of the dumb loop. Copy math, get the answer. Copy a language you can’t read, get one you can. Original stays on the card so you can copy either. I copied 60+7 as a test and it put 67 on the clipboard. This is six seven. To test: grab the Windows installer from GitHub Releases. Copy 2×3÷4 , then Ctrl+Shift+V and check the Math tab. Settings → Auto-translate, pick a language, copy some foreign text. Alt+C still pastes without opening the app.
Built SnipClip. Clipboard history, snips, recording, OCR. Tray app, all local, Tauri + Rust. I got tired of opening the whole vault just to paste something I copied two minutes ago. So Ctrl+Shift+D / Alt+C is a small panel now, bottom right, on top of whatever you’re in. Search, pin, click, it pastes. Vault is still Ctrl+Shift+V if you actually need it. The annoying part was everything fighting each other. I’d record, then snip, and the overlay just wouldn’t come back. I’d hit record a second time and the bar still thought I was in the first clip. One hotkey already taken by Windows used to kill the rest. 1.6.1 is that last bit: the popup binding is optional, and a conflict just toasts instead of wiping snip/clipboard. Also hit R in the snip editor if you need a black box over a token. Blur never hid anything. Try v1.6.1 from GitHub Releases. MSI or the portable zip if SmartScreen blocks the installer. Copy a few things, hit Ctrl+Shift+D over Notepad, click a card. Then record, stop, snip. Then record again. You want the overlay to show, and the second take should start at 00:00 ....
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