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24105
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completely normal maze game by @thatshushi17 | Sta completely normal maze game by @thatshushi17 | Stardance...
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thatshushi17
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0
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24.94
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0
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[]
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[{"post_id": 30096, "ts": "202 [{"post_id": 30096, "ts": "2026-07-17T12:23:59Z", "hours": 24.9419, "text": "1. completely normal maze game ive had this idea for an engine/game for a while now, where you explore some completely normal mazes. im not sure why i wanted to do this, since i wasnt really planning on making the world have anything interesting like portals that you dont notice silently teleport you allowing for impossible geometry or anything like that. the progress so far so, super quickly, heres what ive done so far in order: create some super quick and dirty code to just test the pygame-moderngl setup im using implemented the proper player and 3d dda setup, with some basic voxel generation horribly failed at implementing collision moved to polishing the project with stuff like a RoomBuilder to help create rooms, finalising the general data flow for the rooms, porting over my old implementation of oklab in python adding some basic portal logic theres still a lot to take care of, but this is basically all of the core functionality, so hurrah! some technical details you can skip over this to the gallery if you just want to see the end result of what ive made, but i want to show off some of the cool implementation details and design decisions (because i like showing off :P) the world’s data firstly, the world is stored as voxel data. specifically, each voxel stores 4 channels of data, each having 16 bits. since a cube has 6 faces, im storing the data for 2 faces per channel. so, each face has 8 bits of data, and theres one extra channel left over. the face data is split in such a way that minimises operations gpu side, and also allows me to store loads of different types of data (like portals, colored/textured walls, or stained glass). because of this specific setup, there are actually two sources of truth for a specific wall, depending on where youre looking from. this means a wall can be green on one side, and red on the other! its a nice little side-effect thatll be really nice when designing levels later on. the RoomBuilder this is a cool one. its a class i made to abstract the lower level details of designing a level. you can design a stage with its methods without ever needing to touch the voxel data by hand. its quite simple so far, but itll grow alongside the project. it will also guide the implementation of the level designer mode, whenever i get around to that 👀 where next? again, theres a lot of stuff i still want to implement. making it so the portals can rotate your sense of ‘up’ is a big one, but theres also stuff like harnessing the full power of the color system to completely shatter the players understanding of where they are, or getting my revenge on collision. adding entity rendering (hopefully like gmod pngs lol) is something i want aswell. ill keep working on this till i get two blahaj so you probably wont need to wait long for more progress. see you!"}]...
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Title: completely normal maze game by @thatshushi1 Title: completely normal maze game by @thatshushi17 | Stardance
Devlogs:
1. completely normal maze game ive had this idea for an engine/game for a while now, where you explore some completely normal mazes. im not sure why i wanted to do this, since i wasnt really planning on making the world have anything interesting like portals that you dont notice silently teleport you allowing for impossible geometry or anything like that. the progress so far so, super quickly, heres what ive done so far in order: create some super quick and dirty code to just test the pygame-moderngl setup im using implemented the proper player and 3d dda setup, with some basic voxel generation horribly failed at implementing collision moved to polishing the project with stuff like a RoomBuilder to help create rooms, finalising the general data flow for the rooms, porting over my old implementation of oklab in python adding some basic portal logic theres still a lot to take care of, but this is basically all of the core functionality, so hurrah! some technical details you can skip over this to the gallery if you just want to see the end result of what ive made, but i want to show off some of the cool implementation details and design decisions (because i like showing off :P) the world’s data firstly, the world is stored as voxel data. specifically, each voxel stores 4 channels of data, each having 16 bits. since a cube has 6 faces, im storing the data for 2 faces per channel. so, each face has 8 bits of data, and theres one extra channel left over. the face data is split in such a way that minimises operations gpu side, and also allows me to store loads of different types of data (like portals, colored/textured walls, or stained glass). because of this specific setup, there are actually two sources of truth for a specific wall, depending on where youre looking from. this means a wall can be green on one side, and red on the other! its a nice little side-effect thatll be really nice when designing levels later on. the RoomBuilder this is a cool one. its a class i made to abstract the lower level details of designing a level. you can design a stage with its methods without ever needing to touch the voxel data by hand. its quite simple so far, but itll grow alongside the project. it will also guide the implementation of the level designer mode, whenever i get around to that 👀 where next? again, theres a lot of stuff i still want to implement. making it so the portals can rotate your sense of ‘up’ is a big one, but theres also stuff like harnessing the full power of the color system to completely shatter the players understanding of where they are, or getting my revenge on collision. adding entity rendering (hopefully like gmod pngs lol) is something i want aswell. ill keep working on this till i get two blahaj so you probably wont need to wait long for more progress. see you!...
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1792659001.0975082
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1793263801.0975082
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25178
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IRL Live Chat by @nanooo | Stardance
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nanooo
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0
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24.94
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0
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[]
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[{"post_id": 67141, "ts": "202 [{"post_id": 67141, "ts": "2026-09-13T06:21:47Z", "hours": 2.5975, "text": "ACTUALLY finished the project page https://lex-icl.github.io/BagLiveChat/projSites/proj1/Nano.html Okaey, messing around making the website is donesies now, I should work on the backend…"}, {"post_id": 65986, "ts": "2026-09-11T14:21:11Z", "hours": 6.4975, "text": "Added a secret rickroll button 👀 Urhm, I’ve been kinda procrastinating on the backend by making this personal site cool, but it’s kewlsies so it’s fine https://lex-icl.github.io/BagLiveChat/ there’s likr 3 updates pages now… I added a projects section so I can document the projects and such i’ve made! I forgot how fun it was to do front end stuff, but tomorrow hopefully I’ll setup the backend of the site… I like the little responsive buttons, one of them rickrolls you so be careful!"}, {"post_id": 63493, "ts": "2026-09-07T11:41:32Z", "hours": 6.6578, "text": "Pretty kewl site amirite! https://lex-icl.github.io/BagLiveChat/ I spent 6 hours on this oh my goshdhshs, it turned out rly pretty I think! I remember learning to make websites during school and having so much fun with it, this is the same feeling, I dun spent my whole afternoon bruehrh Erhm, the last section will be complete once this entire project will be complete, so yea! I added JS for the nichijou ost music and sum buttons to make it a bit more responsive! [p.s: I didn’t do those 1-click website makers, I made this with muh SOUL mane! I used ai to debug, for syntax and autocomplete, but this entire website is MY soul! I’m pretty sure you can tell that it’s made by human (me) becuz u can feel the joy I had while making] verity approved"}, {"post_id": 62842, "ts": "2026-09-06T11:31:30Z", "hours": 2.0372, "text": "it’s ye… I finally stopped procrastinating on this I spent like a couple hours trying to wrap my head around the architecture of how I’ll make the ESP32 connect with the website, and how I’ll do the image processing in the website backend to turn uploadable .png/.jpg files into rgb565, and how the esp will get info from the website, so I went on a whole rabbit hole reading MDN articles about HTTP, and realized I should probably setup the website first, so I linked the website mission here! I’ll finish the mission tomorrow, then figure out how to make the esp32 grab a rgb565 .bin image file and flash it onto the screen. Also, I replaced the big lcd with a smaller one because the 4 row one was really buggy! See ya tomorrow (p.s: 21 day sticky streak for plushie…)"}, {"post_id": 39013, "ts": "2026-08-01T17:47:05Z", "hours": 1.8178, "text": "why it le break Okauy after soldering the lcd to a little module to turn it i2c compatible, uhh it writes data, it’s just, a mess… I mean… It writes, and stuff, so that’s good! I’ve tried changing wires, cleaning the flux off of the soldered pins, reuploading the firmware, uhh more stufff Thing is, may or may not have messed up the lcd, will try my confirmed not-brainded lcd tomorrow"}, {"post_id": 38949, "ts": "2026-08-01T15:47:36Z", "hours": 0.6, "text": "solderirnigngn oka… the esp straight to the screen was kind of an annoying setup, transferred it to the breadboard I’m gonna add a text option on the website to submit a message so I’m putting an lcd display to do it, am gonna solder the lil module to make it i2c! (im making another log after this, this one is for da streak)"}, {"post_id": 38247, "ts": "2026-07-31T15:25:29Z", "hours": 0.6606, "text": "FINALLYYYY Okaey it didn’t even take that long, total hours is only 4 hours, which means this weekend I’ll make immaculate progress! Apparently… There was some user setup issue, I should’ve known I shouldn’t have just blindly followed some wiring I got to the user setup, uncommented my specific TFT screen, then set up the wiring, and violà! The yuuko has been displayed…. Now I’m gonna set up a scrolling LCD screen for text and connect it to the same esp32, and after figuring out the scrolling I’ll get to work on the website to uplaod images and text… I’m expecting a challenge learning how to convert sent user images to fit the screen ratio and converting it to hexademical data, but it’ll be fun! See ya tomorrow!"}, {"post_id": 37675, "ts": "2026-07-30T15:55:56Z", "hours": 0.55, "text": "AGH. Only 30~ minutes today cuz am sleepy and have classes, but streak going! Anyway… Soooo… I just made sure my esp wasn’t broken and could actually be written and run code, so I did the classic ‘hello world’ of electronics and made sure it was at least ALIVE… So now I’m trying to just BARE MINIMUM flash an image onto the TFT … BUT! THERES SUM Specific driver IC because all TFTs aren’t the same so I need to figure out what my driver IC is and look it up for a specific library that fits it so it can abstract away all the lower level stuff! I have a lil low power microscope in my house I can use to zoom into this and figure out what IC it is, so I can figure out the compatibility issues (probably why it wasn’t working before!) This specific video doesn’t use image data though, so I’m gonna need to figure out to create an amalgamation of code to make it print out image data without needing an SD card (because, this thing’s supposed to be online and uploadable yaknow!) Almost the weekend! So, will make some amazing progress across the weekend! :D"}, {"post_id": 37084, "ts": "2026-07-29T15:45:24Z", "hours": 1.6167, "text": "TFTS are EVIIL… I’ve been trying to just get a baseline image printed onto this TFT, but there was some weird conflict with the ESP32 so I decided to switch to my old reliable ESP32 and realized the one I was using only had 30 pins and my old one has 38 pins??! Whuat… Thing is… For this TFT to show images, I need some converter to convert an image into an array of hex to save in the esp memory to display on the screen, there’s a cool online site for it, but when I make this get images from a website imma need to make it auto convert images into an array O_o but that’s a problem for another time!! >:D Anddd: Ok so the backlight turns on, but it’s just because I connected the vcc and LED, there’s ZERO image being displayed, maybe the wiring? The wiring from the video I tried to follow I don’t understand the rationale for so I’m gonna try to wire it myself and understand ‘whyyy’ to wire it like taht… I printed a pic of the tft pins cuz I can’t see them when connected lel. The code compiles already so syntactically okay… I need to learn how this TFT communicates to display images with my esp32 and which pins and try to get at least 1 solid color to display, then I can move onto pictures! So uhm… Bit of a headache, but a good headache! That means I have stuff to learn! Urgh…! see ya tomm!"}, {"post_id": 36358, "ts": "2026-07-28T12:40:52Z", "hours": 1.9081, "text": "Urrgh FINALLY STARTING ANOTHER PROJECT!! I’m planning to Get it working on a breadboard (i.e: make the website to upload photos live, make sure it works and displays on the screen actually) Then make a PCB for it on KiCad, and then have it fabricated Finally make a 3d printed enclosure for it with the buttons to reset, turn it on and off on the side As of right now… I’m just trying to get the screen to display something! I was planning on using an ESP32 C3, the tiny one that’s very mini, I already soldered the pins to it, then many hours of trying to troubleshoot it brought me to the fact that, yes, the board itself was freakcing defectiveevevas (online shopping is jsut gambling atp) I’m using platformIO as my development environment, so it was kind of cool not needing to download a bunch of libraries into the arduino IDE, and setting up a benchmark blink led test onto the ESP… Thing is… Yaknow, linking Lookout for hardware projects is kinda odd because you kinda just have to trust that the seemingly afk time in the lookout is actually me building the physical thing IRL 😭 I hope these pictures are proof enough… And like… I was following some youtube tutorial of someone flashing an image onto the esp, but he was using BARE HEXADECIMAL data to individually light up pixels bruh, I had to spend a while looking up an LCD image translator, and looking up something that worked on mac, and I don’t think I’ll use this method in the future 😭 I’m going to look up a bunch more on how the TFT works because it’s not as abstracted and beginner friendly as I thought, or maybe I’m just stupid tryna follow someone translating bare hex code or smth 😭 In the end, the code stopped giving errors, I translated an image into hex, plopped in the data, andddddd- NOTHING I mean- not nothing, just, a white screen… Urgh, I need to learn more on how this thing actually works instead of blindly following wiring and code! Yeah taht’s it… See ya tomorrow! (probably)"}]...
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Title: IRL Live Chat by @nanooo | Stardance
Devlo Title: IRL Live Chat by @nanooo | Stardance
Devlogs:
Urrgh FINALLY STARTING ANOTHER PROJECT!! I’m planning to Get it working on a breadboard (i.e: make the website to upload photos live, make sure it works and displays on the screen actually) Then make a PCB for it on KiCad, and then have it fabricated Finally make a 3d printed enclosure for it with the buttons to reset, turn it on and off on the side As of right now… I’m just trying to get the screen to display something! I was planning on using an ESP32 C3, the tiny one that’s very mini, I already soldered the pins to it, then many hours of trying to troubleshoot it brought me to the fact that, yes, the board itself was freakcing defectiveevevas (online shopping is jsut gambling atp) I’m using platformIO as my development environment, so it was kind of cool not needing to download a bunch of libraries into the arduino IDE, and setting up a benchmark blink led test onto the ESP… Thing is… Yaknow, linking Lookout for hardware projects is kinda odd because you kinda just have to trust that the seemingly afk time in the lookout is actually me building the physical thing IRL 😭 I hope these pictures are proof enough… And like… I was following some youtube tutorial of someone flashing an image onto the esp, but he was using BARE HEXADECIMAL data to individually light up pixels bruh, I had to spend a while looking up an LCD image translator, and looking up something that worked on mac, and I don’t think I’ll use this method in the future 😭 I’m going to look up a bunch more on how the TFT works because it’s not as abstracted and beginner friendly as I thought, or maybe I’m just stupid tryna follow someone translating bare hex code or smth 😭 In the end, the code stopped giving errors, I translated an image into hex, plopped in the data, andddddd- NOTHING I mean- not nothing, just, a white screen… Urgh, I need to learn more on how this thing actually works instead of blindly following wiring and code! Yeah taht’s it… See ya tomorrow! (probably)
TFTS are EVIIL… I’ve been trying to just get a baseline image printed onto this TFT, but there was some weird conflict with the ESP32 so I decided to switch to my old reliable ESP32 and realized the one I was using only had 30 pins and my old one has 38 pins??! Whuat… Thing is… For this TFT to show images, I need some converter to convert an image into an array of hex to save in the esp memory to display on the screen, there’s a cool online site for it, but when I make this get images from a website imma need to make it auto convert images into an array O_o but that’s a problem for another time!! >:D Anddd: Ok so the backlight turns on, but it’s just because I connected the vcc and LED, there’s ZERO image being displayed, maybe the wiring? The wiring from the video I tried to follow I don’t understand the rationale for so I’m gonna try to wire it myself and understand ‘whyyy’ to wire it like taht… I printed a pic of the tft pins cuz I can’t see them when connected lel. The code compiles already so syntactically okay… I need to learn how this TFT communicates to display images with my esp32 and which pins and try to get at least 1 solid color to display, then I can move onto pictures! So uhm… Bit of a headache, but a good headache! That means I have stuff to learn! Urgh…! see ya tomm!
AGH. Only 30~ minutes today cuz am sleepy and have classes, but streak going! Anyway… Soooo… I just made sure my esp wasn’t broken and could actually be written and run code, so I did the classic ‘hello world’ of electronics and made sure it was at least ALIVE… So now I’m trying to just BARE MINIMUM flash an image onto the TFT … BUT! THERES SUM Specific driver IC because all TFTs aren’t the same so I need to figure out what my driver IC is and look it up for a specific library that fits it so it can abstract away all the lower level stuff! I have a lil low power microscope in my house I can use to zoom into this and figure out what IC it is, so I can figure out the compatibility issues (probably why it wasn’t working before!) This specific video doesn’t use image data though, so I’m gonna need to figure out to create an amalgamation of code to make it print out image data without needing an SD card (because, this thing’s supposed to be online and uploadable yaknow!) Almost the weekend! So, will make some amazing progress across the weekend! :D
FINALLYYYY Okaey it didn’t even take that long, total hours is only 4 hours, which means this weekend I’ll make immaculate progress! Apparently… There was some user setup issue, I should’ve known I shouldn’t have just blindly followed some wiring I got to the user setup, uncommented my specific TFT screen, then set up the wiring, and violà! The yuuko has been displayed…. Now I’m gonna set up a scrolling LCD screen for text and connect it to the same esp32, and after figuring out the scrolling I’ll get to work on the website to uplaod images and text… I’m expecting a challenge learning how to convert sent user images to fit the screen ratio and converting it to hexademical data, but it’ll be fun! See ya tomorrow!
solderirnigngn oka… the esp straight to the screen was kind of an annoying setup, transferred it to the breadboard I’m gonna add a text option on the website to submit a message so I’m putting an lcd display to do it, am gonna solder the lil module to make it i2c! (im making another log after this, this one is for da streak)
why it le break Okauy after soldering the lcd to a little module to turn it i2c compatible, uhh it writes data, it’s just, a mess… I mean… It writes, and stuff, so that’s good! I’ve tried changing wires, cleaning the flux off of the soldered pins, reuploading the firmware, uhh more stufff Thing is, may or may not have messed up the lcd, will try my confirmed not-brainded lcd tomorrow
it’s ye… I finally stopped procrastinating on this I spent like a couple hours trying to wrap my head around the architecture of how I’ll make the ESP32 connect with the website, and how I’ll do the image processing in the website backend to turn uploadable .png/.jpg files into rgb565, and how the esp will get info from the website, so I went on a whole rabbit hole reading MDN articles about HTTP, and realized I should probably setup the website first, so I linked the website mission here! I’ll finish the mission tomorrow, then figure out how to make the esp32 grab a rgb565 .bin image file and flash it onto the screen. Also, I replaced the big lcd with a smaller one because the 4 row one was really buggy! See ya tomorrow (p.s: 21 day sticky streak for plushie…)
Pretty kewl site amirite! https://lex-icl.github.io/BagLiveChat/ I spent 6 hours on this oh my goshdhshs, it turned out rly pretty I think! I remember learning to make websites during school and having so much fun with it, this is the same feeling, I dun spent my whole afternoon bruehrh Erhm, the last section will be complete once this entire project will be complete, so yea! I added JS for the nichijou ost music and sum buttons to make it a bit more responsive! [p.s: I didn’t do those 1-click website makers, I made this with muh SOUL mane! I used ai to debug, for syntax and autocomplete, but this entire website is MY soul! I’m pretty sure you can tell that it’s made by human (me) becuz u can feel the joy I had while making] verity approved
Added a secret rickroll button 👀 Urhm, I’ve been kinda procrastinating on the backend by making this personal site cool, but it’s kewlsies so it’s fine https://lex-icl.github.io/BagLiveChat/ there’s likr 3 updates pages now… I added a projects section so I can document the projects and such i’ve made! I forgot how fun it was to do front end stuff, but tomorrow hopefully I’ll setup the backend of the site… I like the little responsive buttons, one of them rickrolls you so be careful!
ACTUALLY finished the project page https://lex-icl.github.io/BagLiveChat/projSites/proj1/Nano.html Okaey, messing around making the website is donesies now, I should work on the backend…...
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1792655314.4035223
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1793260114.4035223
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31012
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minecraft theme weather app by @umar7 | Stardance
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umar7
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0
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24.94
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0
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[]
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[{"post_id": 43991, "ts": "202 [{"post_id": 43991, "ts": "2026-08-09T14:06:30Z", "hours": 1.9597, "text": "devlog#17 i have added i 5-day weather forecast it displays the temperature and weather condition for the next five days for the city entered,when you click on the forecast the background changes to a brick wall so that it looks good when you scroll down"}, {"post_id": 43220, "ts": "2026-08-08T11:04:43Z", "hours": 4.2311, "text": "devlog#16 i have fixed some bugs in my app, it showed random cities when you entered random numbers that is now fixed and now i am currently drawing different backgrounds which will be displayed according to the temperature for example if the temperature is higher than 30 degrees it will display a desert biome and if the temperature is below 10 degrees it will display a snow biome and if the temperature is above 10 and below 30 degrees it will display a normal grass biome. the picture below is the normal grass biome it is almost complete i just have to fix some things on it then i will draw the other biome backgrounds"}, {"post_id": 39538, "ts": "2026-08-02T15:44:49Z", "hours": 1.5192, "text": "devlog#15 i have now added the clock icon from minecraft beside the time"}, {"post_id": 39071, "ts": "2026-08-01T19:18:14Z", "hours": 0.2789, "text": "devlog#14 i have now changed my cursor to a diamond sword from minecraft to make it more minecraft themed"}, {"post_id": 38866, "ts": "2026-08-01T13:00:52Z", "hours": 0.8778, "text": "devlog#13 now my weather app also displays the real time of the city or place which is entered i have also changed the drizzle weather icon"}, {"post_id": 36999, "ts": "2026-07-29T13:31:32Z", "hours": 1.045, "text": "devlog#12 now i have changed the mist weather icon now only the drizzle icon is left then I’ll fix the droplet(humidity icon) then maybe ill change the background to a minecraft biome or I’ll set conditions to change the background according to the temperature for example if the temperature is cold and freezing ill make a condition to display the snow biome in the background"}, {"post_id": 36912, "ts": "2026-07-29T09:50:45Z", "hours": 0.7, "text": "devlog#11 i have now replaced the rain weather icon . this time i made the clouds a little different and boxy, i want y’all to tell me if they look good and if i should replace the old clouds which i drew for the other weather icons with the clouds that i drew right now"}, {"post_id": 36539, "ts": "2026-07-28T18:39:40Z", "hours": 1.4561, "text": "devlog#10 i have now replaced the snow weather icon with a snow ball which is inside the game minecraft. in the screenshot its not actually snowing in new jersey i just set the code to display the snow icon in every city because i could not find any city where it was snowing and i had to see how the icon looked :))"}, {"post_id": 35825, "ts": "2026-07-27T14:45:36Z", "hours": 2.5906, "text": "devlog#9 now i have changed the icons for wind speed and humidity percentage which are displayed at the bottom"}, {"post_id": 35270, "ts": "2026-07-26T15:58:34Z", "hours": 1.03, "text": "devlog#8 now i have customized the cloudy weather icon . i didnt draw the actual clouds which are in the game because they did not look good so i just made normal clouds"}, {"post_id": 33510, "ts": "2026-07-23T14:54:26Z", "hours": 0.4744, "text": "devlog#7 i have now also changed the search icon"}, {"post_id": 33474, "ts": "2026-07-23T13:40:33Z", "hours": 0.9339, "text": "devlog#6 i have replaced the sun weather icon with the minecraft sun which i drew in libresprite and also added a glow affect. now i am going to customize the other remaining weather icons in minecraft themeand then i will ship this project"}, {"post_id": 32998, "ts": "2026-07-22T15:04:57Z", "hours": 1.0658, "text": "devlog#5 i have now changed the color of the search bar and the shape of the search button i have also added a minecraft click sound effect when you press enter or when you click the search button"}, {"post_id": 32949, "ts": "2026-07-22T13:07:12Z", "hours": 0.5978, "text": "devlog#4 i created a stone brick wall in libresprite for the background now i am going to customize the icons also and i am also thinking of adding a sound affect when you press enter or click the search icon"}, {"post_id": 30138, "ts": "2026-07-17T14:07:57Z", "hours": 1.7783, "text": "devlog#3 after completing my weather app i planned to change how it looked and up til now i have changed its font to mojangles which is the minecraft font now i will change its back ground and weather icons to minecraft theme. i will be making them in libresprite"}, {"post_id": 24710, "ts": "2026-07-08T14:06:48Z", "hours": 3.2383, "text": "devlog#2 i have completed my weather app. now if you load the app on the browser it displays the search bar. the app displays the temperature of the place its wind speed and its humidity percentage. the icons/images of the clouds change according to the weather of the place. it also displays an error message “invalid city name” when a wrong city name is entered and it is also displayed when a wrong spelling is entered. now i am planning to change the font and overall look of the webpage by creating custom assets and artwork"}, {"post_id": 23407, "ts": "2026-07-06T10:47:37Z", "hours": 1.1669, "text": "devlog#1 i am learning css,html and js for the first time and so far i have made a search bar for the weather app for which i made a style.css file and a index.html file . i have made the search bar to have a gradient and also added a search icon. also added search bar prompt text inside the search bar."}]...
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Title: minecraft theme weather app by @umar7 | Sta Title: minecraft theme weather app by @umar7 | Stardance
Devlogs:
devlog#1 i am learning css,html and js for the first time and so far i have made a search bar for the weather app for which i made a style.css file and a index.html file . i have made the search bar to have a gradient and also added a search icon. also added search bar prompt text inside the search bar.
devlog#2 i have completed my weather app. now if you load the app on the browser it displays the search bar. the app displays the temperature of the place its wind speed and its humidity percentage. the icons/images of the clouds change according to the weather of the place. it also displays an error message “invalid city name” when a wrong city name is entered and it is also displayed when a wrong spelling is entered. now i am planning to change the font and overall look of the webpage by creating custom assets and artwork
devlog#3 after completing my weather app i planned to change how it looked and up til now i have changed its font to mojangles which is the minecraft font now i will change its back ground and weather icons to minecraft theme. i will be making them in libresprite
devlog#4 i created a stone brick wall in libresprite for the background now i am going to customize the icons also and i am also thinking of adding a sound affect when you press enter or click the search icon
devlog#5 i have now changed the color of the search bar and the shape of the search button i have also added a minecraft click sound effect when you press enter or when you click the search button
devlog#6 i have replaced the sun weather icon with the minecraft sun which i drew in libresprite and also added a glow affect. now i am going to customize the other remaining weather icons in minecraft themeand then i will ship this project
devlog#7 i have now also changed the search icon
devlog#8 now i have customized the cloudy weather icon . i didnt draw the actual clouds which are in the game because they did not look good so i just made normal clouds
devlog#9 now i have changed the icons for wind speed and humidity percentage which are displayed at the bottom
devlog#10 i have now replaced the snow weather icon with a snow ball which is inside the game minecraft. in the screenshot its not actually snowing in new jersey i just set the code to display the snow icon in every city because i could not find any city where it was snowing and i had to see how the icon looked :))
devlog#11 i have now replaced the rain weather icon . this time i made the clouds a little different and boxy, i want y’all to tell me if they look good and if i should replace the old clouds which i drew for the other weather icons with the clouds that i drew right now
devlog#12 now i have changed the mist weather icon now only the drizzle icon is left then I’ll fix the droplet(humidity icon) then maybe ill change the background to a minecraft biome or I’ll set conditions to change the background according to the temperature for example if the temperature is cold and freezing ill make a condition to display the snow biome in the background
devlog#13 now my weather app also displays the real time of the city or place which is entered i have also changed the drizzle weather icon
devlog#14 i have now changed my cursor to a diamond sword from minecraft to make it more minecraft themed
devlog#15 i have now added the clock icon from minecraft beside the time
devlog#16 i have fixed some bugs in my app, it showed random cities when you entered random numbers that is now fixed and now i am currently drawing different backgrounds which will be displayed according to the temperature for example if the temperature is higher than 30 degrees it will display a desert biome and if the temperature is below 10 degrees it will display a snow biome and if the temperature is above 10 and below 30 degrees it will display a normal grass biome. the picture below is the normal grass biome it is almost complete i just have to fix some things on it then i will draw the other biome backgrounds
devlog#17 i have added i 5-day weather forecast it displays the temperature and weather condition for the next five days for the city entered,when you click on the forecast the background changes to a brick wall so that it looks good when you scroll down...
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1792756173.4340172
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1793360973.4340172
|
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24197
|
Ghastly by @M8000 | Stardance
|
M8000
|
0
|
24.91
|
0
|
[]
|
[{"post_id": 48099, "ts": "202 [{"post_id": 48099, "ts": "2026-08-16T11:59:16Z", "hours": 1.7617, "text": "Changes Fixed minor volume and playing issues in Music Player autoload script Downloaded and added Background Music for title screen and levels, with fade effects Added a few preliminary sound effects Future Update Confirm that the BGM loops properly Add a pause overlay, with return to title screen button (minecraft?) More sound effects Add a portal animation Update tilemap textures in levels"}, {"post_id": 32275, "ts": "2026-07-21T10:42:32Z", "hours": 1.1428, "text": "Completed options functionality Changes Made the config dictionary global Made the options menu functional by saving to file and loading on game start Updated readme"}, {"post_id": 31732, "ts": "2026-07-20T11:26:18Z", "hours": 1.1278, "text": "Changes Finished tutorial slides Started work on the options menu Will need to complete functionality, and sync with the preferences save file. Might also make a controls menu to change keybinds."}, {"post_id": 31081, "ts": "2026-07-19T06:05:01Z", "hours": 1.1428, "text": "Changes Made a small animation in the title screen where the background slides with user selected option Updated the code for tutorial panel Started working on designing the tutorial"}, {"post_id": 30634, "ts": "2026-07-18T11:16:12Z", "hours": 16.7289, "text": "Made a 3 levels and interactables, along with completing the ghost respawning system with interactions"}, {"post_id": 14779, "ts": "2026-06-24T00:30:27Z", "hours": 3.0092, "text": "Learning and making a project in godot for the first time with this game. I already have a bare bones prototype of this project in unity, but since godot’s design system is vastly different(atl for me), porting and refining the project while learning will take some time"}]...
|
Title: Ghastly by @M8000 | Stardance
Devlogs:
Lea Title: Ghastly by @M8000 | Stardance
Devlogs:
Learning and making a project in godot for the first time with this game. I already have a bare bones prototype of this project in unity, but since godot’s design system is vastly different(atl for me), porting and refining the project while learning will take some time
Made a 3 levels and interactables, along with completing the ghost respawning system with interactions
Changes Made a small animation in the title screen where the background slides with user selected option Updated the code for tutorial panel Started working on designing the tutorial
Changes Finished tutorial slides Started work on the options menu Will need to complete functionality, and sync with the preferences save file. Might also make a controls menu to change keybinds.
Completed options functionality Changes Made the config dictionary global Made the options menu functional by saving to file and loading on game start Updated readme
Changes Fixed minor volume and playing issues in Music Player autoload script Downloaded and added Background Music for title screen and levels, with fade effects Added a few preliminary sound effects Future Update Confirm that the BGM loops properly Add a pause overlay, with return to title screen button (minecraft?) More sound effects Add a portal animation Update tilemap textures in levels...
|
1793213674.3694983
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1793818474.3694983
|
|
43557
|
C-tarting at nothing by @cameronmack | Stardance
|
cameronmack
|
0
|
24.89
|
0
|
[]
|
[{"post_id": 61238, "ts": "202 [{"post_id": 61238, "ts": "2026-09-04T02:21:48Z", "hours": 4.3497, "text": "4th Devlog - Graphics! Been pretty busy the past few days because of work and moving into uni but I’m all moved in now, and have time to code for a bit again Features: UI that scales with screen resolution DAS system High score tracking Play again after game over Able to use the color orange now Stuff I learned: Writing to and reading from files Using raylib for: Input handling Text and graphics rendering Static vs dynamic linking Biggest Challenge: When I first built the game for windows and sent it to my friend to try it, it just didn’t work at all, and it took me forever to figure that it was dynamically linking raylib, so anybody running it needed to have raylib installed, but I eventually figured out how to get it to static link"}, {"post_id": 46032, "ts": "2026-08-12T23:07:36Z", "hours": 8.8522, "text": "Third Devlog - Tetris in C! This one took me a while (My favorite bugs I encountered are attached) It has: Game logic and Rendering in separate files Bag Randomizer for more fair pieces Ghost display of where your block is going to fall Different colors for almost every piece (no orange) Wall kicks when rotating Stuff I learned: Using calloc() instead of malloc() When to actually use the & operator Using a struct to save the game state More gdb debugging Writing to a debug log file since I cant print to terminal while using ncurses Extern keyword when saving read only data in another file Biggest challenge: Debugging different logic errors was really hard, since there’s just so many more different spots where the code can go wrong when handling memory yourself (out of bounds arrays don’t always crash, they can sometimes just give you random data)"}, {"post_id": 40539, "ts": "2026-08-04T05:12:21Z", "hours": 4.0347, "text": "Second devlog, I remade snake in the terminal It plays just like classic snake, supporting wasd and arrow keys, hitting yourself or the walls kills you, and eating an apple increases your score and you grow Acquired knowledge debugging with gdb (very useful) using curses libraries for terminal drawing and input managing support for windows and Linux at the same time using #ifdef managing a game loop Biggest challenge The biggest challenge was that I kept assuming that uninitialized variables would default to 0 like in other languages, but in C they become whatever was last in that memory, so random garbage"}, {"post_id": 40391, "ts": "2026-08-03T21:12:45Z", "hours": 7.6569, "text": "First devlog, lots of progress I learned about stardance midway through this, so this is really long. Basically, I have never touched Linux, C, or C++ before this, and I am going to learn the language while using Linux (wsl2), and make a hopefully good game by the end of it Everything I’ve made so far, in chronological order, and what i learned: Calculator strings aren’t real?? how to receive arguments & (address of) operator string formatting long vs long long Rock Paper Scissors how to use enums how pointers work * (pointer dereference) operator printf random number generation String Library void pointers string operations loop through a string creating a header file Vector (c++ std::vector/dynamic array) bools also aren’t real???? memory allocation/reallocation and freeing more pointer practice, starting to get it what size_t is Linked List structs more complex memory allocation and freeing how to make a ton of memory leaks more pointer practice, I think I understand itnow HashMap output pointers (void double pointers??) hash function more complex logic moving every value safely when resizing the hashmap"}]...
|
Title: C-tarting at nothing by @cameronmack | Star Title: C-tarting at nothing by @cameronmack | Stardance
Devlogs:
First devlog, lots of progress I learned about stardance midway through this, so this is really long. Basically, I have never touched Linux, C, or C++ before this, and I am going to learn the language while using Linux (wsl2), and make a hopefully good game by the end of it Everything I’ve made so far, in chronological order, and what i learned: Calculator strings aren’t real?? how to receive arguments & (address of) operator string formatting long vs long long Rock Paper Scissors how to use enums how pointers work * (pointer dereference) operator printf random number generation String Library void pointers string operations loop through a string creating a header file Vector (c++ std::vector/dynamic array) bools also aren’t real???? memory allocation/reallocation and freeing more pointer practice, starting to get it what size_t is Linked List structs more complex memory allocation and freeing how to make a ton of memory leaks more pointer practice, I think I understand itnow HashMap output pointers (void double pointers??) hash function more complex logic moving every value safely when resizing the hashmap
Second devlog, I remade snake in the terminal It plays just like classic snake, supporting wasd and arrow keys, hitting yourself or the walls kills you, and eating an apple increases your score and you grow Acquired knowledge debugging with gdb (very useful) using curses libraries for terminal drawing and input managing support for windows and Linux at the same time using #ifdef managing a game loop Biggest challenge The biggest challenge was that I kept assuming that uninitialized variables would default to 0 like in other languages, but in C they become whatever was last in that memory, so random garbage
Third Devlog - Tetris in C! This one took me a while (My favorite bugs I encountered are attached) It has: Game logic and Rendering in separate files Bag Randomizer for more fair pieces Ghost display of where your block is going to fall Different colors for almost every piece (no orange) Wall kicks when rotating Stuff I learned: Using calloc() instead of malloc() When to actually use the & operator Using a struct to save the game state More gdb debugging Writing to a debug log file since I cant print to terminal while using ncurses Extern keyword when saving read only data in another file Biggest challenge: Debugging different logic errors was really hard, since there’s just so many more different spots where the code can go wrong when handling memory yourself (out of bounds arrays don’t always crash, they can sometimes just give you random data)
4th Devlog - Graphics! Been pretty busy the past few days because of work and moving into uni but I’m all moved in now, and have time to code for a bit again Features: UI that scales with screen resolution DAS system High score tracking Play again after game over Able to use the color orange now Stuff I learned: Writing to and reading from files Using raylib for: Input handling Text and graphics rendering Static vs dynamic linking Biggest Challenge: When I first built the game for windows and sent it to my friend to try it, it just didn’t work at all, and it took me forever to figure that it was dynamically linking raylib, so anybody running it needed to have raylib installed, but I eventually figured out how to get it to static link...
|
1793228101.6963534
|
1793832901.6963534
|
|
29776
|
Glancer by @Maarxius | Stardance
|
Maarxius
|
1
|
24.84
|
272
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-19T19:31:32Z", "hours": 24.0, "multiplier": 11.32, "payout": 272, "blessing": "neutral", "text": "Glancer Glancer is an always-on desk display designed to be passive, useful, and unobtrusive. The idea was simple: take a retired iPad Mini and turn it into something that could sit on a desk, plugged in, and display useful information without needing constant interaction. It was heavily inspired by Terminal, especially the idea that something passive could still become incredibly useful. I also wanted to explore the idea of reusing old technology instead of letting it become e-waste. Turning an old iPad that would otherwise sit unused into something functional felt like a pretty big win. What I made Glancer is a web app connected to a local computer. The iPad acts as the display, while a Python Flask server running on a Mac collects information, processes it, and sends it to the dashboard. The project includes a clock, weather card using the OpenWeather API, French vocabulary card, photo carousel, calendar, and a music card showing the current song, artist, playback progress, and an animated equalizer. The interesting part wasn’t just making the cards themselves, but building the system behind them. I created Python scripts, a Flask API, AppleScript integrations, calendar parsing, and JavaScript functions to dynamically update everything. Challenges The biggest challenge was definitely the calendar. AppleScript worked well with Music, but Calendar was a completely different story. Recurring events caused a lot of issues, and trying to parse Apple’s calendar data was much harder than expected. Eventually I had to learn about CalDAV and different calendar parsing methods to make it work. JavaScript was also a challenge, although in a more enjoyable way. Learning how objects and properties worked, and how to structure functions to update different parts of the dashboard, was a really useful experience. CSS also caused problems because the target device was an older iPad Mini. Features that worked perfectly on my computer did not always work on older versions of Safari, so a lot of time went into testing, fixing layouts, and making sure everything looked correct on the actual device. What I’m proud of The thing I’m most proud of is that I built the entire system myself. This project was less about writing a lot of code and more about solving problems. The calendar especially taught me a lot about handling messy data and transforming it into something useful. I also learned how to communicate with macOS using AppleScript, create local APIs with Flask, and have different devices communicate over a network. Learning Flask was probably one of the biggest milestones. Being able to run a local application on my network and have another device connect to it opens up a lot of possibilities for future projects. How to test it To run Glancer, you will need a Mac, Python 3, a display with a resolution of 1024×768 CSS pixels, and an Apple ID/iCloud account with a calendar. The full setup guide, installation instructions, and future updates can be found in the GitHub README. A working demo can be found on that side too. Glancer started as a simple HTML dashboard, but it became something much more. It is now a fully connected application that can communicate with my computer and display real-time information on an old device. I’m really happy with how it turned out.", "repo": "https://github.com/vismaysjayaram/glancer-desktop-view", "demo": "https://vismaysjayaram.github.io/glancer-desktop-view/"}]...
|
[{"post_id": 35983, "ts": "202 [{"post_id": 35983, "ts": "2026-07-27T19:40:33Z", "hours": 0.845, "text": "Devlog 5! This session was mostly about polishing Glancer rather than adding new features.I started by improving how text overflow is handled, especially on the music and French dictionary cards. Long titles now scroll much more smoothly instead of being abruptly cut off.I also fixed a bug where portrait photos weren’t displaying correctly in the photo carousel, and spent some time stress testing the dashboard. Leaving it running for a while exposed a few bugs with cards cycling over time, which I was able to fix.The last big improvement was setting up a launchd service for the Flask server. Instead of manually starting it from Terminal every time, it now launches automatically in the background when my Mac starts, making Glancer feel much more like a proper application.No major new features this time, but a lot of small improvements that make the dashboard much nicer to use every day."}, {"post_id": 31178, "ts": "2026-07-19T11:36:55Z", "hours": 0.745, "text": "Devlog 5: Glancer is done, and it was fun! i touched up some fo the read-me, added the demo, and just polished a couple of things. Overall, it was really great View it Here!: https://vismaysjayaram.github.io/glancer-desktop-view/ Comment your thoughts please! I’ll add more dog photos to the demo if you comment!"}, {"post_id": 30790, "ts": "2026-07-18T17:59:13Z", "hours": 3.6592, "text": "Devlog 4! It’s finally done. After a lot of work, Glancer is finally feature complete. Before finishing everything off though, I decided to test it on an actual iPad instead of just my desktop browser. I’m really glad I did, because it immediately exposed a bunch of bugs caused by deprecated CSS. After a bit of trial and error (and Googling), I managed to iron them out. The first new feature I tackled was the photo carousel. Originally my plan was to have the iPad handle everything locally, but I quickly realised that wasn’t a great idea. Since I already had a Flask server running, it made much more sense to let it serve the photos as well. I ended up using what I’ve affectionately named the YOLO (You Only Load Once) method. The browser loads a photo, keeps displaying it until it eventually errors, then simply requests the next one from the server. It’s surprisingly simple, but it works really well. I also added photo shuffling and a photo counter, which rounded out the card nicely. After that I moved onto the French card, my mot du jour. That one was pretty straightforward. The hardest part was actually finding a good word list. After spending way too long looking, I gave up and had AI generate one that I could use instead. The final boss was the calendar. Compared to what I expected, the frontend was easy. The backend definitely wasn’t. There were plenty of Python bugs, Apple Calendar quirks and recurring event weirdness to work through, but eventually everything clicked into place and I finally got today’s events showing correctly. And with that… Glancer is done. There are still a few things I’d like to polish and test, but as far as the original vision goes, it’s complete. It’s honestly really satisfying seeing it all come together. What started as a simple dashboard idea is now something I actually use, and that’s a pretty cool feeling. Sure, i had to cut a lot of features, but i think what i lost, i gained thrice more."}, {"post_id": 30126, "ts": "2026-07-17T13:26:51Z", "hours": 8.3861, "text": "Devlog 3! Return of the killer Adblocker! This session was basically split into two parts: the weather card and the media card. The weather card was pretty simple, the media card absolutely was not. I started with the weather card as a bit of a warm up. I used the OpenWeather API to grab the data and then spent most of my time getting everything to display nicely. The one thing I wasn’t expecting was how annoying SVGs are in plain HTML. I ended up making one massive lookup table full of SVG markup so I could swap icons depending on the weather. Is it elegant? No. Did it work? Yep. After that I moved onto the main boss fight of this devlog: the media card. Unlike the weather card, this one actually needed the frontend and backend to communicate. That meant learning Flask for the first time. Surprisingly, Flask was really enjoyable to work with. Setting up routes and returning JSON was much easier than I expected. Then came AppleScript. Honestly, AppleScript wasn’t nearly as bad as I’d heard. It’s probably one of the most readable programming languages I’ve used. I used it to grab information from the Music app like the current song, artist, duration and playback position, then passed all of that through Flask so the browser could fetch it as JSON. Of course, nothing ever works the first time. One thing that really annoyed me was discovering that my ad blocker was blocking the HTTP requests to my own local Flask server. Good on it for doing its job, but it made debugging miserable. I downloaded another browser to test it… only to realise it also had a built-in ad blocker. In the end I gave up and switched to Safari. I didn’t even know Safari had DevTools, but they’re actually pretty decent. Once the backend was working I started designing the actual card. I tried a bunch of layouts before settling on one with the song title, artist, progress bar and a little animated equalizer. I also wanted playback controls and album art, but they just made the card feel cramped, so I scrapped both ideas. The JavaScript was honestly the hardest part. Nothing was particularly difficult, it was just lots of connecting everything together and trying not to confuse myself with variable names. I split everything into smaller functions so I could update different parts of the card independently, and I also got to experiment with try and catch for error handling. The rest of the session was mostly bug fixing, CSS animations and fighting JavaScript every step of the way. Overall this felt like a pretty big milestone. Glancer isn’t just displaying static information anymore. It’s actually talking to my Mac in real time, which makes it feel a lot more like a real application than just another webpage."}, {"post_id": 23352, "ts": "2026-07-06T07:59:13Z", "hours": 7.31, "text": "Devlog 2! Just got to work on the actual HTML progress. Eight hours later here’s what I’ve got.I started by quickly laying out the grid with CSS and HTML. I was going through my last devlog and decided to get straight into the first card the clock.The clock is running on Bebas Neue, centered and it uses a simple JS setup. I had no idea you could animate things with CSS like that, which was actually pretty fun to figure out.After that I moved on to the calendar since I hadn’t really planned it out properly. That kicked off what I’m calling the calendar arc and yeah it was painful.The calendar itself is pretty simple. It shows your next event, how much time is left, and the event details etc etc. But it ended up taking a lot of JavaScript work. Nothing complex just really annoying to deal with.What really got me was how JavaScript handles constants. How assigning something to a const doesn’t always create a fresh copy it just links back to the original reference. I had no idea about that.Eventually I got the calendar working, added a bit of styling and that was basically the full eight hours."}, {"post_id": 22117, "ts": "2026-07-04T12:23:22Z", "hours": 3.9717, "text": "Devlog 1: Hey there, excited to start my project Glancer. It’s an ambient desk display that will show the time, weather, my 3d printer status, maybe a media player, my calendar, and a selected photo that I plan to keep. I’m designing the system to run on an iPad Mini 2 (d original) , which makes CSS and HTML much easier since I only need to define a single area. I spent a crazy amount of time trying to understand how to define CSS headings and grids. Even though I only have to work with a single display resolution, it didn’t save me from going through way too many Web3Schools pages. who designed css? Who hurt you? Overall, it looks like it will turn into a great project. I also plan to add a Mac side screen acting as a pseudo-server-thingie, which could provide the iPad with data about the printer, weather, and more; though I might also just have the iPad handle everything directly. I spent a couple of hours designing and sketching before moving into Figma to prototype it. I’m now working on the actual code and I’m excited to see how it turns out. Overall, a solid amount of work done before starting development."}]...
|
Title: Glancer by @Maarxius | Stardance
Devlogs:
Title: Glancer by @Maarxius | Stardance
Devlogs:
Devlog 1: Hey there, excited to start my project Glancer. It’s an ambient desk display that will show the time, weather, my 3d printer status, maybe a media player, my calendar, and a selected photo that I plan to keep. I’m designing the system to run on an iPad Mini 2 (d original) , which makes CSS and HTML much easier since I only need to define a single area. I spent a crazy amount of time trying to understand how to define CSS headings and grids. Even though I only have to work with a single display resolution, it didn’t save me from going through way too many Web3Schools pages. who designed css? Who hurt you? Overall, it looks like it will turn into a great project. I also plan to add a Mac side screen acting as a pseudo-server-thingie, which could provide the iPad with data about the printer, weather, and more; though I might also just have the iPad handle everything directly. I spent a couple of hours designing and sketching before moving into Figma to prototype it. I’m now working on the actual code and I’m excited to see how it turns out. Overall, a solid amount of work done before starting development.
Devlog 2! Just got to work on the actual HTML progress. Eight hours later here’s what I’ve got.I started by quickly laying out the grid with CSS and HTML. I was going through my last devlog and decided to get straight into the first card the clock.The clock is running on Bebas Neue, centered and it uses a simple JS setup. I had no idea you could animate things with CSS like that, which was actually pretty fun to figure out.After that I moved on to the calendar since I hadn’t really planned it out properly. That kicked off what I’m calling the calendar arc and yeah it was painful.The calendar itself is pretty simple. It shows your next event, how much time is left, and the event details etc etc. But it ended up taking a lot of JavaScript work. Nothing complex just really annoying to deal with.What really got me was how JavaScript handles constants. How assigning something to a const doesn’t always create a fresh copy it just links back to the original reference. I had no idea about that.Eventually I got the calendar working, added a bit of styling and that was basically the full eight hours.
Devlog 3! Return of the killer Adblocker! This session was basically split into two parts: the weather card and the media card. The weather card was pretty simple, the media card absolutely was not. I started with the weather card as a bit of a warm up. I used the OpenWeather API to grab the data and then spent most of my time getting everything to display nicely. The one thing I wasn’t expecting was how annoying SVGs are in plain HTML. I ended up making one massive lookup table full of SVG markup so I could swap icons depending on the weather. Is it elegant? No. Did it work? Yep. After that I moved onto the main boss fight of this devlog: the media card. Unlike the weather card, this one actually needed the frontend and backend to communicate. That meant learning Flask for the first time. Surprisingly, Flask was really enjoyable to work with. Setting up routes and returning JSON was much easier than I expected. Then came AppleScript. Honestly, AppleScript wasn’t nearly as bad as I’d heard. It’s probably one of the most readable programming languages I’ve used. I used it to grab information from the Music app like the current song, artist, duration and playback position, then passed all of that through Flask so the browser could fetch it as JSON. Of course, nothing ever works the first time. One thing that really annoyed me was discovering that my ad blocker was blocking the HTTP requests to my own local Flask server. Good on it for doing its job, but it made debugging miserable. I downloaded another browser to test it… only to realise it also had a built-in ad blocker. In the end I gave up and switched to Safari. I didn’t even know Safari had DevTools, but they’re actually pretty decent. Once the backend was working I started designing the actual card. I tried a bunch of layouts before settling on one with the song title, artist, progress bar and a little animated equalizer. I also wanted playback controls and album art, but they just made the card feel cramped, so I scrapped both ideas. The JavaScript was honestly the hardest part. Nothing was particularly difficult, it was just lots of connecting everything together and trying not to confuse myself with variable names. I split everything into smaller functions so I could update different parts of the card independently, and I also got to experiment with try and catch for error handling. The rest of the session was mostly bug fixing, CSS animations and fighting JavaScript every step of the way. Overall this felt like a pretty big milestone. Glancer isn’t just displaying static information anymore. It’s actually talking to my Mac in real time, which makes it feel a lot more like a real application than just another webpage.
Devlog 4! It’s finally done. After a lot of work, Glancer is finally feature complete. Before finishing everything off though, I decided to test it on an actual iPad instead of just my desktop browser. I’m really glad I did, because it immediately exposed a bunch of bugs caused by deprecated CSS. After a bit of trial and error (and Googling), I managed to iron them out. The first new feature I tackled was the photo carousel. Originally my plan was to have the iPad handle everything locally, but I quickly realised that wasn’t a great idea. Since I already had a Flask server running, it made much more sense to let it serve the photos as well. I ended up using what I’ve affectionately named the YOLO (You Only Load Once) method. The browser loads a photo, keeps displaying it until it eventually errors, then simply requests the next one from the server. It’s surprisingly simple, but it works really well. I also added photo shuffling and a photo counter, which rounded out the card nicely. After that I moved onto the French card, my mot du jour. That one was pretty straightforward. The hardest part was actually finding a good word list. After spending way too long looking, I gave up and had AI generate one that I could use instead. The final boss was the calendar. Compared to what I expected, the frontend was easy. The backend definitely wasn’t. There were plenty of Python bugs, Apple Calendar quirks and recurring event weirdness to work through, but eventually everything clicked into place and I finally got today’s events showing correctly. And with that… Glancer is done. There are still a few things I’d like to polish and test, but as far as the original vision goes, it’s complete. It’s honestly really satisfying seeing it all come together. What started as a simple dashboard idea is now something I actually use, and that’s a pretty cool feeling. Sure, i had to cut a lot of features, but i think what i lost, i gained thrice more.
Devlog 5: Glancer is done, and it was fun! i touched up some fo the read-me, added the demo, and just polished a couple of things. Overall, it was really great View it Here!: https://vismaysjayaram.github.io/glancer-desktop-view/ Comment your thoughts please! I’ll add more dog photos to the demo if you comment!
Devlog 5! This session was mostly about polishing Glancer rather than adding new features.I started by improving how text overflow is handled, especially on the music and French dictionary cards. Long titles now scroll much more smoothly instead of being abruptly cut off.I also fixed a bug where portrait photos weren’t displaying correctly in the photo carousel, and spent some time stress testing the dashboard. Leaving it running for a while exposed a few bugs with cards cycling over time, which I was able to fix.The last big improvement was setting up a launchd service for the Flask server. Instead of manually starting it from Terminal every time, it now launches automatically in the background when my Mac starts, making Glancer feel much more like a proper application.No major new features this time, but a lot of small improvements that make the dashboard much nicer to use every day.
Ships:
Glancer Glancer is an always-on desk display designed to be passive, useful, and unobtrusive. The idea was simple: take a retired iPad Mini and turn it into something that could sit on a desk, plugged in, and display useful information without needing constant interaction. It was heavily inspired by Terminal, especially the idea that something passive could still become incredibly useful. I also wanted to explore the idea of reusing old technology instead of letting it become e-waste. Turning an old iPad that would otherwise sit unused into something functional felt like a pretty big win. What I made Glancer is a web app connected to a local computer. The iPad acts as the display, while a Python Flask server running on a Mac collects information, processes it, and sends it to the dashboard. The project includes a clock, weather card using the OpenWeather API, French vocabulary card, photo carousel, calendar, and a music card showing the current song, artist, playback progress, and an animated equalizer. The interesting part wasn’t just making the cards themselves, but building the system behind them. I created Python scripts, a Flask API, AppleScript integrations, calendar parsing, and JavaScript functions to dynamically update everything. Challenges The biggest challenge was definitely the calendar. AppleScript worked well with Music, but Calendar was a completely different story. Recurring events caused a lot of issues, and trying to parse Apple’s calendar data was much harder than expected. Eventually I had to learn about CalDAV and different calendar parsing methods to make it work. JavaScript was also a challenge, although in a more enjoyable way. Learning how objects and properties worked, and how to structure functions to update different parts of the dashboard, was a really useful experience. CSS also caused problems because the target device was an older iPad Mini. Features that worked perfectly on my computer did not always work on older versions of Safari, so a lot of time went into testing, fixing layouts, and making sure everything looked correct on the actual device. What I’m proud of The thing I’m most proud of is that I built the entire system myself. This project was less about writing a lot of code and more about solving problems. The calendar especially taught me a lot about handling messy data and transforming it into something useful. I also learned how to communicate with macOS using AppleScript, create local APIs with Flask, and have different devices communicate over a network. Learning Flask was probably one of the biggest milestones. Being able to run a local application on my network and have another device connect to it opens up a lot of possibilities for future projects. How to test it To run Glancer, you will need a Mac, Python 3, a display with a resolution of 1024×768 CSS pixels, and an Apple ID/iCloud account with a calendar. The full setup guide, installation instructions, and future updates can be found in the GitHub README. A working demo can be found on that side too. Glancer started as a simple HTML dashboard, but it became something much more. It is now a fully connected application that can communicate with my computer and display real-time information on an old device. I’m really happy with how it turned out....
|
1793123723.6833272
|
1793210123.6833272
|
|
70249
|
Resin by @DoMax | Stardance
|
DoMax
|
0
|
24.81
|
0
|
[]
|
[{"post_id": 80691, "ts": "202 [{"post_id": 80691, "ts": "2026-10-18T14:58:28Z", "hours": 24.8122, "text": "Quite a late first post! This project began quite a while ago, but I wasn’t devlogging. So let me show you around. My plan with Resin When I started out with Hack Club’s Sprig, I couldn’t really bear the software limitations. I always thought RPI Pico is more capable than how it’s portrayed with Sprig. While this Hack Club initiative is great, inconsistencies between the web simulator and real firmware (many games don’t work on the console) mixed with quite a poor editor made me wonder about a Python alternative. Its primary goal - beating current firmware: No differences between simulation and real firmware, ensuring code works everywhere HUGE performance improvement Updated API, making Sprig feel like a real game console Multiple-file workflow with imports Image-based graphics (instead of bitmaps) Better launcher experience What have I already implemented? By exploring MicroPython and testing the speed I saw something incredible - a seemingly equal setup had shockingly smooth perforemance, even reaching stable 60-ish fps! All thanks to these solutions: Python handles calculations, C handles hardware access Small framebuffer allocations within Python, C code handles displaying the pixels Utilization of the DMA (direct memory access) chip - allows no CPU use for certain memory transfers, which doesn’t block game loop In addition to this, Input, Rect drawing, persistent State store and general rendering now work flawlessly. Out of screen objects are not rendered (culled), which also helps with smooth frame times. Sprig’s official colors are also transferred perfectly! How did the development journey go so far? Initial build setup was quite complex, as I’ve never made a MicroPython derrivative, so I had to carefully plan the architecture (to make Resin firmware build, include custom libraries, and have in mind publication to PyPI). On top of that, the hardest part was getting hardware to register properly. Screen requires some magic bytes to be sent to initialize. SPI bridge for communication made things easier (having to manage only a handful of pins), however getting it to render colors and do so in correct orientation was a nightmare. Official repository was a great point for reference regarding to how hardware is configured and wired on the PCB, however I had to make my own research while implementing DMA chip framebuffer transfers. The rest is pure python - when I implement the game launcher and write a small utility to make game transfers easier, I will finish defining the rest of developer API. What’s next? Resolving bugs, writing a launcher, and, of course, a simulator, so that anyone can develop games for Sprig without the real hardware. This way Resin can even become a choice for game developers and function as a standalone game engine! Delta time for frametime-independent calculations and API guards to not overwrite important memory by accident are also one of my top priorities. What you see below is a test Python file running - no C code for game’s logic. If you have a Sprig and want to help me test Resin, DM me on Slack!"}]...
|
Title: Resin by @DoMax | Stardance
Devlogs:
Quite Title: Resin by @DoMax | Stardance
Devlogs:
Quite a late first post! This project began quite a while ago, but I wasn’t devlogging. So let me show you around. My plan with Resin When I started out with Hack Club’s Sprig, I couldn’t really bear the software limitations. I always thought RPI Pico is more capable than how it’s portrayed with Sprig. While this Hack Club initiative is great, inconsistencies between the web simulator and real firmware (many games don’t work on the console) mixed with quite a poor editor made me wonder about a Python alternative. Its primary goal - beating current firmware: No differences between simulation and real firmware, ensuring code works everywhere HUGE performance improvement Updated API, making Sprig feel like a real game console Multiple-file workflow with imports Image-based graphics (instead of bitmaps) Better launcher experience What have I already implemented? By exploring MicroPython and testing the speed I saw something incredible - a seemingly equal setup had shockingly smooth perforemance, even reaching stable 60-ish fps! All thanks to these solutions: Python handles calculations, C handles hardware access Small framebuffer allocations within Python, C code handles displaying the pixels Utilization of the DMA (direct memory access) chip - allows no CPU use for certain memory transfers, which doesn’t block game loop In addition to this, Input, Rect drawing, persistent State store and general rendering now work flawlessly. Out of screen objects are not rendered (culled), which also helps with smooth frame times. Sprig’s official colors are also transferred perfectly! How did the development journey go so far? Initial build setup was quite complex, as I’ve never made a MicroPython derrivative, so I had to carefully plan the architecture (to make Resin firmware build, include custom libraries, and have in mind publication to PyPI). On top of that, the hardest part was getting hardware to register properly. Screen requires some magic bytes to be sent to initialize. SPI bridge for communication made things easier (having to manage only a handful of pins), however getting it to render colors and do so in correct orientation was a nightmare. Official repository was a great point for reference regarding to how hardware is configured and wired on the PCB, however I had to make my own research while implementing DMA chip framebuffer transfers. The rest is pure python - when I implement the game launcher and write a small utility to make game transfers easier, I will finish defining the rest of developer API. What’s next? Resolving bugs, writing a launcher, and, of course, a simulator, so that anyone can develop games for Sprig without the real hardware. This way Resin can even become a choice for game developers and function as a standalone game engine! Delta time for frametime-independent calculations and API guards to not overwrite important memory by accident are also one of my top priorities. What you see below is a test Python file running - no C code for game’s logic. If you have a Sprig and want to help me test Resin, DM me on Slack!...
|
1792961345.0527992
|
1793566145.0527992
|
|
61558
|
ButterOS by @butterlabs | Stardance
|
butterlabs
|
2
|
24.8
|
20
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-24T01:45:18Z", "hours": 5.0, "multiplier": 4.24, "payout": 20, "blessing": "neutral", "text": "What did I make? Well I added quite a lot this update, including a cloud based music app, working terminal with a file system, and an app with info about the project! What are some challenges? Mainly the file system, it took a lot of time figuring out how caching works. Overall a solid ship with the terminal being my favorite part!", "repo": "https://github.com/Butterific/ButterOS", "demo": "https://butteros.butterlabs.app/"}, {"ship_num": 2, "ts": "2026-09-17T17:11:20Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What Did I make I made ButterOS, a lightweight easy to use opertating system powered by html, css, and js. Apps This WebOS currently features 2 app: Calculator - Calculates stuff SimplyEpic - Google search but no ai and only searches academic sites (3 to be exact) Plans for the future Add support with Streamables inorder to build a cloud based music app using stream codes. Remake the toolbar from scratch because its not much different from the guide add support for connecting to other butterlabs services What I struggled with Sizing.", "repo": "https://github.com/Butterific/ButterOS", "demo": "https://butteros.butterlabs.app/"}]...
|
[{"post_id": 82877, "ts": "202 [{"post_id": 82877, "ts": "2026-10-26T04:12:40Z", "hours": 2.0661, "text": "Devlog #10 not major progress really, just some minor css upgrades, also added a lot of new settings (look at Images) enable eurda is a dev tool that allows inspect element without needing to use f12 for mobile yea not that much really but look at commits for more uncommited changes (between oct 19th and oct 25th 2026)"}, {"post_id": 80542, "ts": "2026-10-18T04:02:03Z", "hours": 3.5881, "text": "Devlog #9 MAJOR PROGRESS I made MAJOR progress on the operating system! Including a huge overall of the ui to a gold/rosegold style, you can view the old vs new here Old ui https://a430d5e1.butteros.pages.dev/ new ui https://butteros.blrc.me/ also added a new settings app and games app!"}, {"post_id": 79365, "ts": "2026-10-13T17:34:32Z", "hours": 2.2164, "text": "Devlog #8 Animated background Startup animation i did spend alot of time coding the background with the help of ai because it is just a html script rendered as a video, the old html for the video is in one of the commits recently"}, {"post_id": 77049, "ts": "2026-10-05T14:25:01Z", "hours": 2.9272, "text": "Devlog #7 I mainly fixed bugs during these 3 hours from the past ship some of these bugs include fixing scrolling in SimplyEpic opening new tabs from SimplyEpic in a new tab instead of a popup fixed the hidden c in the calculator window for smaller window sizes ADDED A SAVED TRACK LIST TO MUSIC (FINNIALY) A lot of the fixes were added with the help of ai (cache music list and hidden c due to it being this out of my current skill level) Future plans WIndow closing and opening animations Higher quality bg add better styling to the notes app (unfinished) (ignored the blocked, its just my school mac)"}, {"post_id": 72923, "ts": "2026-09-24T01:42:39Z", "hours": 2.1103, "text": "Devlog #6 I made a working command line with a cached file system!!!"}, {"post_id": 71911, "ts": "2026-09-21T19:12:23Z", "hours": 0.3869, "text": "Devlog #5 I added a working info app! not that much for this log"}, {"post_id": 71597, "ts": "2026-09-21T03:53:50Z", "hours": 2.1403, "text": "Devlog #4 I ADD A WORKING CLOUD BASED MUSIC APP todo: make some songs just for butteros cuz im to lazy to make them (I WILL use ai for tracks idk)"}, {"post_id": 69714, "ts": "2026-09-17T17:07:20Z", "hours": 0.5283, "text": "Devlog #3 finished writing the readme and adding a gallery, Im gonna ship this soon"}, {"post_id": 69258, "ts": "2026-09-16T18:05:05Z", "hours": 4.2694, "text": "Devlog #2 Major progress once again Got 2 working apps - Calculator and SimplyEpic finished the welcome screen and desktop got a working background"}, {"post_id": 67596, "ts": "2026-09-13T18:58:00Z", "hours": 4.0636, "text": "Devlog #1 Major progress regarding windows! i got the main window system and welcome message setup. Also got a working topbar!"}]...
|
Title: ButterOS by @butterlabs | Stardance
Devlog Title: ButterOS by @butterlabs | Stardance
Devlogs:
Devlog #1 Major progress regarding windows! i got the main window system and welcome message setup. Also got a working topbar!
Devlog #2 Major progress once again Got 2 working apps - Calculator and SimplyEpic finished the welcome screen and desktop got a working background
Devlog #3 finished writing the readme and adding a gallery, Im gonna ship this soon
Devlog #4 I ADD A WORKING CLOUD BASED MUSIC APP todo: make some songs just for butteros cuz im to lazy to make them (I WILL use ai for tracks idk)
Devlog #5 I added a working info app! not that much for this log
Devlog #6 I made a working command line with a cached file system!!!
Devlog #7 I mainly fixed bugs during these 3 hours from the past ship some of these bugs include fixing scrolling in SimplyEpic opening new tabs from SimplyEpic in a new tab instead of a popup fixed the hidden c in the calculator window for smaller window sizes ADDED A SAVED TRACK LIST TO MUSIC (FINNIALY) A lot of the fixes were added with the help of ai (cache music list and hidden c due to it being this out of my current skill level) Future plans WIndow closing and opening animations Higher quality bg add better styling to the notes app (unfinished) (ignored the blocked, its just my school mac)
Devlog #8 Animated background Startup animation i did spend alot of time coding the background with the help of ai because it is just a html script rendered as a video, the old html for the video is in one of the commits recently
Devlog #9 MAJOR PROGRESS I made MAJOR progress on the operating system! Including a huge overall of the ui to a gold/rosegold style, you can view the old vs new here Old ui https://a430d5e1.butteros.pages.dev/ new ui https://butteros.blrc.me/ also added a new settings app and games app!
Devlog #10 not major progress really, just some minor css upgrades, also added a lot of new settings (look at Images) enable eurda is a dev tool that allows inspect element without needing to use f12 for mobile yea not that much really but look at commits for more uncommited changes (between oct 19th and oct 25th 2026)
Ships:
What Did I make I made ButterOS, a lightweight easy to use opertating system powered by html, css, and js. Apps This WebOS currently features 2 app: Calculator - Calculates stuff SimplyEpic - Google search but no ai and only searches academic sites (3 to be exact) Plans for the future Add support with Streamables inorder to build a cloud based music app using stream codes. Remake the toolbar from scratch because its not much different from the guide add support for connecting to other butterlabs services What I struggled with Sizing.
What did I make? Well I added quite a lot this update, including a cloud based music app, working terminal with a file system, and an app with info about the project! What are some challenges? Mainly the file system, it took a lot of time figuring out how caching works. Overall a solid ship with the terminal being my favorite part!...
|
1793209741.8083236
|
1793296141.8083236
|
|
7655
|
Multiplayer game by @FreezinIce | Stardance
|
FreezinIce
|
0
|
24.78
|
0
|
[]
|
[{"post_id": 39778, "ts": "202 [{"post_id": 39778, "ts": "2026-08-02T23:34:43Z", "hours": 1.5283, "text": "Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword."}, {"post_id": 37156, "ts": "2026-07-29T17:31:32Z", "hours": 0.8672, "text": "Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack."}, {"post_id": 35420, "ts": "2026-07-26T20:19:18Z", "hours": 3.2861, "text": "Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups."}, {"post_id": 28709, "ts": "2026-07-15T04:07:45Z", "hours": 1.6794, "text": "Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour."}, {"post_id": 27473, "ts": "2026-07-13T02:12:01Z", "hours": 1.3897, "text": "Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add."}, {"post_id": 26098, "ts": "2026-07-10T18:01:33Z", "hours": 1.4811, "text": "Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now."}, {"post_id": 23072, "ts": "2026-07-05T20:13:39Z", "hours": 0.6781, "text": "Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work."}, {"post_id": 20912, "ts": "2026-07-02T17:09:45Z", "hours": 1.7092, "text": "Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations."}, {"post_id": 13313, "ts": "2026-06-21T19:57:51Z", "hours": 3.045, "text": "Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool"}, {"post_id": 11663, "ts": "2026-06-19T00:22:11Z", "hours": 1.8339, "text": "Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…"}, {"post_id": 10692, "ts": "2026-06-17T15:39:32Z", "hours": 2.6222, "text": "Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed."}, {"post_id": 8328, "ts": "2026-06-13T20:55:29Z", "hours": 0.8169, "text": "Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it."}, {"post_id": 6051, "ts": "2026-06-10T05:09:20Z", "hours": 0.7394, "text": "Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo."}, {"post_id": 4538, "ts": "2026-06-07T21:40:22Z", "hours": 0.5431, "text": "Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well."}, {"post_id": 4429, "ts": "2026-06-07T19:04:52Z", "hours": 0.5592, "text": "Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive."}, {"post_id": 4380, "ts": "2026-06-07T18:13:04Z", "hours": 0.7886, "text": "Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump."}, {"post_id": 3720, "ts": "2026-06-06T19:26:12Z", "hours": 0.5483, "text": "Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)"}, {"post_id": 3674, "ts": "2026-06-06T18:41:33Z", "hours": 0.3864, "text": "Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling."}, {"post_id": 3083, "ts": "2026-06-05T23:48:23Z", "hours": 0.2814, "text": "Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly."}]...
|
Title: Multiplayer game by @FreezinIce | Stardance Title: Multiplayer game by @FreezinIce | Stardance
Devlogs:
Devlog #1 I just started on the project and added some basic movement like sprinting and mapped the controls, to test if my Hackatime was setup properly.
Devlog #2 I imported my player template that I will customize later for the different classes, and imported all of his animations(excluding idle because I forgot to create one :p) and made it so a different animation will play depending on if he’s rising or falling.
Devlog #3 I added diving into the game, I created and added the idle animation, I added fastfalling(press s while in the air to fall faster)
Devlog #4 I have finished implementing the dive mechanic, so now it fully works. I also made it so the player can cancel their jump early, double jump, and jump cancel out of the dive. The hardest part was getting the character to end the jump early and it took several attempts to actually succeed, but eventually I got it to work. However, it is a little buggy, so I’ll probably try to tweak the system later to be more consistent, since sometimes it doesn’t let you double jump.
Devlog #5 I spent most of the time trying to fix the movement, because whenever I zoomed out the camera the movement felt slower and overall worse. Then I improved the testing place a little bit and fixed a bug with the diving where you couldn’t jump cancel if you were diving too long, and fixed another bug where you could fly by spamming jump and dive.
Devlog #6 I added the roll animation and the attack animations. Unfortunately though whenever I added the roll animation it kind of broke the dive, so now whenever you land the dive it teleports you forward a little bit. Although the other animations work well, the only problem I have with them is the neutral attack looks a bit stiff compared to the others, so I’ll need to tweak that later, but otherwise it went well.
Devlog #7 I added an enemy with basic movement and gave him a hitbox, while starting on the lives system. Currently I don’t have an enemy sprite, so I just used the Godot logo.
Devlog #8 I made a functional platform for the player to jump through and created the code for what’s going to be a power up later on, right now I just have a placeholder wizard image for it. I also added an animation for attacking in the air and attacking while moving on the ground. After I did all of this I found out that I have this bug where I can spam dive on the ground and it will teleport me with the distance depending on how many times I’ve pressed it.
Devlog #9 The first thing I did was import the enemy sprite, then I added a state machine into my game. The state machine took me FOREVER, because I had no clue what I was doing at first, so I had to figure out what it was and how to add it and along the way I encountered too many bugs to count. It took me several days to complete, because the state machine got me so frustrated that I just kept stopping and coming back later. Eventually I did get it though, but it was genuinely painful trying to get the system to work, especially since I couldn’t work on anything else until I got it fixed.
Devlog #10 I worked on pairing the different states to the player and while I was doing that I was moving some of my code that was attached to the player to different states testing to see what worked and what didn’t and I had to go eat, so I exited without saving because I knew I probably broke something and at some point before that Godot autosaved what I broke, so I came back to my game a couple of hours later to see half my player code gone and my character flying…
Devlog #11 I fixed everything I broke last time and added a few new movement features. Now my game has a little bit of coyote time, which I need to tweak, because it’s still a bit buggy and weird. I changed how the jumping in the game works, so now instead of the player having complete control in the air, now they have minimal control, kind of like jump king. Also the player now has a consistent double jump, although now there’s a weird bug that if you double jump and jump about the same frame(I don’t know if it has to be the exact same frame) then the character will get stuck in their jump animation, because I have no transition right now between jumping and landing, only falling and landing. Lastly, I accidentally added b-hopping to the game, so that’s cool
Devlog #12 I added transitions whenever an animation ends, the air attack, and separated the player sprite into another node. Before whenever you would roll or attack, you would have to press another button to change animations, but now it automatically transitions to the idle animation. Also before when you tried to attack in the air nothing would happen, so now the player can attack in the air. Also I decided to make the player sprite have it’s own node, because I thought it would be easier to manage character customization that way, and so I can use it as a player icon later with the customizations.
Devlog #13 I gave the enemy gravity, fixed a bug with the moving attack, changed fast falling, and made the double jump more useful. Firstly, I meant to give the enemy gravity sooner, it just slipped my mind, and outside of that everything in this patch was for the player. The player had a bug where if you were moving and attacked, you would keep sliding until you jumped, but if you bumped into the enemy while sliding you couldn’t jump out of it, so you were permanently stuck. Then for the player movement, I decided to give them more air mobility, so 2 things I did was make it so you could change direction and speed with the double jump to make it more useful, and make the fastfall speed a set amount instead of percentage based. The reason why I changed the fastfall was because if were at the peak of your jump and tried to fastfall pretty much nothing would happen since you would barely have any vertical velocity, so if you tried to fastfall to dodge an attack it wouldn’t work.
Devlog #14 I organized code, fixed a bug with jumping, started on the pickup attacks/deckbuilding, and added some menus. I had a bug with jumping where if you ran out of jumps, you could keep spamming the button to airdash. It wouldn’t add any extra height, but it still launched the player a fair amount. For the deckbuilding part of the game I plan on making it so the player will add cards to their deck, and over the course of the fight cards will be played spawning pickups/powerups that the player can grab for a variety of effects. So far I got just the basics of it, but right now there’s not much functionality other than it disappearing on pickup and printing a message. Also I don’t have a sprite for any of the pickups yet, so I have a little placeholder wizard. For the last change I started on some VERY basic menus that don’t really do anything right now.
Devlog #15 Started on the combat, and adjusted how jumping works. After a long time of procrastinating I finally started on the combat. It doesn’t work right now, but I did create the hitboxes and hurtboxes for both the player and the enemy, alongside a script for them(even though it currently doesn’t work). After that I realized that I don’t like how the jumps don’t carry your momentum, because I made it so the jumps set your movement speed instead of adding or subtracting. So I changed it so now if you’re facing the opposite direction of where you’re moving, you’ll set your movement speed, but if you’re facing the same direction, it will add.
Devlog #16 I have a very simple combat system now with a normal attack and an air attack and the hitbox works after trying to debug it for over an hour.
Devlog #17 The player can now hold the attack button to attack, the enemy has a healthbar and can die, the player now has a healthbar(hurt box doesn’t work yet), and I added an attack speed multiplier. I added an attack speed multiplier, because later on the player will be able to change their attack speed with different items and powerups.
Devlog #18 The player hurt box and the enemy hitbox are now functional, knockback is now in the game, the player can attack while moving, and the player has a movement penalty. I finally got all of the hitboxes and hurtboxes working, so after that I added in the knockback, however while I was recording the enemy got knocked back a LOT further than it was supposed to and in testing. I think the problem is, is that I was holding the attack button instead of tapping it, because that was the only thing I did differently. I also decided to make it so the player could move and attack, because otherwise it would be too difficult to try to attack and dodge enemies if you’re forced to stand still for 10 frames, or even longer depending on if you hold the attack button or not. Although I didn’t want people to just hold the attack button and walk around, so I added a movement speed penalty while attack, so it halves your speed when you attack.
Devlog # 19 The powerup and spawners have been completed, there are now waves of enemies with a way to easily control how many enemies spawn each wave, the weapon has been added, and encountered a new bug. The bug I encountered made it so the player slides along the ground while using their midair attack and can’t change directions or anything until they let go of the button. It’s a pretty easy fix, but I’m not sure if I want to keep it in the game as a feature or patch it. Also for the weapon being added, all I really did was add in the sprite, animate it, and make it so it follows the player alongside changing directions with them. The weapon doesn’t have much functionality right now, but will in the future. Also I adjusted the players hitbox on the attack to fit with the sword....
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Meet Desa my Everyday Helper by @Jamiee | Stardanc Meet Desa my Everyday Helper by @Jamiee | Stardance...
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Jamiee
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24.77
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0
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[]
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[{"post_id": 75527, "ts": "202 [{"post_id": 75527, "ts": "2026-09-30T11:33:56Z", "hours": 3.7072, "text": "EDIT: STARDANCE CHALLENGE GOT PUSHED BACK A MONTH, I STILL HAVE TIME!! I can’t finish my project in time, at least not my big project. I have finished my talking assistant and that is my accomplishment for this challenge."}, {"post_id": 73198, "ts": "2026-09-24T16:14:43Z", "hours": 1.0558, "text": "I linked the projects together so that it works at the same time. Took me forever 😭"}, {"post_id": 46856, "ts": "2026-08-14T12:01:53Z", "hours": 5.1925, "text": "GUYS I’M SO EXITED to share this with you!!!!! I finally managed to execute both programs (camera and jarvis) at the same time. I had to but the codes in different files and then create a third one and use subprocess and it finallyyy works. I’m so happy. And I’m sorry that my devlog is for 5 hours but I really only worked on Jarvis, adjusted it to my wishes ( listens all the time but only reacts when i say his name) and tried to let the two processes go at the same time."}, {"post_id": 43256, "ts": "2026-08-08T12:36:29Z", "hours": 2.1403, "text": "I’m still trying to connect yolov8n with gemma3, so gemma knows whats on the camera."}, {"post_id": 38705, "ts": "2026-08-01T07:38:05Z", "hours": 2.7769, "text": "I am still working on object detection and I’m planning on doing object tracking next and linking the recorded video to Gemma 3, so that it can talk about the objects. It may be that I end up doing it without the Ai (gemma) if i know how to do it without and if i have the time for it. I’m also going to build the robot with cardboard first so that i have a prototype to see how it looks."}, {"post_id": 35721, "ts": "2026-07-27T10:30:26Z", "hours": 1.5025, "text": "I am currently working on the camera vision with OpenCV– I’m using YOlOv8 Nano for Object Detection. Side Note: My total coding time is actually now almost 13 h, idk why it is less here :("}, {"post_id": 31190, "ts": "2026-07-19T12:11:03Z", "hours": 4.1828, "text": "I haven’t updated much about my progress, only because I got stuck at one particular thing. Here’s what i have done: I downloaded Ollama for Gamma3 and also installed pyttsx3, pyaudio and speech recognition because I want Desa (still trying to find another name) to recognize my voice when i say its name. So far I have achieved that when I ask, for example: “Hey Desa, where is the biggest mountain in Europe?” that Desa answers me but I still have a far way to go. I still need that it recognizes Objects and knows attributes so he can detect items easier later on. So in order to do so I have to install OpenCV and many other things for Vision and stuff, and because I’m still working on the software, I haven’t yet bought the hardware, so I can’t really upload anything, to show you:( But I plan to begin with the hardware-part in August!! I added a picture of the biggest part of my code. It still needs much improvement and so far I’m proud of it. The code only contains calling Desa and answers from it"}, {"post_id": 23695, "ts": "2026-07-06T20:06:23Z", "hours": 2.1444, "text": "I finished the command lines, and now I can ask DESA for anything and it will respond with what it’s giving me. Also I added a tts module (pyttsx3) and now I’m about to work with that, so that Desa can speak and react to my question and commands. (If you have any name ideas, please text me, because I’m not entirely happy with the name Desa) I’m adding a screenshot of my code, let me know, what you think (it’s not much so far)"}, {"post_id": 18613, "ts": "2026-06-29T20:14:47Z", "hours": 2.0722, "text": "Desa will be my personal desk assistant, in form of mechanical ROBOT ARM"}]...
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Title: Meet Desa my Everyday Helper by @Jamiee | S Title: Meet Desa my Everyday Helper by @Jamiee | Stardance
Devlogs:
Desa will be my personal desk assistant, in form of mechanical ROBOT ARM
I finished the command lines, and now I can ask DESA for anything and it will respond with what it’s giving me. Also I added a tts module (pyttsx3) and now I’m about to work with that, so that Desa can speak and react to my question and commands. (If you have any name ideas, please text me, because I’m not entirely happy with the name Desa) I’m adding a screenshot of my code, let me know, what you think (it’s not much so far)
I haven’t updated much about my progress, only because I got stuck at one particular thing. Here’s what i have done: I downloaded Ollama for Gamma3 and also installed pyttsx3, pyaudio and speech recognition because I want Desa (still trying to find another name) to recognize my voice when i say its name. So far I have achieved that when I ask, for example: “Hey Desa, where is the biggest mountain in Europe?” that Desa answers me but I still have a far way to go. I still need that it recognizes Objects and knows attributes so he can detect items easier later on. So in order to do so I have to install OpenCV and many other things for Vision and stuff, and because I’m still working on the software, I haven’t yet bought the hardware, so I can’t really upload anything, to show you:( But I plan to begin with the hardware-part in August!! I added a picture of the biggest part of my code. It still needs much improvement and so far I’m proud of it. The code only contains calling Desa and answers from it
I am currently working on the camera vision with OpenCV– I’m using YOlOv8 Nano for Object Detection. Side Note: My total coding time is actually now almost 13 h, idk why it is less here :(
I am still working on object detection and I’m planning on doing object tracking next and linking the recorded video to Gemma 3, so that it can talk about the objects. It may be that I end up doing it without the Ai (gemma) if i know how to do it without and if i have the time for it. I’m also going to build the robot with cardboard first so that i have a prototype to see how it looks.
I’m still trying to connect yolov8n with gemma3, so gemma knows whats on the camera.
GUYS I’M SO EXITED to share this with you!!!!! I finally managed to execute both programs (camera and jarvis) at the same time. I had to but the codes in different files and then create a third one and use subprocess and it finallyyy works. I’m so happy. And I’m sorry that my devlog is for 5 hours but I really only worked on Jarvis, adjusted it to my wishes ( listens all the time but only reacts when i say his name) and tried to let the two processes go at the same time.
I linked the projects together so that it works at the same time. Took me forever 😭
EDIT: STARDANCE CHALLENGE GOT PUSHED BACK A MONTH, I STILL HAVE TIME!! I can’t finish my project in time, at least not my big project. I have finished my talking assistant and that is my accomplishment for this challenge....
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1792770627.8957443
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1793375427.8957443
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33097
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AmethystOS by @Alexutzu | Stardance
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Alexutzu
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1
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24.77
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108
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-10T12:41:59Z", "hours": 14.0, "multiplier": 7.65, "payout": 108, "blessing": "neutral", "text": "What did you make? AmethystOS — a tiny x86-64 operating system written in pure NASM assembly, booting through real mode → protected mode → 64-bit long mode with zero bootloader dependencies (works on both legacy BIOS and UEFI). It has a hand-rolled text-mode shell (history, arrow-key editing, a calculator, ACPI-powered real shutdown, a PS/2 mouse cursor, sysinfo/date/time/draw), and — newest — a full USB stack: UHCI/OHCI/EHCI/xHCI controller detection plus real device enumeration down to fetching each device’s actual vendor/product name strings live over the wire. What was challenging? Getting the boot chain right with nothing to lean on: A20 gate, GDT setup, the jump into 32-bit protected mode, then PAE paging and EFER.LME into 64-bit long mode — all before there’s a print function to debug with. Later, building a hybrid BIOS+UEFI image meant maintaining two completely different boot paths in one ISO. The USB3/xHCI work resurfaced that same “no debugger” pain: three silent bugs (a clobbered PCI write, an event-type mixup, an untracked ring cycle-state bit) that each looked like dead hardware until traced by hand. What are you proud of? That every layer — boot chain, shell, ACPI shutdown, USB3 device enumeration — is hand-written with no OS framework, no bootloader, no libc. Including the small detail that USB vendor/product names shown by the usb command aren’t hardcoded: they’re decoded live from each device’s real USB string descriptor. How people can test it: Easiest: try the demo website first — a React reimplementation of the shell that runs in-browser, no VM setup needed. Note to Shipwrecks: development is ongoing, so by the time this is reviewed, the project may have changed — lightly or heavily — for the better. Treat this ship as a snapshot, not the final state.", "repo": "https://github.com/alexutzusoft/amethyst-os", "demo": "https://alexutzu.pro/amethyst/"}]...
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[{"post_id": 26550, "ts": "202 [{"post_id": 26550, "ts": "2026-07-11T13:08:02Z", "hours": 10.775, "text": "Mass storage groundwork. “Added ls / dir commands with FAT read support over USB mass storage” pulled the xHCI bring-up out of commands_usb.asm’s cmd_usb into a shared xhci_controller_init (caps parse, halt/reset, scratchpad, DCBAA, command+event ring, run — CF on failure) so the new commands_fs.asm could drive the same controller for bulk-only mass storage: Enable Slot → Address Device → GET_DESCRIPTOR → bulk CBW/CSW SCSI READ(10), one 512-byte sector at a time, feeding a FAT12/16/32 root-directory listing. Filesystem support broadened fast, one commit per format. “Added exFAT support” added MBR partition-type detection plus a GPT path (header at LBA 1, 4 entries/sector, first entry that parses as a valid VBR wins) alongside “EXFAT “ OEM-ID detection. “Added NTFS support” added MFT-cluster/record-size parsing and an AML-free walk of root record 5’s INDEX_ROOT/INDEX_ALLOCATION B-tree entries. “Added cat command” threaded an fs_action/fs_cat_found flag through all three listing walkers (FAT, exFAT, NTFS) so the same traversal either prints every entry or stops at the first name match and streams that file’s clusters instead. Write support, one format at a time. “Added FAT32 write support” added fs_write_sector (SCSI WRITE(10)) and echo-to-file: create-or-overwrite a root-directory entry, allocating a fresh cluster chain via the FAT. “Added FAT16 write support” reused the same path, adding a fs_is_fat16 mount-time branch (FAT12 vs FAT16 disambiguated by the classic <4085-cluster rule; FAT12’s packed 12-bit entries stayed explicitly unsupported). “Added exFAT write support” extended fs_build_target_name to track a display-cased name (fs_target_disp) alongside the raw match name, and added its own root-entry alloc/overwrite path capped at 15-char names. “Added NTFS write support” was the big one (~1500 lines) and the slowest by far — about 8 hours to get right: update-sequence fixup read/write (fs_write_fixup, inverse of the existing fixup-apply), MFT record allocation via $MFT’s $BITMAP, resident $DATA overwrite-in-place, and — for new files — a full FILE record build plus INDEX_ROOT insertion into record 5, gated to root-only files with no INDEX_ALLOCATION. The attached screenshot is an NTFS volume end to end: ls listing System Volume Information and test.txt , an echo ... > file.txt walking through the debug trace (search → create path → alloc ref → build record → indx-alloc insert → ok), and cat file.txt reading the freshly written content back."}, {"post_id": 25917, "ts": "2026-07-10T12:32:29Z", "hours": 2.5372, "text": "Demo website. “Added demo website” added a React 19 + TypeScript + Vite frontend under frontend/ that reimplements the shell in-browser rather than just describing it: a simulated 1MB memory buffer seeded with a fake IVT/BDA/boot sector/RSDP, a virtual 0xB8000 VGA text buffer, and a boot sequence (blank POST screen → “Hello, Amethyst!” → prompt) mirroring entry.asm. Reuses the real ASCII art strings from data_commands.asm and tracks cursor/attribute/scrollback state parallel to the kernel’s own globals. USB enumeration. “Added usb command with USB 1.1/2.0/3.x device enumeration” is the big one (~1200 lines, mostly new commands_usb.asm): brute-force PCI scan for class 0x0C/subclass 0x03 controllers, printing bus:dev.func, controller type (UHCI/OHCI/EHCI/xHCI), and vendor:device IDs. EHCI drives a real async QH/qTD control transfer to fetch each device’s descriptor. xHCI goes further — full register setup, command ring + polled event ring, per-port reset/speed detection, then a genuine Enable Slot → Address Device → GET_DESCRIPTOR(Device) sequence per port. Getting this working surfaced and fixed three bugs in one commit: pci_write32 clobbering its own value through a scratch register pci_config_addr also used; xhci_wait_event returning any event regardless of type, mistaking a stray Port Status Change Event for a command completion; and an untracked Cycle State bit that silently dropped every second transfer on the reused control-transfer ring. Vendor/product names, without hardcoding. “Added iManufacturer string fetch for USB vendor names” factored the existing iProduct fetch into a shared xhci_print_string_desc helper, called once for iManufacturer and once for iProduct — decoding the real UTF-16LE string descriptor live over a control transfer, no lookup table. Also cleaned up the register-dump and completion-code debug prints left over from chasing the bugs above, so cmd_usb’s output is just the device/vendor/name lines."}, {"post_id": 25544, "ts": "2026-07-09T21:18:12Z", "hours": 2.4944, "text": "Previously in devlog #1: Boot chain transitioned from 16-bit real mode to 64-bit long mode; shell got core commands (echo, run, clear, mem, peek/poke, cpuid, uptime); ACPI power-off enabled true hardware shutdown; UI/UX gained text input, PS/2 mouse cursor, scrolling, and draw/sysinfo; infrastructure achieved hybrid BIOS+UEFI boot. Codebase organization. The second “Organized src/” commit dismantled the monolithic kernel.asm by extracting components into modular topic files (%included under defs.inc.asm, entry.asm, interrupts.asm, input.asm, display.asm, data_strings.asm, data_commands.asm, and command handlers divided by category). Shell features. “Added command history” implemented a 16-slot ring buffer for commands up to 128 bytes each. Arrow Up recalls older lines while caching the current unsaved prompt; Arrow Down moves back forward, restoring the saved prompt at position 0, with cursor positioning aligned to the end of the text. Shift+arrow keys are bypassed to maintain viewport scrollback. Calculator. “Added calc command” introduced signed decimal parsing (parse_dec_arg) and printing to support signed 64-bit integer binary operations (+, -, *, /, %). It also implements an integer square root (isqrt64) working as a prefix or postfix (calc sqrt N or calc N sqrt) with error-checking for division-by-zero and negative parameters. Infra & Licensing. “Updated LICENSE” adopted the custom TreeSoft Open Source License. “Added release workflow” standardized output file names to lowercase kebab-case (amethyst-os.iso/.img) and introduced a GitHub Actions pipeline that builds both ISO and raw USB images on ubuntu-latest, calculates SHA256 checksums, and publishes nightly prereleases via the GitHub CLI. "}, {"post_id": 25381, "ts": "2026-07-09T17:12:11Z", "hours": 9.2583, "text": "Boot chain. Started as a 16-bit MBR sector that set VGA mode 3 and printed “Hello, Amethyst!” via BIOS teletype. Added protected mode (A20 gate, GDT, CR0.PE, far jump to [BITS 32], direct 0xB8000 VGA writes replacing BIOS calls), then long mode (PAE paging, identity-mapped first 1GB, EFER.LME). Later split the monolithic boot.asm into stage1.asm (real→protected→long mode handoff) + kernel.asm (%included, everything from protected mode on) — that was “Cleaned codebase”; “Organized src/” was purely a file move (src/boot/kernel.asm → src/kernel/kernel.asm), no logic change. Shell core. echo came first, then run — decodes a hex-byte string into a scratch buffer and calls into it directly, no sandboxing, on purpose. “Added more commands” was one big commit landing nine at once: clear, help, reboot, halt, mem, peek, poke, cpuid, uptime, shutdown. ACPI. “Improved shutdown” was misleadingly named — it’s where real ACPI support landed: RSDP scanning, RSDT/XSDT parsing with checksum validation, a brute-force table scan fallback, _S5 AML decoding, and the acpi command to probe/display it all. This is what makes shutdown actually power off real hardware instead of just halting. UI/UX. color added named presets (red/green/blue/yellow/white) plus raw hex attribute bytes, with input validation and a usage message. Arrow-key navigation added cursor movement, word-jump (Ctrl+arrow), selection, insert/delete-at-cursor, and full input-line redraw logic — the single largest diff in the history (~343 lines). Then PS/2 mouse cursor support, scrolling, and scrollback. Later additions. date/time, sysinfo (cpu/ram/gpu/general, using the BIOS memory map stage1 captures in real mode), draw. “Doubled stage1 budget; Fixed bugs” doubled KERNEL_SECTORS 16→32 (and the matching -boot-load-size/times padding) to make room for growth, and in the same commit reworked help to print aligned two-column output with per-command descriptions (command_descriptions table) and tightened color’s argument validation. Infra. Hybrid BIOS+UEFI boot support: uefi.asm linked as a PE32+ EFI app, packed into a FAT ESP image, combined with the BIOS MBR into one hybrid ISO, plus a raw .img for USB writes and three separate QEMU run scripts for each boot path."}]...
|
Title: AmethystOS by @Alexutzu | Stardance
Devlog Title: AmethystOS by @Alexutzu | Stardance
Devlogs:
Boot chain. Started as a 16-bit MBR sector that set VGA mode 3 and printed “Hello, Amethyst!” via BIOS teletype. Added protected mode (A20 gate, GDT, CR0.PE, far jump to [BITS 32], direct 0xB8000 VGA writes replacing BIOS calls), then long mode (PAE paging, identity-mapped first 1GB, EFER.LME). Later split the monolithic boot.asm into stage1.asm (real→protected→long mode handoff) + kernel.asm (%included, everything from protected mode on) — that was “Cleaned codebase”; “Organized src/” was purely a file move (src/boot/kernel.asm → src/kernel/kernel.asm), no logic change. Shell core. echo came first, then run — decodes a hex-byte string into a scratch buffer and calls into it directly, no sandboxing, on purpose. “Added more commands” was one big commit landing nine at once: clear, help, reboot, halt, mem, peek, poke, cpuid, uptime, shutdown. ACPI. “Improved shutdown” was misleadingly named — it’s where real ACPI support landed: RSDP scanning, RSDT/XSDT parsing with checksum validation, a brute-force table scan fallback, _S5 AML decoding, and the acpi command to probe/display it all. This is what makes shutdown actually power off real hardware instead of just halting. UI/UX. color added named presets (red/green/blue/yellow/white) plus raw hex attribute bytes, with input validation and a usage message. Arrow-key navigation added cursor movement, word-jump (Ctrl+arrow), selection, insert/delete-at-cursor, and full input-line redraw logic — the single largest diff in the history (~343 lines). Then PS/2 mouse cursor support, scrolling, and scrollback. Later additions. date/time, sysinfo (cpu/ram/gpu/general, using the BIOS memory map stage1 captures in real mode), draw. “Doubled stage1 budget; Fixed bugs” doubled KERNEL_SECTORS 16→32 (and the matching -boot-load-size/times padding) to make room for growth, and in the same commit reworked help to print aligned two-column output with per-command descriptions (command_descriptions table) and tightened color’s argument validation. Infra. Hybrid BIOS+UEFI boot support: uefi.asm linked as a PE32+ EFI app, packed into a FAT ESP image, combined with the BIOS MBR into one hybrid ISO, plus a raw .img for USB writes and three separate QEMU run scripts for each boot path.
Previously in devlog #1: Boot chain transitioned from 16-bit real mode to 64-bit long mode; shell got core commands (echo, run, clear, mem, peek/poke, cpuid, uptime); ACPI power-off enabled true hardware shutdown; UI/UX gained text input, PS/2 mouse cursor, scrolling, and draw/sysinfo; infrastructure achieved hybrid BIOS+UEFI boot. Codebase organization. The second “Organized src/” commit dismantled the monolithic kernel.asm by extracting components into modular topic files (%included under defs.inc.asm, entry.asm, interrupts.asm, input.asm, display.asm, data_strings.asm, data_commands.asm, and command handlers divided by category). Shell features. “Added command history” implemented a 16-slot ring buffer for commands up to 128 bytes each. Arrow Up recalls older lines while caching the current unsaved prompt; Arrow Down moves back forward, restoring the saved prompt at position 0, with cursor positioning aligned to the end of the text. Shift+arrow keys are bypassed to maintain viewport scrollback. Calculator. “Added calc command” introduced signed decimal parsing (parse_dec_arg) and printing to support signed 64-bit integer binary operations (+, -, *, /, %). It also implements an integer square root (isqrt64) working as a prefix or postfix (calc sqrt N or calc N sqrt) with error-checking for division-by-zero and negative parameters. Infra & Licensing. “Updated LICENSE” adopted the custom TreeSoft Open Source License. “Added release workflow” standardized output file names to lowercase kebab-case (amethyst-os.iso/.img) and introduced a GitHub Actions pipeline that builds both ISO and raw USB images on ubuntu-latest, calculates SHA256 checksums, and publishes nightly prereleases via the GitHub CLI.
Demo website. “Added demo website” added a React 19 + TypeScript + Vite frontend under frontend/ that reimplements the shell in-browser rather than just describing it: a simulated 1MB memory buffer seeded with a fake IVT/BDA/boot sector/RSDP, a virtual 0xB8000 VGA text buffer, and a boot sequence (blank POST screen → “Hello, Amethyst!” → prompt) mirroring entry.asm. Reuses the real ASCII art strings from data_commands.asm and tracks cursor/attribute/scrollback state parallel to the kernel’s own globals. USB enumeration. “Added usb command with USB 1.1/2.0/3.x device enumeration” is the big one (~1200 lines, mostly new commands_usb.asm): brute-force PCI scan for class 0x0C/subclass 0x03 controllers, printing bus:dev.func, controller type (UHCI/OHCI/EHCI/xHCI), and vendor:device IDs. EHCI drives a real async QH/qTD control transfer to fetch each device’s descriptor. xHCI goes further — full register setup, command ring + polled event ring, per-port reset/speed detection, then a genuine Enable Slot → Address Device → GET_DESCRIPTOR(Device) sequence per port. Getting this working surfaced and fixed three bugs in one commit: pci_write32 clobbering its own value through a scratch register pci_config_addr also used; xhci_wait_event returning any event regardless of type, mistaking a stray Port Status Change Event for a command completion; and an untracked Cycle State bit that silently dropped every second transfer on the reused control-transfer ring. Vendor/product names, without hardcoding. “Added iManufacturer string fetch for USB vendor names” factored the existing iProduct fetch into a shared xhci_print_string_desc helper, called once for iManufacturer and once for iProduct — decoding the real UTF-16LE string descriptor live over a control transfer, no lookup table. Also cleaned up the register-dump and completion-code debug prints left over from chasing the bugs above, so cmd_usb’s output is just the device/vendor/name lines.
Mass storage groundwork. “Added ls / dir commands with FAT read support over USB mass storage” pulled the xHCI bring-up out of commands_usb.asm’s cmd_usb into a shared xhci_controller_init (caps parse, halt/reset, scratchpad, DCBAA, command+event ring, run — CF on failure) so the new commands_fs.asm could drive the same controller for bulk-only mass storage: Enable Slot → Address Device → GET_DESCRIPTOR → bulk CBW/CSW SCSI READ(10), one 512-byte sector at a time, feeding a FAT12/16/32 root-directory listing. Filesystem support broadened fast, one commit per format. “Added exFAT support” added MBR partition-type detection plus a GPT path (header at LBA 1, 4 entries/sector, first entry that parses as a valid VBR wins) alongside “EXFAT “ OEM-ID detection. “Added NTFS support” added MFT-cluster/record-size parsing and an AML-free walk of root record 5’s INDEX_ROOT/INDEX_ALLOCATION B-tree entries. “Added cat command” threaded an fs_action/fs_cat_found flag through all three listing walkers (FAT, exFAT, NTFS) so the same traversal either prints every entry or stops at the first name match and streams that file’s clusters instead. Write support, one format at a time. “Added FAT32 write support” added fs_write_sector (SCSI WRITE(10)) and echo-to-file: create-or-overwrite a root-directory entry, allocating a fresh cluster chain via the FAT. “Added FAT16 write support” reused the same path, adding a fs_is_fat16 mount-time branch (FAT12 vs FAT16 disambiguated by the classic <4085-cluster rule; FAT12’s packed 12-bit entries stayed explicitly unsupported). “Added exFAT write support” extended fs_build_target_name to track a display-cased name (fs_target_disp) alongside the raw match name, and added its own root-entry alloc/overwrite path capped at 15-char names. “Added NTFS write support” was the big one (~1500 lines) and the slowest by far — about 8 hours to get right: update-sequence fixup read/write (fs_write_fixup, inverse of the existing fixup-apply), MFT record allocation via $MFT’s $BITMAP, resident $DATA overwrite-in-place, and — for new files — a full FILE record build plus INDEX_ROOT insertion into record 5, gated to root-only files with no INDEX_ALLOCATION. The attached screenshot is an NTFS volume end to end: ls listing System Volume Information and test.txt , an echo ... > file.txt walking through the debug trace (search → create path → alloc ref → build record → indx-alloc insert → ok), and cat file.txt reading the freshly written content back.
Ships:
What did you make? AmethystOS — a tiny x86-64 operating system written in pure NASM assembly, booting through real mode → protected mode → 64-bit long mode with zero bootloader dependencies (works on both legacy BIOS and UEFI). It has a hand-rolled text-mode shell (history, arrow-key editing, a calculator, ACPI-powered real shutdown, a PS/2 mouse cursor, sysinfo/date/time/draw), and — newest — a full USB stack: UHCI/OHCI/EHCI/xHCI controller detection plus real device enumeration down to fetching each device’s actual vendor/product name strings live over the wire. What was challenging? Getting the boot chain right with nothing to lean on: A20 gate, GDT setup, the jump into 32-bit protected mode, then PAE paging and EFER.LME into 64-bit long mode — all before there’s a print function to debug with. Later, building a hybrid BIOS+UEFI image meant maintaining two completely different boot paths in one ISO. The USB3/xHCI work resurfaced that same “no debugger” pain: three silent bugs (a clobbered PCI write, an event-type mixup, an untracked ring cycle-state bit) that each looked like dead hardware until traced by hand. What are you proud of? That every layer — boot chain, shell, ACPI shutdown, USB3 device enumeration — is hand-written with no OS framework, no bootloader, no libc. Including the small detail that USB vendor/product names shown by the usb command aren’t hardcoded: they’re decoded live from each device’s real USB string descriptor. How people can test it: Easiest: try the demo website first — a React reimplementation of the shell that runs in-browser, no VM setup needed. Note to Shipwrecks: development is ongoing, so by the time this is reviewed, the project may have changed — lightly or heavily — for the better. Treat this ship as a snapshot, not the final state....
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1793105675.2522385
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1793192075.2522385
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7650
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Project Eclipse by @Nicormu | Stardance
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Nicormu
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0
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24.76
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0
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[]
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[{"post_id": 74252, "ts": "202 [{"post_id": 74252, "ts": "2026-09-27T02:06:11Z", "hours": 1.7828, "text": "Hiiii, Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee. Hope you like ittt <3"}, {"post_id": 73390, "ts": "2026-09-25T01:45:53Z", "hours": 2.8564, "text": "Hiiiiiii everyoneeeeee, I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game"}, {"post_id": 72471, "ts": "2026-09-23T01:10:03Z", "hours": 2.5333, "text": "Hiiiii, I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas"}, {"post_id": 67342, "ts": "2026-09-13T12:45:07Z", "hours": 9.1197, "text": "Hi everyoneee, I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse. By now, I have only organized the project and refactored almost every system."}, {"post_id": 18779, "ts": "2026-06-29T23:54:30Z", "hours": 2.4675, "text": "Devlog #5 I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D"}, {"post_id": 15416, "ts": "2026-06-25T01:50:42Z", "hours": 0.4908, "text": "#Devlog #4 Hi guysss! I have been very busy these days but I have tried my best. I had added the sprites of the beaker and coal and started with the crafting system allowing dragging (not working completely) from the inventory. I will try all as I can to work more and improve the project :D"}, {"post_id": 10385, "ts": "2026-06-17T02:09:42Z", "hours": 2.705, "text": "Devlog #3 Hi everyone! Over the past few days, I’ve been working on the inventory and recipe system. I ran into some issues with Unity not saving my progress, so I had to rebuild everything multiple times (about 2 or 3 times 😭). On the bright side, I’m really happy with how the Notebook and Post-It sprites turned out. Now that the inventory system is mostly in place, I think I’ll be moving on to the crafting station."}, {"post_id": 7792, "ts": "2026-06-13T00:28:26Z", "hours": 1.9114, "text": "Devlog #2 Hi guys, I have been busy with the school and had work a little this week. The things I added is an inventory system, a recollection system and a prototype of the crafting station. I had problems with the inventory system and panel to make it look as I wanted to. Will keep working"}, {"post_id": 4451, "ts": "2026-06-07T19:33:52Z", "hours": 0.8914, "text": "Devlog #1 - The Beginning Project Eclipse is officially in development. This week I created the Garage scene, implemented player movement, and started working on object interactions. The biggest challenge was getting the interaction system to work correctly, which led to several debugging sessions before objects could be detected properly. Next, I’ll focus on finishing interactions and creating the first machine prototype"}]...
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Title: Project Eclipse by @Nicormu | Stardance
De Title: Project Eclipse by @Nicormu | Stardance
Devlogs:
Devlog #1 - The Beginning Project Eclipse is officially in development. This week I created the Garage scene, implemented player movement, and started working on object interactions. The biggest challenge was getting the interaction system to work correctly, which led to several debugging sessions before objects could be detected properly. Next, I’ll focus on finishing interactions and creating the first machine prototype
Devlog #2 Hi guys, I have been busy with the school and had work a little this week. The things I added is an inventory system, a recollection system and a prototype of the crafting station. I had problems with the inventory system and panel to make it look as I wanted to. Will keep working
Devlog #3 Hi everyone! Over the past few days, I’ve been working on the inventory and recipe system. I ran into some issues with Unity not saving my progress, so I had to rebuild everything multiple times (about 2 or 3 times 😭). On the bright side, I’m really happy with how the Notebook and Post-It sprites turned out. Now that the inventory system is mostly in place, I think I’ll be moving on to the crafting station.
#Devlog #4 Hi guysss! I have been very busy these days but I have tried my best. I had added the sprites of the beaker and coal and started with the crafting system allowing dragging (not working completely) from the inventory. I will try all as I can to work more and improve the project :D
Devlog #5 I have been struggling with the crafting system. I cannot even describe the problem I have right now. Almost all the time recorded is trying the system and nothing to work. After I gived up with that, I organized the project :D
Hi everyoneee, I was busy and stressed out with school and many other things, but I think I will start again with the development of Project Eclipse. By now, I have only organized the project and refactored almost every system.
Hiiiii, I have worked a bit and started a refactor on the crafting system, I still have issues. I dont like how the system is right now, I will think new ideas
Hiiiiiii everyoneeeeee, I think the crafting station is getting a great advancement and is getting really goodddddddddd. I will add a color change when the crafting is available and see what can be improved before starting with quests or the economy of the game
Hiiii, Please say hello to the new liquid colorrrr (it also shinesssssss), the new crafting button, the new exit button and finally, the skin for the crafting tableeeeeeeee. Hope you like ittt <3...
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1793270935.6192386
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1793875735.6192386
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65727
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VeryOS by @disgustalt | Stardance
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disgustalt
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1
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24.74
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T08:18:30Z", "hours": 13.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a WebOS that has a camera and filesystem(ish)! :) I had a lot of trouble with setting up the camera stuff. The camera worked at first and then suddenly stopped working. The facingMode of the camera was worse though. It worked nicely until I added the function to take pictures, and then it stopped. Had to change that logic entirely TwT Anywayyyy, I’m pretty proud to have made the camera and stuff work! (I’ve never worked with camera before :D) I’m gonna work more on adding new features to this soon! There’s exams so I’m pretty slow :p", "repo": "https://github.com/disgustalt/VeryOS", "demo": "https://vos.disgustalt.qzz.io"}]...
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[{"post_id": 83215, "ts": "202 [{"post_id": 83215, "ts": "2026-10-27T11:39:25Z", "hours": 11.7378, "text": "Got the OS workinggg! I started with an Alpine image, but that failed BAD, then i tried buildroot, which also failed 🤓 Anywayyy, i tried TinyCore and it works! Boots fairly fast too :D (pls don’t mind the boot logs and input boz, it’s for debugging TwT)"}, {"post_id": 77602, "ts": "2026-10-07T16:27:19Z", "hours": 8.9683, "text": "Added Camera! Added a Camera app where u can take pictures, save them and view them later through the file manager ;) I’ll be adding deletes and downloads soon. I’ll try working on navbar first. And then, maybe add file uploading"}, {"post_id": 74047, "ts": "2026-09-26T16:16:24Z", "hours": 1.7731, "text": "Added window dragging, closing and opening using app icon :D I’m gonna try add window contents and main navbar + active windows and minimizing"}, {"post_id": 73985, "ts": "2026-09-26T13:48:30Z", "hours": 2.6589, "text": "Got the Background working and added icons + windowsss. Next I’m gonna make the windows draggable actually function xdd. It uses glassmorphism (I think that’s what u call it) icons and windows :))"}]...
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Title: VeryOS by @disgustalt | Stardance
Devlogs: Title: VeryOS by @disgustalt | Stardance
Devlogs:
Got the Background working and added icons + windowsss. Next I’m gonna make the windows draggable actually function xdd. It uses glassmorphism (I think that’s what u call it) icons and windows :))
Added window dragging, closing and opening using app icon :D I’m gonna try add window contents and main navbar + active windows and minimizing
Added Camera! Added a Camera app where u can take pictures, save them and view them later through the file manager ;) I’ll be adding deletes and downloads soon. I’ll try working on navbar first. And then, maybe add file uploading
Got the OS workinggg! I started with an Alpine image, but that failed BAD, then i tried buildroot, which also failed 🤓 Anywayyy, i tried TinyCore and it works! Boots fairly fast too :D (pls don’t mind the boot logs and input boz, it’s for debugging TwT)
Ships:
Made a WebOS that has a camera and filesystem(ish)! :) I had a lot of trouble with setting up the camera stuff. The camera worked at first and then suddenly stopped working. The facingMode of the camera was worse though. It worked nicely until I added the function to take pictures, and then it stopped. Had to change that logic entirely TwT Anywayyyy, I’m pretty proud to have made the camera and stuff work! (I’ve never worked with camera before :D) I’m gonna work more on adding new features to this soon! There’s exams so I’m pretty slow :p...
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1793155804.427724
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1793242204.427724
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30067
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ThickBerryPi by @kapkupi | Stardance
|
kapkupi
|
1
|
24.73
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T20:52:06Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hello everybody! I present to you my compact clamshell raspberry pi 5 handheld. It features a little keyboard and a 3.2 inch screen. The whole thing is also assembled with almost no screws! The only screws you will need are for the screen. Isn’t it wild what is possible with 3D printing? I mean getting the hinge or the latches right wasn’t easy but in the end having it be assembled with almost no tools really is amazing. I at least think so. It also has no battery because the pi 5 is a bit to picky and I carry powerbanks with me anyway so I decided not to package a battery with my project. Besides the additional size needed for it of course. So I am excited for others to try it out and maybe expand on it!", "repo": "https://github.com/Kapkupi/RPI5-Palmtop", "demo": ""}]...
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[{"post_id": 81096, "ts": "202 [{"post_id": 81096, "ts": "2026-10-19T21:04:59Z", "hours": 0.7253, "text": "So I have started working on it again. I mean there is not much more to do besides waiting for it to get approved but after using it for a bit I did in fact made some changes. So first thing as you may have noticed is the bigger buttons on the screen. Not only are they way easier to assemble but also easier to use as they are bigger. The old ones were just too small and these are just more satisfying to click. click click :3 … There are also a few other small changes I might tackle so I’ll try doing a bit until October 22nd👀"}, {"post_id": 76224, "ts": "2026-10-02T19:01:07Z", "hours": 0.3236, "text": "I feel like I need to do this devlog. As you may have noticed is that I still have not shipped. The reason for that is that I have not been able to finish it last weekend and then fell sick on monday and am still sick. I am In better shape now and want to finally finish my project and collect my promised startdust /j >:3. I am very relieved that the challenge has been extended and I am not sure what I would have done without that. You can see my progress on github. (The first picture you see there is just a place holder dw)"}, {"post_id": 71496, "ts": "2026-09-20T22:36:34Z", "hours": 0.4603, "text": "Wow, about 7 hours of hardware work (which I didn’t record because nobody needs to see that ¬w¬) which consists of pretty much only soldering is behind me. I completely butchered my cardkb but everything still works. My immaculate cable management is also questionable but it works so now time to write and then ship. I should probably go to bed but it’s fine."}, {"post_id": 71182, "ts": "2026-09-20T12:25:21Z", "hours": 1.2714, "text": "So, I have finished my design and I won’t be needing to make any more changes. I am currently waiting for my final print which has a few tweaks such as an additional latch but other then that I am done. I have also made a version with an open back so any heatsink should work, not only my specific one. Now I only need to do some soldering and documenting before I can finally ship! I am soo excited"}, {"post_id": 70875, "ts": "2026-09-19T22:15:13Z", "hours": 2.0283, "text": "Yes another devlog. I made my changes and am printing again! As you can see there is another latch in the back. Of course that is not all I did but it is the most notable change. Some small details to actually make it fit were my priorities and now that I am finished with them I am printing. Excited to wake up tomorrow and see if I am ready to ship or not."}, {"post_id": 70789, "ts": "2026-09-19T19:20:43Z", "hours": 0.8183, "text": "Intermission! I have reprinted the face plate in a different orientation and now the latches are strong enough! I will still add another one to the back. Also I am sorry if my pictures look like memories but I was to lazy to use my phone and instead just used a webcam :P"}, {"post_id": 70737, "ts": "2026-09-19T17:50:23Z", "hours": 2.5175, "text": "So, I have made the first print and it is looking very promising. The hinge only needs slight changes in terms of tolerance so it can be easily disassembled, it also seems sturdy enough! What did not work is, as you can see, the RPI did not fit. I will need to make some changes to the ports on the right side. The latches are also not too bad but they both broke off. I will also need to add another latch in the back because it is too sloppy for my taste. The screen and buttons for it are pretty good. Gives me hope for the power button. But for now time to make some changes before I ship hopefully tomorrow."}, {"post_id": 70249, "ts": "2026-09-18T20:02:27Z", "hours": 2.4361, "text": "I am almost finished with the first version! I only need to do some buttons and holes and a bit of little extras and then I am finished and can print. I will not ship yet because I want to make a few different versions so most people can find enjoyment in what fits for them but I will probably do that tomorrow. Today I did a majority of the hinge in terms of function. I made a spring which makes the hinge snap into different places and makes the lid stay shut. Which you can see in the picture bellow. I am excited to be almost finished!"}, {"post_id": 69817, "ts": "2026-09-17T20:44:27Z", "hours": 1.8333, "text": "oh wow, I have added the ports on the back. You can see the seam where the holes are split which divides it into the top part which snaps on to the bottom. Easy to assemble as long as the latches do not break. I am trying my best to make the print possible with normal PLA and a 0.4mm nozzle size which currently should still be possible. I am really confident that the final product (which I am pretty close to ;3) should not be too difficult to print for the average user but I need to print it to judge that which hopefully happens this week as I will not be able to work on it next week :<"}, {"post_id": 68282, "ts": "2026-09-14T20:51:48Z", "hours": 0.5514, "text": "Did the second hinge. Of course this is far from the finished design it would not even work right now but to at least have something. I am also not completely sure on how I should do the back. Like should I leave it open, cover it completely or partially. Well I will eventually find something which I like. But still not entirely sure on how the back will look like."}, {"post_id": 67692, "ts": "2026-09-13T21:27:06Z", "hours": 3.1181, "text": "So I have continued with the display case and have added most things already. I have also started with the hinge which gave me such a headache I spent too much time finding a solution for my space requirements but I have decided on my current setup which should work well enough. And an important decision I took is that the whole hinge will be completely 3D printed! This could fail miserably and then I would need to revert back to a more simpler design with screws but if it works which I am confident it will then that would be really cool."}, {"post_id": 66939, "ts": "2026-09-12T22:16:44Z", "hours": 1.2167, "text": "Started with the display case. Just some simple things to finish off the day. And also because y’all have not seen it yet here is a view from the top of my current progress where you can see the keyboard holder which will connect to the bottom via latches."}, {"post_id": 66819, "ts": "2026-09-12T18:36:11Z", "hours": 2.8147, "text": "Wow, I would say that I am almost completely done with the enclosure for the keyboard and raspberry pi. Now the screen remains and thus the hinge. Should not be too difficult but I need to watch out for the space I need for the HDMI cables. Could be a tight fit. Notable things I have done since the last devlog are: latches, I hope they will work after finally printing exhaust and additional heat dissipation openings intake “optimisation”; will probably not make a difference but still fun small additional details"}, {"post_id": 65403, "ts": "2026-09-10T14:59:11Z", "hours": 2.7164, "text": "Did a bunch of openings for i/o such as sd card, gpio, usb and such. The back is still open but that will be addressed later on. Opening for the cooling fan was also added, no exhaust tho. I also split my main case into top and bottom because I realised that I would not be able to assemble it otherwise. Also lost my sticky streak because I am lowkey delusional :<"}, {"post_id": 61814, "ts": "2026-09-04T21:58:43Z", "hours": 0.6942, "text": "After coming back from my vacation I continued working on my project. Had to stop the recording because I havent uploaded today. Streaks and all. Today I started building the main body of my case which is not nearly finished. Tomorrow I will probably do the side with usb and ethernet port and an opening for the gpio and heatsink entry and exit."}, {"post_id": 46314, "ts": "2026-08-13T13:42:10Z", "hours": 0.9797, "text": "Ok I lied. I did in fact not start building the next day but 10 days later . Well now I am working again. I did some reference planes of the pcbs so I can use them to create my case more easier. Edited cardkb. I also was very sceptical that lapse just did not record as there were some problems but it somehow still worked. Now I can really start working on it :3"}, {"post_id": 40381, "ts": "2026-08-03T20:58:47Z", "hours": 0.45, "text": "Added my components to my assembly :D Real building will start tomorrow :P"}]...
|
Title: ThickBerryPi by @kapkupi | Stardance
Devlo Title: ThickBerryPi by @kapkupi | Stardance
Devlogs:
Added my components to my assembly :D Real building will start tomorrow :P
Ok I lied. I did in fact not start building the next day but 10 days later . Well now I am working again. I did some reference planes of the pcbs so I can use them to create my case more easier. Edited cardkb. I also was very sceptical that lapse just did not record as there were some problems but it somehow still worked. Now I can really start working on it :3
After coming back from my vacation I continued working on my project. Had to stop the recording because I havent uploaded today. Streaks and all. Today I started building the main body of my case which is not nearly finished. Tomorrow I will probably do the side with usb and ethernet port and an opening for the gpio and heatsink entry and exit.
Did a bunch of openings for i/o such as sd card, gpio, usb and such. The back is still open but that will be addressed later on. Opening for the cooling fan was also added, no exhaust tho. I also split my main case into top and bottom because I realised that I would not be able to assemble it otherwise. Also lost my sticky streak because I am lowkey delusional :<
Wow, I would say that I am almost completely done with the enclosure for the keyboard and raspberry pi. Now the screen remains and thus the hinge. Should not be too difficult but I need to watch out for the space I need for the HDMI cables. Could be a tight fit. Notable things I have done since the last devlog are: latches, I hope they will work after finally printing exhaust and additional heat dissipation openings intake “optimisation”; will probably not make a difference but still fun small additional details
Started with the display case. Just some simple things to finish off the day. And also because y’all have not seen it yet here is a view from the top of my current progress where you can see the keyboard holder which will connect to the bottom via latches.
So I have continued with the display case and have added most things already. I have also started with the hinge which gave me such a headache I spent too much time finding a solution for my space requirements but I have decided on my current setup which should work well enough. And an important decision I took is that the whole hinge will be completely 3D printed! This could fail miserably and then I would need to revert back to a more simpler design with screws but if it works which I am confident it will then that would be really cool.
Did the second hinge. Of course this is far from the finished design it would not even work right now but to at least have something. I am also not completely sure on how I should do the back. Like should I leave it open, cover it completely or partially. Well I will eventually find something which I like. But still not entirely sure on how the back will look like.
oh wow, I have added the ports on the back. You can see the seam where the holes are split which divides it into the top part which snaps on to the bottom. Easy to assemble as long as the latches do not break. I am trying my best to make the print possible with normal PLA and a 0.4mm nozzle size which currently should still be possible. I am really confident that the final product (which I am pretty close to ;3) should not be too difficult to print for the average user but I need to print it to judge that which hopefully happens this week as I will not be able to work on it next week :<
I am almost finished with the first version! I only need to do some buttons and holes and a bit of little extras and then I am finished and can print. I will not ship yet because I want to make a few different versions so most people can find enjoyment in what fits for them but I will probably do that tomorrow. Today I did a majority of the hinge in terms of function. I made a spring which makes the hinge snap into different places and makes the lid stay shut. Which you can see in the picture bellow. I am excited to be almost finished!
So, I have made the first print and it is looking very promising. The hinge only needs slight changes in terms of tolerance so it can be easily disassembled, it also seems sturdy enough! What did not work is, as you can see, the RPI did not fit. I will need to make some changes to the ports on the right side. The latches are also not too bad but they both broke off. I will also need to add another latch in the back because it is too sloppy for my taste. The screen and buttons for it are pretty good. Gives me hope for the power button. But for now time to make some changes before I ship hopefully tomorrow.
Intermission! I have reprinted the face plate in a different orientation and now the latches are strong enough! I will still add another one to the back. Also I am sorry if my pictures look like memories but I was to lazy to use my phone and instead just used a webcam :P
Yes another devlog. I made my changes and am printing again! As you can see there is another latch in the back. Of course that is not all I did but it is the most notable change. Some small details to actually make it fit were my priorities and now that I am finished with them I am printing. Excited to wake up tomorrow and see if I am ready to ship or not.
So, I have finished my design and I won’t be needing to make any more changes. I am currently waiting for my final print which has a few tweaks such as an additional latch but other then that I am done. I have also made a version with an open back so any heatsink should work, not only my specific one. Now I only need to do some soldering and documenting before I can finally ship! I am soo excited
Wow, about 7 hours of hardware work (which I didn’t record because nobody needs to see that ¬w¬) which consists of pretty much only soldering is behind me. I completely butchered my cardkb but everything still works. My immaculate cable management is also questionable but it works so now time to write and then ship. I should probably go to bed but it’s fine.
I feel like I need to do this devlog. As you may have noticed is that I still have not shipped. The reason for that is that I have not been able to finish it last weekend and then fell sick on monday and am still sick. I am In better shape now and want to finally finish my project and collect my promised startdust /j >:3. I am very relieved that the challenge has been extended and I am not sure what I would have done without that. You can see my progress on github. (The first picture you see there is just a place holder dw)
So I have started working on it again. I mean there is not much more to do besides waiting for it to get approved but after using it for a bit I did in fact made some changes. So first thing as you may have noticed is the bigger buttons on the screen. Not only are they way easier to assemble but also easier to use as they are bigger. The old ones were just too small and these are just more satisfying to click. click click :3 … There are also a few other small changes I might tackle so I’ll try doing a bit until October 22nd👀
Ships:
Hello everybody! I present to you my compact clamshell raspberry pi 5 handheld. It features a little keyboard and a 3.2 inch screen. The whole thing is also assembled with almost no screws! The only screws you will need are for the screen. Isn’t it wild what is possible with 3D printing? I mean getting the hinge or the latches right wasn’t easy but in the end having it be assembled with almost no tools really is amazing. I at least think so. It also has no battery because the pi 5 is a bit to picky and I carry powerbanks with me anyway so I decided not to package a battery with my project. Besides the additional size needed for it of course. So I am excited for others to try it out and maybe expand on it!...
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VSEPR Predictor by @LuckyInt | Stardance
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LuckyInt
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[{"post_id": 75031, "ts": "202 [{"post_id": 75031, "ts": "2026-09-28T22:33:57Z", "hours": 6.4964, "text": "Welcome! It has been 2 whole weeks. And a devlog has arrived for the project that uses VSEPR theory to primarily predict the shape of a molecule, my name being Lucky. Just to preface , I have made a lot of changes in these 6.5 hours; and I have been irresponsible by not devlogging along the way . . . For more over-arching logging though, feel free to check my github commits to see the progressional changes. As well, check my other devlogs or read my README for more info on what my project does specifically. By the way, I will also not be including already stated info in my devlogs to avoid being repetitive and to save some words. Website I started building the website for my project (picture below), using HTML and CSS and my already-coded python backend. The HTML was pretty streamlined and was finished in a day; I also used Sakura CSS , linked in HTML as classless CSS. The CSS was a bit harder and took more days– mainly because Sakura CSS was overriding a lot of what I wrote! In the future, I believe it would be better if I didn’t use the pre-made CSS at all. I admit that I used a lot of AI due to frustration and confusion, however I retraced, decided to go back, and understood the code, and built some myself. By far the hardest part was connecting my python backend with the frontend, using JS (JavaScript) and API to do so. I did use FastAPI and their documentation, however I still ran into a lot of problems. This may be because I was using Github Codespaces, or for other reasons. Fork/PR Thanks to Su6o on Github for forking my Repo and checking over my README for grammar and phrasing errors. Conclusions/Goodbyes I learned a lot in these 2 weeks, albeit not being so consistent. One thing I have to work on is to be less reliant, to be independent and solve problems on my own. There was a lot of frustration in these sessions, and I hope to relieve of that next. For the future of this project, I would like to use the data given by the backend to write a Lewis Structure code in frontend. As my project is aimed to be an educational tool (might change), it would also be helpful to transform the frontend to do such. That’s all. Thanks for reading, and have a great day. I will try to get a working demo up, so you can interactively use the site."}, {"post_id": 68293, "ts": "2026-09-14T21:23:37Z", "hours": 6.6281, "text": "Hello, World. It’s been a while. Welcome to the 5th devlog centralized around a (mainly python) project that uses VSEPR Theory– aka Valence Shell Electron Pair Repulsion Theory– to predict the shapes/geometries of given molecules. For more info on the project’s main aims, please read my previous devlog. Nevertheless, a bulleted summary of what the project can do (structured in a way similar to my other devlogs for simplicity) is shown below. Capabilities of the Project This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the user’s input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. Interacts with the user in order to act as an educational tool. * NEW Allows the user freedom in the questions asked: they can ask for a hint, can skip 1 questions, and can skip all questions at once. * NEW The Radical Problem (literally. (solved)) A major mistake on my part was that I forgot to account for radical molecules; in fact, I didn’t even know they were a thing. It turns out that, some molecules are allowed to have a lone electron surrounding the central atom, since they have an odd number of total valence electrons, hence yielding them an inevitable 1 leftover electron. Thankfully, the problem is solved now, perhaps in an admittingly unfortunate way: the program is now designed to simply reject radical molecules. There is a good reason for this, and that’s because these molecules’ shapes cannot reliably be predicted with VSEPR theory. The Clean Up In the time in between my 4th and 5th devlog, I have spent a lot of time capturing bugs in my code, and cleaning the code along the way. For a simple example, I would lazily copy-and-paste the same code into each constituent if, elif, and else statement when I could just call that code after them. As it’s been a relatively long time, I cannot remember a lot of the specific clean-ups I had done, which is probably included in the cons of pushing devlogs late . . . I apologize for the late devlog (although I know not many care). The reason for this, and the low amount of hours and effort given in these past 13 days, is mostly because of school. As well as there was a problem with my hackatime or rather my VSCode wherein multiple hours of work were not logged for whatever reason– however, I worked with quality during those times so I consider it a win. Addressing the Functionality (the interactivity) For now, my project asks questions to the reader terminal style, being arguably not engaging and probably very indescriptive as well– which is important to take note of, as this is indeed supposed to be an educational tool. In my future plans, I hope to pick up on some JavaScript or TypeScript, HTML, and CSS, in order to create a website or application that actually renders the models of these molecules, as well as to provide models for constituent steps like creating the Lewis/Dot structure. I firmly believe that if we are building the Dot Structures and are predicting shapes of molecules, the users should be able to see these things so they can then understand . Conclusions Thank you for reading! This was the 5th devlog, on the project based around VSEPR Theory, and I’ll see you, next time."}, {"post_id": 59894, "ts": "2026-09-01T22:10:18Z", "hours": 4.7317, "text": "Welcome, reader. This is my 4th devlog on a project (primarily built in python), that takes a molecule with a single defined central atom and predicts the electron geometries, molecular geometries (bond hybridization as well) using VSEPR Theory , and other quantitative data like total valence electrons, lone pairs, etc., that were collected along the calculations. If you are interested in my motivations and overall more information about the project, you can read my previous devlogs as well. However, the near-following bulleted-list will hopefully provide decent context. I would usually write a devlog earlier than this; however, I worked on my README.MD, yielding not a full 4h 37m on functional programming necessarily. Functions of the Predictor This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the user’s input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. * NEW Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. * NEW New Changes I rewrote some of the code in order to remove redundancy and to improve efficiency. I also created designated functions for some of the code I recently wrote. These parts were quite annoying, as it was frustrating to have to rewrite code to reach the same goal again; a lot of errors kept appearing. Nevertheless, I finished in the end. It takes a lot of patience to read through all your code line by line and go through the functions of each, and then seeing where efficiency could be improved. Nevertheless, it is satisfying to realize and improve on code, and to produce a more concise and readable product in the end. Since I can’t write extensively in this devlog, I will touch on topics like bond hybridization and more later. I also worked on my README.MD as aforementioned, which I encourage you to read or look at. Future Plans As you can see in the screenshot I included below (using H3O+/ hydronium as the example), my project is simply printing out all of the data– though the calculations are arguably demanding. In essence, the output is underwhelming compared to the immense backend logic. I would certainly like to make this into a web or application, and at the same time I would be learning HTML, CSS, and JavaScript. Conclusion / Goodbyes Thank you for reading, reader. I imagine that you learned or found something in my devlog interesting. If you have any suggestions, comment below and I will be sure to ponder over them. By the way, I really don’t know which molecules to pick for my examples in my screenshots, so you can comment some that you might want me to use (make sure it has one central atom). My name is Lucky, and I thank you , once again, Goodbye. for H3O+ (Hydronium) below"}, {"post_id": 54138, "ts": "2026-08-24T23:28:18Z", "hours": 2.3517, "text": "Good day, reader. I’m Lucky. This is a third devlog on my project: VSEPR Predictor. If you aren’t sure of the project aims to do, feel free to read my first devlog; however, I will give you a brief summary. The project takes input a molecule, and then predicts the molecular geometry / shape of the molecule, as well as the electron-group geometry overall. It is built in python. Pytest As stated in my earlier log, I was tired of manually testing my project all of the time, and I wanted to use pytest. Therefore, I created 4 functions that have specific roles in my code. These four functions are the following: get_atoms_subscripts, get_central_atom, get_total_valence, and validate_formula– all of which take a molecule as input. *Before I state the advancements I have made, I’d like to disclaim that the electron-group calculations are not yet finalized, as I have yet to account for double and single bonds. To target this problem, I have calculated formal charges, and I plan to tackle it next. I will not explain what formal charges are– for the sake of words– but if you want, you can search it up. Functional Changes Calculated electron groups note ^^^ Calculated formal charge before adding double or triple bonds - Listed terminal atoms (every atom but the central one) Calculated Lone pairs note ^^^ Overall Function This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the user’s input to only allow valid molecules. Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. And does the aforementioned (functional changes). Struggles I admit that the hardest part of this session was transforming my code to create functions instead of just a blob of code. As you can imagine, it became very frustrating when– when I started to convert the code into constituent functions– my code started to have errors: some that have come of before and some new. At one point, I told myself, “My old code works, why can’t I just use that!” Of course, this was just out of a fit of discouragement, but I went on. I included I screenshot of what the project does at this moment, below– using NH3 (ammonia) as an example. Goodbye, thank you for reading. I hope you gained something, whether it be entertainment or knowledge."}, {"post_id": 50671, "ts": "2026-08-19T23:22:02Z", "hours": 2.9908, "text": "Welcome. My name is Lucky This is my second devlog, based around a project (my first personal one) in python that predicts molecular and overall shape geometries using Valence Shell Electron-Pair Repulsion Theory– VSEPR (check my first devlog if you seek more information). The following is what I have done, in simple terms. I have: Counted the Valence Electrons of the inputted molecule using mendeleev . Accounted for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checked / parsed the user’s input to only allow valid molecules. Calculated electronegativities of constituent elements (using mendeleev ) and determining the central atom of the molecule. Challenges: It was hard to parse the user’s input, and organizing code in respect to the type of the user’s molecule (e.g., if it has a charge that isn’t 0 or not). This way, it was hard to check whether my code was breaking other code. I remember accounting charges for my valence electron total– I was so happy and I felt very accomplished. However, I realized that I couldn’t input zero-charge molecules anymore– simple ones like H20 or CO2 . . . This is why I am going to decide to make a test file using pytest . (I may even have errors in my code I haven’t found yet.) I won’t have to go through this struggle again: testing and testing and testing. Rather, I can just run a single line in my terminal and test my whole file easily. That said, I will still need to change some things in order for that to happen– which leads me on to what I hope to achieve in the near future in terms of this project. Goals for next sessions: Create actual functions with respective function (obviously, haha), so I can use pytest. Overall clean up code Start abstractly creating a lewis structure– I don’t know yet if I will actually draw it on the screen. Calculate the amount of covalent bonds needed from the central atom to terminal atoms, and account 2 electrons for each bond. Thanks for reading, I hope you learned something or found my post interesting. I included a screenshot below of my project’s output for now."}, {"post_id": 49240, "ts": "2026-08-17T22:19:09Z", "hours": 1.5242, "text": "Welcome, reader. My name is Lucky, and this is my first personal project; and it's made using python. The modules I decided to use for now was just one: re. For context: my overall project is a cmd-line project that revolves around taking input from the user, a molecule, and predicting the molecular and electron-pair geometries of it. In other words, predicting the overall shape of the molecule. My first step is to count the valence electrons of the full molecule, and my first step in that is shown here. I was inspired by a bit of chemistry and I thought it would be an interesting first project to build my skills, although the concept is admittedly of low practicality or use. Little did I know, the overall idea requires a lot of parsing and error checking than I initially thought! At first, I used for-loop logic to find subscripts and trace them back to their respective elements. The logic was personally overwhelming: while programming, the ideas were too much to hold: I had to think about this list and that list, this dictionary and that dictionary, this index and that index, lining up everything perfectly. I'm glad I pseudo-coded a bit as of before, as I'm afraid my head would have exploded. Even after building the for-logic, there was still too much to parse. It all felt arbitrarily too much for a relatively simple function. I had to take into account of the implicit subscripts of 1, the implicit coefficient as well . . . However, after the struggle, I realized that I could use re.findall to do such as the aforementioned. Plug in a simple pattern, and boom– no more parsing needed, no more messiness. Nonetheless, I am glad and I went through the struggle, as I learned a lot specifically, and I also learned about the reality of programming: it seems easier in your head– it’s certainly easier said than done. As Lao Tzu had said: “A journey of a thousand miles begins with a single step.” Although, admittedly, and ironically, I can’t say my journey is of a thousand miles haha. As you can see, I included I screenshot / small demo below, of what the project’s function is. Next up, I plan to use the information granted by my code to count the number of valence electrons in the full molecule, possibly creating and using a dictionary of valence electron information for constituent atoms. Reader, thanks for coming along and listening to my experience coding my first personal project! I am determined to keep going and ultimately reach my final goal. Again, my name is Lucky, and I thank you for reading."}]...
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Title: VSEPR Predictor by @LuckyInt | Stardance
D Title: VSEPR Predictor by @LuckyInt | Stardance
Devlogs:
Welcome, reader. My name is Lucky, and this is my first personal project; and it's made using python. The modules I decided to use for now was just one: re. For context: my overall project is a cmd-line project that revolves around taking input from the user, a molecule, and predicting the molecular and electron-pair geometries of it. In other words, predicting the overall shape of the molecule. My first step is to count the valence electrons of the full molecule, and my first step in that is shown here. I was inspired by a bit of chemistry and I thought it would be an interesting first project to build my skills, although the concept is admittedly of low practicality or use. Little did I know, the overall idea requires a lot of parsing and error checking than I initially thought! At first, I used for-loop logic to find subscripts and trace them back to their respective elements. The logic was personally overwhelming: while programming, the ideas were too much to hold: I had to think about this list and that list, this dictionary and that dictionary, this index and that index, lining up everything perfectly. I'm glad I pseudo-coded a bit as of before, as I'm afraid my head would have exploded. Even after building the for-logic, there was still too much to parse. It all felt arbitrarily too much for a relatively simple function. I had to take into account of the implicit subscripts of 1, the implicit coefficient as well . . . However, after the struggle, I realized that I could use re.findall to do such as the aforementioned. Plug in a simple pattern, and boom– no more parsing needed, no more messiness. Nonetheless, I am glad and I went through the struggle, as I learned a lot specifically, and I also learned about the reality of programming: it seems easier in your head– it’s certainly easier said than done. As Lao Tzu had said: “A journey of a thousand miles begins with a single step.” Although, admittedly, and ironically, I can’t say my journey is of a thousand miles haha. As you can see, I included I screenshot / small demo below, of what the project’s function is. Next up, I plan to use the information granted by my code to count the number of valence electrons in the full molecule, possibly creating and using a dictionary of valence electron information for constituent atoms. Reader, thanks for coming along and listening to my experience coding my first personal project! I am determined to keep going and ultimately reach my final goal. Again, my name is Lucky, and I thank you for reading.
Welcome. My name is Lucky This is my second devlog, based around a project (my first personal one) in python that predicts molecular and overall shape geometries using Valence Shell Electron-Pair Repulsion Theory– VSEPR (check my first devlog if you seek more information). The following is what I have done, in simple terms. I have: Counted the Valence Electrons of the inputted molecule using mendeleev . Accounted for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checked / parsed the user’s input to only allow valid molecules. Calculated electronegativities of constituent elements (using mendeleev ) and determining the central atom of the molecule. Challenges: It was hard to parse the user’s input, and organizing code in respect to the type of the user’s molecule (e.g., if it has a charge that isn’t 0 or not). This way, it was hard to check whether my code was breaking other code. I remember accounting charges for my valence electron total– I was so happy and I felt very accomplished. However, I realized that I couldn’t input zero-charge molecules anymore– simple ones like H20 or CO2 . . . This is why I am going to decide to make a test file using pytest . (I may even have errors in my code I haven’t found yet.) I won’t have to go through this struggle again: testing and testing and testing. Rather, I can just run a single line in my terminal and test my whole file easily. That said, I will still need to change some things in order for that to happen– which leads me on to what I hope to achieve in the near future in terms of this project. Goals for next sessions: Create actual functions with respective function (obviously, haha), so I can use pytest. Overall clean up code Start abstractly creating a lewis structure– I don’t know yet if I will actually draw it on the screen. Calculate the amount of covalent bonds needed from the central atom to terminal atoms, and account 2 electrons for each bond. Thanks for reading, I hope you learned something or found my post interesting. I included a screenshot below of my project’s output for now.
Good day, reader. I’m Lucky. This is a third devlog on my project: VSEPR Predictor. If you aren’t sure of the project aims to do, feel free to read my first devlog; however, I will give you a brief summary. The project takes input a molecule, and then predicts the molecular geometry / shape of the molecule, as well as the electron-group geometry overall. It is built in python. Pytest As stated in my earlier log, I was tired of manually testing my project all of the time, and I wanted to use pytest. Therefore, I created 4 functions that have specific roles in my code. These four functions are the following: get_atoms_subscripts, get_central_atom, get_total_valence, and validate_formula– all of which take a molecule as input. *Before I state the advancements I have made, I’d like to disclaim that the electron-group calculations are not yet finalized, as I have yet to account for double and single bonds. To target this problem, I have calculated formal charges, and I plan to tackle it next. I will not explain what formal charges are– for the sake of words– but if you want, you can search it up. Functional Changes Calculated electron groups note ^^^ Calculated formal charge before adding double or triple bonds - Listed terminal atoms (every atom but the central one) Calculated Lone pairs note ^^^ Overall Function This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the user’s input to only allow valid molecules. Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. And does the aforementioned (functional changes). Struggles I admit that the hardest part of this session was transforming my code to create functions instead of just a blob of code. As you can imagine, it became very frustrating when– when I started to convert the code into constituent functions– my code started to have errors: some that have come of before and some new. At one point, I told myself, “My old code works, why can’t I just use that!” Of course, this was just out of a fit of discouragement, but I went on. I included I screenshot of what the project does at this moment, below– using NH3 (ammonia) as an example. Goodbye, thank you for reading. I hope you gained something, whether it be entertainment or knowledge.
Welcome, reader. This is my 4th devlog on a project (primarily built in python), that takes a molecule with a single defined central atom and predicts the electron geometries, molecular geometries (bond hybridization as well) using VSEPR Theory , and other quantitative data like total valence electrons, lone pairs, etc., that were collected along the calculations. If you are interested in my motivations and overall more information about the project, you can read my previous devlogs as well. However, the near-following bulleted-list will hopefully provide decent context. I would usually write a devlog earlier than this; however, I worked on my README.MD, yielding not a full 4h 37m on functional programming necessarily. Functions of the Predictor This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the user’s input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. * NEW Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. * NEW New Changes I rewrote some of the code in order to remove redundancy and to improve efficiency. I also created designated functions for some of the code I recently wrote. These parts were quite annoying, as it was frustrating to have to rewrite code to reach the same goal again; a lot of errors kept appearing. Nevertheless, I finished in the end. It takes a lot of patience to read through all your code line by line and go through the functions of each, and then seeing where efficiency could be improved. Nevertheless, it is satisfying to realize and improve on code, and to produce a more concise and readable product in the end. Since I can’t write extensively in this devlog, I will touch on topics like bond hybridization and more later. I also worked on my README.MD as aforementioned, which I encourage you to read or look at. Future Plans As you can see in the screenshot I included below (using H3O+/ hydronium as the example), my project is simply printing out all of the data– though the calculations are arguably demanding. In essence, the output is underwhelming compared to the immense backend logic. I would certainly like to make this into a web or application, and at the same time I would be learning HTML, CSS, and JavaScript. Conclusion / Goodbyes Thank you for reading, reader. I imagine that you learned or found something in my devlog interesting. If you have any suggestions, comment below and I will be sure to ponder over them. By the way, I really don’t know which molecules to pick for my examples in my screenshots, so you can comment some that you might want me to use (make sure it has one central atom). My name is Lucky, and I thank you , once again, Goodbye. for H3O+ (Hydronium) below
Hello, World. It’s been a while. Welcome to the 5th devlog centralized around a (mainly python) project that uses VSEPR Theory– aka Valence Shell Electron Pair Repulsion Theory– to predict the shapes/geometries of given molecules. For more info on the project’s main aims, please read my previous devlog. Nevertheless, a bulleted summary of what the project can do (structured in a way similar to my other devlogs for simplicity) is shown below. Capabilities of the Project This project, at its state at the moment of writing: Counts Valence Electrons of the inputted molecule (mendeleev assist). Accounts for charges on molecules and taking that into consideration while calculating Valence Electrons. Error checks / parses the user’s input to only allow valid molecules. * NEW/ADDED Calculates electronegativities of constituent elements (using mendeleev) and determining the central atom of the molecule. Parses the molecule to find its elements and subscripts. Calculates electron groups / steric number. Calculates lone pairs around the central atom. Reforms the molecule in VSEPR form: AX_mE_n. Searches through a dictionary/table of all of the permutations of VSEPR form in order to fetch appropriate data. Interacts with the user in order to act as an educational tool. * NEW Allows the user freedom in the questions asked: they can ask for a hint, can skip 1 questions, and can skip all questions at once. * NEW The Radical Problem (literally. (solved)) A major mistake on my part was that I forgot to account for radical molecules; in fact, I didn’t even know they were a thing. It turns out that, some molecules are allowed to have a lone electron surrounding the central atom, since they have an odd number of total valence electrons, hence yielding them an inevitable 1 leftover electron. Thankfully, the problem is solved now, perhaps in an admittingly unfortunate way: the program is now designed to simply reject radical molecules. There is a good reason for this, and that’s because these molecules’ shapes cannot reliably be predicted with VSEPR theory. The Clean Up In the time in between my 4th and 5th devlog, I have spent a lot of time capturing bugs in my code, and cleaning the code along the way. For a simple example, I would lazily copy-and-paste the same code into each constituent if, elif, and else statement when I could just call that code after them. As it’s been a relatively long time, I cannot remember a lot of the specific clean-ups I had done, which is probably included in the cons of pushing devlogs late . . . I apologize for the late devlog (although I know not many care). The reason for this, and the low amount of hours and effort given in these past 13 days, is mostly because of school. As well as there was a problem with my hackatime or rather my VSCode wherein multiple hours of work were not logged for whatever reason– however, I worked with quality during those times so I consider it a win. Addressing the Functionality (the interactivity) For now, my project asks questions to the reader terminal style, being arguably not engaging and probably very indescriptive as well– which is important to take note of, as this is indeed supposed to be an educational tool. In my future plans, I hope to pick up on some JavaScript or TypeScript, HTML, and CSS, in order to create a website or application that actually renders the models of these molecules, as well as to provide models for constituent steps like creating the Lewis/Dot structure. I firmly believe that if we are building the Dot Structures and are predicting shapes of molecules, the users should be able to see these things so they can then understand . Conclusions Thank you for reading! This was the 5th devlog, on the project based around VSEPR Theory, and I’ll see you, next time.
Welcome! It has been 2 whole weeks. And a devlog has arrived for the project that uses VSEPR theory to primarily predict the shape of a molecule, my name being Lucky. Just to preface , I have made a lot of changes in these 6.5 hours; and I have been irresponsible by not devlogging along the way . . . For more over-arching logging though, feel free to check my github commits to see the progressional changes. As well, check my other devlogs or read my README for more info on what my project does specifically. By the way, I will also not be including already stated info in my devlogs to avoid being repetitive and to save some words. Website I started building the website for my project (picture below), using HTML and CSS and my already-coded python backend. The HTML was pretty streamlined and was finished in a day; I also used Sakura CSS , linked in HTML as classless CSS. The CSS was a bit harder and took more days– mainly because Sakura CSS was overriding a lot of what I wrote! In the future, I believe it would be better if I didn’t use the pre-made CSS at all. I admit that I used a lot of AI due to frustration and confusion, however I retraced, decided to go back, and understood the code, and built some myself. By far the hardest part was connecting my python backend with the frontend, using JS (JavaScript) and API to do so. I did use FastAPI and their documentation, however I still ran into a lot of problems. This may be because I was using Github Codespaces, or for other reasons. Fork/PR Thanks to Su6o on Github for forking my Repo and checking over my README for grammar and phrasing errors. Conclusions/Goodbyes I learned a lot in these 2 weeks, albeit not being so consistent. One thing I have to work on is to be less reliant, to be independent and solve problems on my own. There was a lot of frustration in these sessions, and I hope to relieve of that next. For the future of this project, I would like to use the data given by the backend to write a Lewis Structure code in frontend. As my project is aimed to be an educational tool (might change), it would also be helpful to transform the frontend to do such. That’s all. Thanks for reading, and have a great day. I will try to get a working demo up, so you can interactively use the site....
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1792615749.1953344
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1793220549.1953344
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62714
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1-axis Reaction Wheel by @CVictor | Stardance
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CVictor
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0
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24.72
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0
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[]
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[{"post_id": 79060, "ts": "202 [{"post_id": 79060, "ts": "2026-10-12T15:16:23Z", "hours": 3.4522, "text": "More on V2 CAD I did more cad on the desig and printed out all the materials, I just needed to add mounting hole for the pcb and design the pcb!"}, {"post_id": 77855, "ts": "2026-10-08T15:29:26Z", "hours": 3.2092, "text": "V2 CAD THe cad for V2 of my reaction wheel is almost ready, just need to add battery mounts and as well as pcb mounting holes. My motor have arrived, so I am excited to add it into the CAD. Hope for the best!"}, {"post_id": 77719, "ts": "2026-10-08T02:43:00Z", "hours": 6.4842, "text": "Working On V2 The v1 reaction wheel with DC tt motor without any encoder made the wheels turn and adjust without knowing its speed, making it really hard to control it precisely. Without the encoder, the motor is effectively blind, that is why I am working on a Version 2 for my reaction wheel project. Using a Nidec 12v motor and a lighter from, I hope the system will be more responsive and achieve self balancing."}, {"post_id": 70685, "ts": "2026-09-19T16:18:32Z", "hours": 5.0525, "text": "Build Log Today I finish soldering components on to the perfboard with a small exception of a 3 pin xh2.54 connector for the battery. The IMU I am using is work pefectly and I hope I can finish shipping te project by next week! Hope for the best!"}, {"post_id": 70143, "ts": "2026-09-18T15:31:56Z", "hours": 1.5333, "text": "Build Log I finish printing all components today and have already started building it, all parts are in place and I plan on soldering components tomorrow. Wish to ship it by next week!!"}, {"post_id": 69966, "ts": "2026-09-18T04:23:27Z", "hours": 0.7008, "text": "9/16 Build Log I am almost finished with the CAD design and components that I ordered are commin over the weekend, I will be start building and shipping over the weekend!"}, {"post_id": 69172, "ts": "2026-09-16T15:03:51Z", "hours": 4.2908, "text": "9/15 Build Log I made design the CAD for my one axis reaction wheel deisgn, quick and easy,hopefully I can get it done this week!"}]...
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Title: 1-axis Reaction Wheel by @CVictor | Stardan Title: 1-axis Reaction Wheel by @CVictor | Stardance
Devlogs:
9/15 Build Log I made design the CAD for my one axis reaction wheel deisgn, quick and easy,hopefully I can get it done this week!
9/16 Build Log I am almost finished with the CAD design and components that I ordered are commin over the weekend, I will be start building and shipping over the weekend!
Build Log I finish printing all components today and have already started building it, all parts are in place and I plan on soldering components tomorrow. Wish to ship it by next week!!
Build Log Today I finish soldering components on to the perfboard with a small exception of a 3 pin xh2.54 connector for the battery. The IMU I am using is work pefectly and I hope I can finish shipping te project by next week! Hope for the best!
Working On V2 The v1 reaction wheel with DC tt motor without any encoder made the wheels turn and adjust without knowing its speed, making it really hard to control it precisely. Without the encoder, the motor is effectively blind, that is why I am working on a Version 2 for my reaction wheel project. Using a Nidec 12v motor and a lighter from, I hope the system will be more responsive and achieve self balancing.
V2 CAD THe cad for V2 of my reaction wheel is almost ready, just need to add battery mounts and as well as pcb mounting holes. My motor have arrived, so I am excited to add it into the CAD. Hope for the best!
More on V2 CAD I did more cad on the desig and printed out all the materials, I just needed to add mounting hole for the pcb and design the pcb!...
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1793047746.5691252
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1793652546.5691252
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29742
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Chaotic Games by @cheesburgerapplesauce | Stardanc Chaotic Games by @cheesburgerapplesauce | Stardance...
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cheesburgerapplesauce
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4
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24.71
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-04T09:59:51Z", "hours": 3.0, "multiplier": 12.48, "payout": 18, "blessing": "neutral", "text": "added offline builds cos y not. i use tauri and not that scummy ram eating electron.(electron is fine ig, but not great imo long term for shipping). linux and mac vers have not been tested as i dont have those os, but do plan to get Arch(btw) soon to try and test this stuff. mirroring my pygbag runtime was HARD for flappy, but have fun yalls. i do recommend playing online tho, but if you wanna play w no internet, just click the Offline release card. Plan on slowing down this project as i am working on hackpad and warioware missions, aand have termly exams soon. until then, enjoy!!", "repo": "https://github.com/arnavaggarwal-dev/unblocked-games", "demo": "https://chaos.pley.workers.dev/"}, {"ship_num": 2, "ts": "2026-07-22T08:18:05Z", "hours": 3.0, "multiplier": 11.4, "payout": 16, "blessing": "neutral", "text": "Added gallery sytem, and 2 more games called KJO shooter and Tetris? . Added a dummy cards feature too to test some new physics i was working on. Probably going to update README tmr, but enjoy new features rn", "repo": "https://github.com/arnavaggarwal-dev/unblocked-games", "demo": "https://chaos.pley.workers.dev/"}, {"ship_num": 3, "ts": "2026-07-15T02:00:17Z", "hours": 3.0, "multiplier": 15.28, "payout": 52, "blessing": "neutral", "text": "I added LastLink, its quite fun. I plan to add one more game soon, then need to figure out how to fit more than 9 games in the window. Till then, enjoy because i spent a lot of time. My friend challenged me to literally text out the whole sprite, so here we are", "repo": "https://github.com/arnavaggarwal-dev/unblocked-games", "demo": "https://chaos.pley.workers.dev/"}, {"ship_num": 4, "ts": "2026-07-02T08:57:08Z", "hours": 5.0, "multiplier": 5.52, "payout": 27, "blessing": "neutral", "text": "I added a few games here, some form a long time ago and some now. I poured my heart into this, and will continue to develop. TYSM", "repo": "https://github.com/arnavaggarwal-dev/unblocked-games", "demo": "https://chaos.pley.workers.dev/"}]...
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[{"post_id": 51657, "ts": "202 [{"post_id": 51657, "ts": "2026-08-21T13:37:05Z", "hours": 0.9994, "text": "Made T CLICKER. I had 2 exams today so i couldnt really put in much effort, have fun! I was coding in my NEW ARCH INSTALLATION and forgot abt hackatime so i lose an hour but whatever. Have fun!!"}, {"post_id": 51451, "ts": "2026-08-21T05:17:40Z", "hours": 2.9764, "text": "i am making my games actually wacky and not old clones and remakes cos then it doesnt feel like useful . just done maze next one is last link."}, {"post_id": 47972, "ts": "2026-08-16T07:48:52Z", "hours": 6.7361, "text": "made blackjack, had to learn evrything from scratch cos idk how to play. it is quite interesting imo and took me quite some time. i also experimented with browser cache for bankroll to stay. have fun. plan on fixing need to spam buttons on main gallery to enter pages or games Edit: made Jack Black the dealer"}, {"post_id": 40637, "ts": "2026-08-04T09:51:08Z", "hours": 2.7703, "text": "i added galaga, cos i felt bored, but it pretty much is as good as original. also it does have touchscreen cos y not. i made the galaga ayt the top half colours cos y not. i spent quite a bit of time here, so please enjoy the game, but im sorry i didnt spend much tome on bosses, they were fun to make."}, {"post_id": 32843, "ts": "2026-07-22T08:07:58Z", "hours": 0.5881, "text": "Added hydrotris, my take of the sand tetris. It is tetris sand edition but with water like properties like diffusion and evaporation. Plan to update repo README later cos im tired rn"}, {"post_id": 32090, "ts": "2026-07-21T00:38:45Z", "hours": 2.2108, "text": "Added KJO shooter and allowance for more games. Using mediapipe for kjo shooter and added allowance for many games using sponateously generated galleries."}, {"post_id": 28190, "ts": "2026-07-14T10:03:40Z", "hours": 2.2483, "text": "MADE LASTLINK. Based in my reviews, i typed this one out from scratch, also got to try out my stenograph more. Pls enjoy, as i am running out of game ideas. plan on adding one more game tmr, as then my screen will be full so i need to figure out how to implement more than 9 games. Meanwhile, have fun!"}, {"post_id": 22602, "ts": "2026-07-05T04:21:26Z", "hours": 1.125, "text": "I fixed the flappy bird and completely reworked the burger game."}, {"post_id": 20636, "ts": "2026-07-02T08:51:42Z", "hours": 4.9044, "text": "I added several new games, and want to show now"}]...
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Title: Chaotic Games by @cheesburgerapplesauce | S Title: Chaotic Games by @cheesburgerapplesauce | Stardance
Devlogs:
I added several new games, and want to show now
I fixed the flappy bird and completely reworked the burger game.
MADE LASTLINK. Based in my reviews, i typed this one out from scratch, also got to try out my stenograph more. Pls enjoy, as i am running out of game ideas. plan on adding one more game tmr, as then my screen will be full so i need to figure out how to implement more than 9 games. Meanwhile, have fun!
Added KJO shooter and allowance for more games. Using mediapipe for kjo shooter and added allowance for many games using sponateously generated galleries.
Added hydrotris, my take of the sand tetris. It is tetris sand edition but with water like properties like diffusion and evaporation. Plan to update repo README later cos im tired rn
i added galaga, cos i felt bored, but it pretty much is as good as original. also it does have touchscreen cos y not. i made the galaga ayt the top half colours cos y not. i spent quite a bit of time here, so please enjoy the game, but im sorry i didnt spend much tome on bosses, they were fun to make.
made blackjack, had to learn evrything from scratch cos idk how to play. it is quite interesting imo and took me quite some time. i also experimented with browser cache for bankroll to stay. have fun. plan on fixing need to spam buttons on main gallery to enter pages or games Edit: made Jack Black the dealer
i am making my games actually wacky and not old clones and remakes cos then it doesnt feel like useful . just done maze next one is last link.
Made T CLICKER. I had 2 exams today so i couldnt really put in much effort, have fun! I was coding in my NEW ARCH INSTALLATION and forgot abt hackatime so i lose an hour but whatever. Have fun!!
Ships:
I added a few games here, some form a long time ago and some now. I poured my heart into this, and will continue to develop. TYSM
I added LastLink, its quite fun. I plan to add one more game soon, then need to figure out how to fit more than 9 games in the window. Till then, enjoy because i spent a lot of time. My friend challenged me to literally text out the whole sprite, so here we are
Added gallery sytem, and 2 more games called KJO shooter and Tetris? . Added a dummy cards feature too to test some new physics i was working on. Probably going to update README tmr, but enjoy new features rn
added offline builds cos y not. i use tauri and not that scummy ram eating electron.(electron is fine ig, but not great imo long term for shipping). linux and mac vers have not been tested as i dont have those os, but do plan to get Arch(btw) soon to try and test this stuff. mirroring my pygbag runtime was HARD for flappy, but have fun yalls. i do recommend playing online tho, but if you wanna play w no internet, just click the Offline release card. Plan on slowing down this project as i am working on hackpad and warioware missions, aand have termly exams soon. until then, enjoy!!...
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1792878725.8452277
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1793742725.8452277
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2889
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Linux-looking macropad? by @Krupam | Stardance
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Krupam
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0
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24.7
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0
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[]
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[{"post_id": 76285, "ts": "202 [{"post_id": 76285, "ts": "2026-10-03T02:37:31Z", "hours": 0.7833, "text": "Final Devlog Before Ship Hey guys! I am so excited to get this macropad built. I finished setting up the gihub repo and added pictures and I am going to submit my design for review. Wish me Luck!!!"}, {"post_id": 76276, "ts": "2026-10-03T01:44:06Z", "hours": 1.7667, "text": "Prepare for Shipping CAD: Man this project has taught me how much I hate fusion 😭. But I had to learn it eventually right? I added a 45 degree one inch feet to match with my keyboard. I also added small insert holes for me to put rubber feet (or more realistically hot glue). PCB: I spent some time error checking and making the pcb production ready. I created my own footprint for the XAOI to get it to fit on my pcb. I wanted the USB to stick out to reduce the length of cable required to go in. Github: I started putting all of the files on GitHub, check it out! My Github"}, {"post_id": 69821, "ts": "2026-09-17T20:59:15Z", "hours": 11.4175, "text": "Case work! Hey hey hey, I know it has been like three months but I can explain… Why so long? Well to be honest, I do NOT like fusion. I hate geometry and by extension cad. This project is my first time ever doing it so it took a lot of youtube videos, advise, and procrastination to get here. The Case: The case is pretty simple, it has the top piece with cutouts for the OLED, rotary encoder, keys, as well as holes for the LEDs to shine through. (I will fillet everything at the end) It also has holes for the heat inserts to melt into. The bottom case has the actual walls of the case, holes for the screws, standoffs for the pcb, as well as the USB C cutout. This is definitely not my cup of tea, so please let me know if anyone has any ideas."}, {"post_id": 16472, "ts": "2026-06-26T20:22:38Z", "hours": 1.7167, "text": "Fusion! Started making the case for my macropad"}, {"post_id": 14542, "ts": "2026-06-23T18:09:09Z", "hours": 3.6967, "text": "FINALLY! I finished writing all of the code for my macropad today. (I love procrastinating Fusion :) The macropad has a couple of functions. The rotary encoder will switch the layers on KMK. (0-2 right now but planned expansion to 0-4) The leds will light up according to the layer as well as all change color. The oled screen (up top) will display the current layer, an image, and the functions on the layer. On each layer the 4 different keys will do different functions They are as such: Copy, Paste, Redo, and redo. CTRL + F, clipboard, File explorer, and Screenshot. Pause/unpause, mute/unmute discord mic, defen discord, mute pc."}, {"post_id": 3939, "ts": "2026-06-07T02:08:30Z", "hours": 1.2417, "text": "PCB TIME I just finished my design for my pcb and started learning fusion. Yikes ;) Let me know how this looks"}, {"post_id": 1685, "ts": "2026-06-03T20:46:14Z", "hours": 4.0792, "text": "MacroPad Schematic Plan"}]...
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Title: Linux-looking macropad? by @Krupam | Starda Title: Linux-looking macropad? by @Krupam | Stardance
Devlogs:
MacroPad Schematic Plan
PCB TIME I just finished my design for my pcb and started learning fusion. Yikes ;) Let me know how this looks
FINALLY! I finished writing all of the code for my macropad today. (I love procrastinating Fusion :) The macropad has a couple of functions. The rotary encoder will switch the layers on KMK. (0-2 right now but planned expansion to 0-4) The leds will light up according to the layer as well as all change color. The oled screen (up top) will display the current layer, an image, and the functions on the layer. On each layer the 4 different keys will do different functions They are as such: Copy, Paste, Redo, and redo. CTRL + F, clipboard, File explorer, and Screenshot. Pause/unpause, mute/unmute discord mic, defen discord, mute pc.
Fusion! Started making the case for my macropad
Case work! Hey hey hey, I know it has been like three months but I can explain… Why so long? Well to be honest, I do NOT like fusion. I hate geometry and by extension cad. This project is my first time ever doing it so it took a lot of youtube videos, advise, and procrastination to get here. The Case: The case is pretty simple, it has the top piece with cutouts for the OLED, rotary encoder, keys, as well as holes for the LEDs to shine through. (I will fillet everything at the end) It also has holes for the heat inserts to melt into. The bottom case has the actual walls of the case, holes for the screws, standoffs for the pcb, as well as the USB C cutout. This is definitely not my cup of tea, so please let me know if anyone has any ideas.
Prepare for Shipping CAD: Man this project has taught me how much I hate fusion 😭. But I had to learn it eventually right? I added a 45 degree one inch feet to match with my keyboard. I also added small insert holes for me to put rubber feet (or more realistically hot glue). PCB: I spent some time error checking and making the pcb production ready. I created my own footprint for the XAOI to get it to fit on my pcb. I wanted the USB to stick out to reduce the length of cable required to go in. Github: I started putting all of the files on GitHub, check it out! My Github
Final Devlog Before Ship Hey guys! I am so excited to get this macropad built. I finished setting up the gihub repo and added pictures and I am going to submit my design for review. Wish me Luck!!!...
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1792730933.2185411
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1793335733.2185411
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48781
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toomanyparts by @chinh4 | Stardance
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chinh4
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0
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24.7
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0
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[]
|
[{"post_id": 77762, "ts": "202 [{"post_id": 77762, "ts": "2026-10-08T06:12:51Z", "hours": 11.2933, "text": "Its lookin a little different… So I have completed the entire gantry for the printer. I have also made a custom toolhead that is compatible with the xol toolhead carriage for the monolith gantry design. Additionally I have opted to use the Trident inverted electronics mod, on which I have mounted the electronics."}, {"post_id": 72115, "ts": "2026-09-22T06:11:42Z", "hours": 4.6956, "text": "gantry gantry gantry Most of the time was me wondering if I should go with the stock gantry design or use an awd design. I have ended up opting to use the monolith gantry for it’s compatibility with awd. I chose the monolith gantry since I don’t think I could iterate on the awd gantry design anymore than what I would be willing to compromise on. However, I have created mounts for use with the Ender 3 motors so that they are compatible with the long shafted version."}, {"post_id": 67099, "ts": "2026-09-13T04:53:26Z", "hours": 2.6761, "text": "Z-Axis almost complete I have completed the Z-Carriages that connect the bed to the motors, now I just need to mount the bed and then do the gantry…"}, {"post_id": 63295, "ts": "2026-09-07T01:32:24Z", "hours": 4.5425, "text": "Start work on Z-Axis I got the frame fixed up since I was missing a bit. I had also mounted the gantry positions but I don’t want to figure out how to do an AWD corexy gantry yet, so I started work on the Z-Axis of the printer. I got the base corners onto the frame assembly, and I will be working on the other mounts next. Then I will work on mounting the bed to the stepper motors."}, {"post_id": 47904, "ts": "2026-08-16T05:31:29Z", "hours": 1.4894, "text": "Project setup and Voron 2.4 Frame reconstructed"}]...
|
Title: toomanyparts by @chinh4 | Stardance
Devlog Title: toomanyparts by @chinh4 | Stardance
Devlogs:
Project setup and Voron 2.4 Frame reconstructed
Start work on Z-Axis I got the frame fixed up since I was missing a bit. I had also mounted the gantry positions but I don’t want to figure out how to do an AWD corexy gantry yet, so I started work on the Z-Axis of the printer. I got the base corners onto the frame assembly, and I will be working on the other mounts next. Then I will work on mounting the bed to the stepper motors.
Z-Axis almost complete I have completed the Z-Carriages that connect the bed to the motors, now I just need to mount the bed and then do the gantry…
gantry gantry gantry Most of the time was me wondering if I should go with the stock gantry design or use an awd design. I have ended up opting to use the monolith gantry for it’s compatibility with awd. I chose the monolith gantry since I don’t think I could iterate on the awd gantry design anymore than what I would be willing to compromise on. However, I have created mounts for use with the Ender 3 motors so that they are compatible with the long shafted version.
Its lookin a little different… So I have completed the entire gantry for the printer. I have also made a custom toolhead that is compatible with the xol toolhead carriage for the monolith gantry design. Additionally I have opted to use the Trident inverted electronics mod, on which I have mounted the electronics....
|
1793245761.9338183
|
1793850561.9338183
|
|
46146
|
Second Brain by @Bladed | Stardance
|
Bladed
|
0
|
24.69
|
0
|
[]
|
[{"post_id": 44283, "ts": "202 [{"post_id": 44283, "ts": "2026-08-09T22:50:15Z", "hours": 24.6922, "text": "Starting with the pipeline"}]...
|
Title: Second Brain by @Bladed | Stardance
Devlog Title: Second Brain by @Bladed | Stardance
Devlogs:
Starting with the pipeline...
|
1792651869.6580734
|
1793256669.6580734
|
|
43078
|
Moorgate by @ryderklh | Stardance
|
ryderklh
|
0
|
24.67
|
0
|
[]
|
[{"post_id": 57861, "ts": "202 [{"post_id": 57861, "ts": "2026-08-30T05:31:49Z", "hours": 4.0969, "text": "devlog #6 in track-06 i used the A Dorian A-B-C-D-E-F#-G it is not as dark as the previous track mi opinias, ke gxi ne estas bona, sed gxi estas pli bona ol trako-03 i added some sleep to the main melody, so a part of the music would sound like something different"}, {"post_id": 55098, "ts": "2026-08-26T15:33:35Z", "hours": 2.2192, "text": "devlog #5 track-05 is a copy of track-04 04 is brighter; 05 is darker i used Am-Bdim-C-Dm-Em-F-G-Am (A minor) bells min7 chord & dom7 chord diminished fifth (not perfect fifth) just after turning F# C# G# to F C G , it created a obviously dark, gloomy and somber feeling now i understand why Barkla chose the letter k to start with thanking my past self for doing that a few days ago…"}, {"post_id": 54444, "ts": "2026-08-25T13:47:27Z", "hours": 4.5244, "text": "devlog #4 i think this is a big improvement i added live_loop :printer do tick i = 1 while i < 5 print \" #{ look + 1 } : #{ i } \" i += 1 sleep 1 end end though it didnt contain any advanced functions, it did help a lot when i was trying to figure out why the two loops ended at different times track-04 is much better than track-03 when using A-Bm-C#m-D-E-F#m-G#dim-A , it sounds peaceful and … neat? i also added #5 , #13 , #21 … to match `print “#{look+1}:#{i}” `track-04 is much better than track-03, indeed and the ui of displaying website has been upgraded"}, {"post_id": 45646, "ts": "2026-08-12T08:45:43Z", "hours": 4.3128, "text": "devlog #3 (forgot to add the numbers on the previous devlog…alr) this time i made a copy of track-02 then tried to remix it i used the A minor pentatonic in track-02 i added Eb so there were (A-C-D-Eb-E-G) not a good one i think… 0.6,0.4,0.6,0.4,0.33,0.33,0.34,1.0"}, {"post_id": 43885, "ts": "2026-08-09T10:19:07Z", "hours": 2.8419, "text": "typing this on metro again… (I’m so busy these days) last time(i forgot to say), I found out that the media controller is {height: 54px; border-radius: 50%}and I can’t style it with css, so I had the parent element be {padding: 20px; border-radius: 47px} you must be confusing with the 47px. that’s because 54px*50%+20px=47px. The outer border and the inner border share a common center. Yaaaay! (idk why therere 2 people started following me right after the first devlog was post) (I’m so willing to have that 3d printer) this time, I completed the track-02 using the C major pentatonic scale. there’s only CDEGA, no FB. and I used the sus chords. it sound really good. and I add some animation on the bg of the displaying website to make it not so boring as well"}, {"post_id": 41946, "ts": "2026-08-06T14:04:00Z", "hours": 6.6708, "text": "hey I’m typing this on metro I don’t think this project can get many stardust so I would like to devlog in a more relaxed way (vote me high) these are the things I did these hours first time using sonic pi to make some music first time typing a ruby file cuz it will be boring if there’s only one sonic pi file and a .wav, Im planning to make an ALBUM and a simple website for displaying I named the album MOORGATE because there’s a mv of my favourite band’s song that was shot there (tell me if you are also a fan of them) btw my dream is to become an artist though I know it takes a lot of courage…"}]...
|
Title: Moorgate by @ryderklh | Stardance
Devlogs: Title: Moorgate by @ryderklh | Stardance
Devlogs:
hey I’m typing this on metro I don’t think this project can get many stardust so I would like to devlog in a more relaxed way (vote me high) these are the things I did these hours first time using sonic pi to make some music first time typing a ruby file cuz it will be boring if there’s only one sonic pi file and a .wav, Im planning to make an ALBUM and a simple website for displaying I named the album MOORGATE because there’s a mv of my favourite band’s song that was shot there (tell me if you are also a fan of them) btw my dream is to become an artist though I know it takes a lot of courage…
typing this on metro again… (I’m so busy these days) last time(i forgot to say), I found out that the media controller is {height: 54px; border-radius: 50%}and I can’t style it with css, so I had the parent element be {padding: 20px; border-radius: 47px} you must be confusing with the 47px. that’s because 54px*50%+20px=47px. The outer border and the inner border share a common center. Yaaaay! (idk why therere 2 people started following me right after the first devlog was post) (I’m so willing to have that 3d printer) this time, I completed the track-02 using the C major pentatonic scale. there’s only CDEGA, no FB. and I used the sus chords. it sound really good. and I add some animation on the bg of the displaying website to make it not so boring as well
devlog #3 (forgot to add the numbers on the previous devlog…alr) this time i made a copy of track-02 then tried to remix it i used the A minor pentatonic in track-02 i added Eb so there were (A-C-D-Eb-E-G) not a good one i think… 0.6,0.4,0.6,0.4,0.33,0.33,0.34,1.0
devlog #4 i think this is a big improvement i added live_loop :printer do tick i = 1 while i < 5 print " #{ look + 1 } : #{ i } " i += 1 sleep 1 end end though it didnt contain any advanced functions, it did help a lot when i was trying to figure out why the two loops ended at different times track-04 is much better than track-03 when using A-Bm-C#m-D-E-F#m-G#dim-A , it sounds peaceful and … neat? i also added #5 , #13 , #21 … to match `print “#{look+1}:#{i}” `track-04 is much better than track-03, indeed and the ui of displaying website has been upgraded
devlog #5 track-05 is a copy of track-04 04 is brighter; 05 is darker i used Am-Bdim-C-Dm-Em-F-G-Am (A minor) bells min7 chord & dom7 chord diminished fifth (not perfect fifth) just after turning F# C# G# to F C G , it created a obviously dark, gloomy and somber feeling now i understand why Barkla chose the letter k to start with thanking my past self for doing that a few days ago…
devlog #6 in track-06 i used the A Dorian A-B-C-D-E-F#-G it is not as dark as the previous track mi opinias, ke gxi ne estas bona, sed gxi estas pli bona ol trako-03 i added some sleep to the main melody, so a part of the music would sound like something different...
|
1793202485.7175326
|
1793807285.7175326
|
|
29515
|
N16 Shell by @DJ_Laser | Stardance
|
DJ_Laser
|
0
|
24.65
|
0
|
[]
|
[{"post_id": 24496, "ts": "202 [{"post_id": 24496, "ts": "2026-07-08T02:24:31Z", "hours": 4.8797, "text": "Boring stuff mostly today. I did a lot of code cleanup and refactors, fixed a few bugs, but no huge changed code wise just yet. I spent a lot of time planning the plugin system and inter process communication. I’ve typed up some of it and created mock files/directories here https://github.com/DJ-Laser/n16-shell/tree/design-docs I settled on a design inspired by noctalia shell. Plugins will be shipped as folders containing a manifest (plugin.kdl), plugin binary, and resources (images, translation files, etc…) Like noctalia, I plan to write a runtime to abstract over the communication protocol, but in rust instead of lua. Each plugin will also be a single binary instead of one file per capability. For the protocol itself, I looked at shared memory solutions, but deemed them to be unnecessary complexity and completely overkill for my scenario. I will communicate over unix socket, passed to the plugin as argv[1] when spawning the plugin process. The actual messaging will be a request-response protocol. Because I want to support long-running asynchronous operations, each request sent by the shell will have a message id, which can be used to send a response, fulfilling said message. Also, messages can invalidate previous messages. The best example of this is a dynamic launcher provider. If I’m making a provider that runs a web search on the query input, I will get lots of requests to update my matches list. If I have to run a (absurdly long for demonstration purposes) 5 second web search, my plugin will appear to freeze for a long time after the user types just a few characters. If instead it is allowed to cancel the web search early and not return results for an outdated query, the plugin will run much faster, only the normal 5 second delay after the last character, instead of 5*num_chars ."}, {"post_id": 23075, "ts": "2026-07-05T20:15:57Z", "hours": 19.7725, "text": "Major internals rewrite I just completed a major rewrite of the internals. Most significantly, each desktop shell component now has it’s own gui runtime. Previously, they were all managed by a single iced (the gui toolkit i use) runtime, but the need to separate state for each component and isolate keyboard/window events required lots of hacky code that messed with the runtime’s internals. Also, the implementation of xdg-layer-shell (wayland protocol for making desktop shell components instead of regular windows) has an issue where window unfocus events aren’t handled properly between two windows in one iced runtime. The switch to independent gui runtimes fixed a lot of the strange bugs I was having. I had learned to just avoid behaviors that caused them, but it should be a lot friendlier for new users now. In anticipation for the plugin system, I rewrote the api for launcher providers to be more in line with the final API i envision. Now, providers can dynamically create items to show the user based on the text entered. This allowed me to make the calculator feature a simple dynamic provider instead of a bespoke feature with lots of unique code. It also opens up the opportunity for more kinds of providers in the future, such as a translator, web search, or file fuzzy finder. I still have a lot to rewrite, but I want to approach the creation of the plugin and config system carefully, unlike my last iteration. A major inspiration for me is the noctalia shell v5 rewrite, it’s plugin system is extremely cool, and each plugin can be configured in it’s settings editor. While i don’t currently plan to make a full desktop experience like noctalia, having plugins that can add launcher providers and bar widgets, and specify configuration options for them is really cool, and I hope to be able to create something similar."}]...
|
Title: N16 Shell by @DJ_Laser | Stardance
Devlogs Title: N16 Shell by @DJ_Laser | Stardance
Devlogs:
Major internals rewrite I just completed a major rewrite of the internals. Most significantly, each desktop shell component now has it’s own gui runtime. Previously, they were all managed by a single iced (the gui toolkit i use) runtime, but the need to separate state for each component and isolate keyboard/window events required lots of hacky code that messed with the runtime’s internals. Also, the implementation of xdg-layer-shell (wayland protocol for making desktop shell components instead of regular windows) has an issue where window unfocus events aren’t handled properly between two windows in one iced runtime. The switch to independent gui runtimes fixed a lot of the strange bugs I was having. I had learned to just avoid behaviors that caused them, but it should be a lot friendlier for new users now. In anticipation for the plugin system, I rewrote the api for launcher providers to be more in line with the final API i envision. Now, providers can dynamically create items to show the user based on the text entered. This allowed me to make the calculator feature a simple dynamic provider instead of a bespoke feature with lots of unique code. It also opens up the opportunity for more kinds of providers in the future, such as a translator, web search, or file fuzzy finder. I still have a lot to rewrite, but I want to approach the creation of the plugin and config system carefully, unlike my last iteration. A major inspiration for me is the noctalia shell v5 rewrite, it’s plugin system is extremely cool, and each plugin can be configured in it’s settings editor. While i don’t currently plan to make a full desktop experience like noctalia, having plugins that can add launcher providers and bar widgets, and specify configuration options for them is really cool, and I hope to be able to create something similar.
Boring stuff mostly today. I did a lot of code cleanup and refactors, fixed a few bugs, but no huge changed code wise just yet. I spent a lot of time planning the plugin system and inter process communication. I’ve typed up some of it and created mock files/directories here https://github.com/DJ-Laser/n16-shell/tree/design-docs I settled on a design inspired by noctalia shell. Plugins will be shipped as folders containing a manifest (plugin.kdl), plugin binary, and resources (images, translation files, etc…) Like noctalia, I plan to write a runtime to abstract over the communication protocol, but in rust instead of lua. Each plugin will also be a single binary instead of one file per capability. For the protocol itself, I looked at shared memory solutions, but deemed them to be unnecessary complexity and completely overkill for my scenario. I will communicate over unix socket, passed to the plugin as argv[1] when spawning the plugin process. The actual messaging will be a request-response protocol. Because I want to support long-running asynchronous operations, each request sent by the shell will have a message id, which can be used to send a response, fulfilling said message. Also, messages can invalidate previous messages. The best example of this is a dynamic launcher provider. If I’m making a provider that runs a web search on the query input, I will get lots of requests to update my matches list. If I have to run a (absurdly long for demonstration purposes) 5 second web search, my plugin will appear to freeze for a long time after the user types just a few characters. If instead it is allowed to cancel the web search early and not return results for an outdated query, the plugin will run much faster, only the normal 5 second delay after the last character, instead of 5*num_chars ....
|
1792770570.2880244
|
1793375370.2880244
|
|
39461
|
A.V.A Artificial Virtual Assistant by @Cherish9 | A.V.A Artificial Virtual Assistant by @Cherish9 | Stardance...
|
Cherish9
|
0
|
24.63
|
0
|
[]
|
[{"post_id": 75746, "ts": "202 [{"post_id": 75746, "ts": "2026-09-30T22:52:41Z", "hours": 4.9017, "text": "I didn’t realize I already racked up 4 hours before I posted a devlog but anyway I fixed up the google authentification and I also coded a new email sorting system where it flags emails as important or not using keywords and only emails that pass that filter gets filtered by the llm to see if it’s important. I also cleaned up the files and replaced some features with get agenda by date, so it will read my calendar and task on a day I specify and using dateparser I can give a natural timestamp (e.g this friday) Next I will work on an email summary system so AVA can pull the contents of the important emails into an .md and if I ask it to read out the email to me it will read it out there. I will also work on adding a reply email function"}, {"post_id": 34456, "ts": "2026-07-25T05:50:18Z", "hours": 19.7325, "text": "I worked on this for a long while already haha but I just switched out llama-70b-versatile for oss-gpt-20b since it got discontinued by groq"}]...
|
Title: A.V.A Artificial Virtual Assistant by @Cher Title: A.V.A Artificial Virtual Assistant by @Cherish9 | Stardance
Devlogs:
I worked on this for a long while already haha but I just switched out llama-70b-versatile for oss-gpt-20b since it got discontinued by groq
I didn’t realize I already racked up 4 hours before I posted a devlog but anyway I fixed up the google authentification and I also coded a new email sorting system where it flags emails as important or not using keywords and only emails that pass that filter gets filtered by the llm to see if it’s important. I also cleaned up the files and replaced some features with get agenda by date, so it will read my calendar and task on a day I specify and using dateparser I can give a natural timestamp (e.g this friday) Next I will work on an email summary system so AVA can pull the contents of the important emails into an .md and if I ask it to read out the email to me it will read it out there. I will also work on adding a reply email function...
|
1792713023.845197
|
1793317823.845197
|
|
45657
|
BasbOSa by @sarahzoghly | Stardance
|
sarahzoghly
|
2
|
24.63
|
87
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T18:06:56Z", "hours": 12.0, "multiplier": 7.59, "payout": 87, "blessing": "neutral", "text": "That took so much time even though it might look simple, but I am new to web dev, and that is really a huge step from the first version of it. I added 2 other apps, a web search bar, a ticker, and a weather widget. That was too much fun to make, and I had fun making Basbousa into a character like I wanted.", "repo": "https://github.com/sarahzoghly/personal-OS", "demo": "https://sarahzoghly.github.io/personal-OS/"}, {"ship_num": 2, "ts": "2026-08-11T17:42:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "That one was harder than the personal website one but it was also fun to make and customize. I still plan to add some other stuff later.", "repo": "https://github.com/sarahzoghly/personal-OS", "demo": "https://sarahzoghly.github.io/personal-OS/"}]...
|
[{"post_id": 68667, "ts": "202 [{"post_id": 68667, "ts": "2026-09-15T14:32:00Z", "hours": 0.6322, "text": "I moved the taskbar to the bottom (bec it hide the apps sometimes), fixed its position and fixed Basbousa to the center too. I still have to adjust the other stuff on the screen so they look nice on all screen views."}, {"post_id": 68169, "ts": "2026-09-14T17:13:21Z", "hours": 1.2411, "text": "Final touchesss"}, {"post_id": 65506, "ts": "2026-09-10T18:17:42Z", "hours": 0.6358, "text": "Added a side window to put Basbousa (the cat) in when the game is being played. I just need to make the cat Gifs for the drawing and game apps and I think I am done"}, {"post_id": 64502, "ts": "2026-09-08T23:07:00Z", "hours": 0.5203, "text": "Added a ticker"}, {"post_id": 64489, "ts": "2026-09-08T22:27:36Z", "hours": 1.9558, "text": "Made a weather widget!"}, {"post_id": 63903, "ts": "2026-09-07T22:49:36Z", "hours": 0.58, "text": "addded a search bar, looks cool."}, {"post_id": 63874, "ts": "2026-09-07T21:30:35Z", "hours": 1.7106, "text": "That is kinda fun honestly even if I was really more optimistic about the ‘ai guesses the drawing’ thing than what I ended up with (which isn’t really an ai, it just chooses smth random to say from a list) but it works so that is good."}, {"post_id": 63148, "ts": "2026-09-06T19:49:03Z", "hours": 1.5339, "text": "Made a sketchpad! It works,u can draw on it now. I wanna make this app like Quick, Draw! thing, Basbousa (the cat) is supposed to guess what u r drawing. I will still figure out that part"}, {"post_id": 59236, "ts": "2026-08-31T22:16:46Z", "hours": 1.6856, "text": "Added a game! That is supposed to be a gaming app with different games in there, I added the first one (which is a demo for a game that I made). I still have to add “choose a game” and make the actual app interface."}, {"post_id": 45432, "ts": "2026-08-11T21:25:44Z", "hours": 1.6467, "text": "Fixed all the CSS bugs (or what I found anyway) that is how it looks in different screen views"}, {"post_id": 45298, "ts": "2026-08-11T17:40:45Z", "hours": 0.5931, "text": "changed the title and made the bg cat disappear when the info app is open"}, {"post_id": 45243, "ts": "2026-08-11T16:13:05Z", "hours": 3.2922, "text": "Finally made the first app! (or second if I am counting the info one), it is a simple chatbot with a cat that u can pet."}, {"post_id": 44935, "ts": "2026-08-11T00:54:38Z", "hours": 2.5547, "text": "Added the first app window (info), made it draggable and closeable."}, {"post_id": 44868, "ts": "2026-08-10T22:06:00Z", "hours": 1.8494, "text": "Added some stuff. Made the cat eyes move better, added a top bar with a logout button, and added a pop-up that I will still make work properly"}, {"post_id": 44077, "ts": "2026-08-09T16:28:32Z", "hours": 1.7697, "text": "Changed the welcome screen (still didn’t think about a name for the OS), added a cat with tracking eyes (Claude helped me with that) and made the OS bg."}, {"post_id": 43620, "ts": "2026-08-09T00:13:57Z", "hours": 1.7789, "text": "Made working button that switch to the OS. Most stuff r placeholders that I will change later."}]...
|
Title: BasbOSa by @sarahzoghly | Stardance
Devlog Title: BasbOSa by @sarahzoghly | Stardance
Devlogs:
Made working button that switch to the OS. Most stuff r placeholders that I will change later.
Changed the welcome screen (still didn’t think about a name for the OS), added a cat with tracking eyes (Claude helped me with that) and made the OS bg.
Added some stuff. Made the cat eyes move better, added a top bar with a logout button, and added a pop-up that I will still make work properly
Added the first app window (info), made it draggable and closeable.
Finally made the first app! (or second if I am counting the info one), it is a simple chatbot with a cat that u can pet.
changed the title and made the bg cat disappear when the info app is open
Fixed all the CSS bugs (or what I found anyway) that is how it looks in different screen views
Added a game! That is supposed to be a gaming app with different games in there, I added the first one (which is a demo for a game that I made). I still have to add “choose a game” and make the actual app interface.
Made a sketchpad! It works,u can draw on it now. I wanna make this app like Quick, Draw! thing, Basbousa (the cat) is supposed to guess what u r drawing. I will still figure out that part
That is kinda fun honestly even if I was really more optimistic about the ‘ai guesses the drawing’ thing than what I ended up with (which isn’t really an ai, it just chooses smth random to say from a list) but it works so that is good.
addded a search bar, looks cool.
Made a weather widget!
Added a ticker
Added a side window to put Basbousa (the cat) in when the game is being played. I just need to make the cat Gifs for the drawing and game apps and I think I am done
Final touchesss
I moved the taskbar to the bottom (bec it hide the apps sometimes), fixed its position and fixed Basbousa to the center too. I still have to adjust the other stuff on the screen so they look nice on all screen views.
Ships:
That one was harder than the personal website one but it was also fun to make and customize. I still plan to add some other stuff later.
That took so much time even though it might look simple, but I am new to web dev, and that is really a huge step from the first version of it. I added 2 other apps, a web search bar, a ticker, and a weather widget. That was too much fun to make, and I had fun making Basbousa into a character like I wanted....
|
1793206192.851496
|
1793292592.851496
|
|
59066
|
EvaPad by @yahoo77 | Stardance
|
yahoo77
|
0
|
24.63
|
0
|
[]
|
[{"post_id": 76506, "ts": "202 [{"post_id": 76506, "ts": "2026-10-03T19:30:03Z", "hours": 0.6964, "text": "EvaPad 0 - i just shipped my project :3 i really enjoyed though it took many hours to complete it still was really fun and educational i think it lowkey got me into hardware i just ordered my arduino kit so we will see 🤗the only thing that i failed was the documentation i think i should write more here about my project etc…….. but when im looking at my 25 hours i feel proud and i feel dumb it was my first project but still it took so much and others complete it in like 5 hours or smth"}, {"post_id": 75224, "ts": "2026-09-29T14:51:56Z", "hours": 1.9547, "text": "EvaPad - 12 almost completed everything i just need to compile my firmware to .uf2"}, {"post_id": 74098, "ts": "2026-09-26T17:49:54Z", "hours": 4.0789, "text": "EvaPad - 11 Okay i thought i will end this project today but i didn’t i improved the design and removed lcd screen because of misscalculations"}, {"post_id": 73683, "ts": "2026-09-25T17:59:31Z", "hours": 4.9194, "text": "EvaPad - 10 FINALLY! FINALLY I COMPLETED IT OMG TOMORROW I WILL SHIP MY PROJECT! Changed the case apperance polished it etc"}, {"post_id": 70806, "ts": "2026-09-19T19:50:37Z", "hours": 1.5058, "text": "EvaPad - 9 fixed my pcb a little changed some things and continued working on case"}, {"post_id": 70241, "ts": "2026-09-18T19:34:59Z", "hours": 1.4372, "text": "EvaPad - 8 1.30h just to fix the centring lmao but i made progress and i dont feel lost now and i even have a plan what to do next so i think i will complete this project in the next 2 days?"}, {"post_id": 69758, "ts": "2026-09-17T18:48:41Z", "hours": 1.1414, "text": "EvaPad - 7 im stuck"}, {"post_id": 69246, "ts": "2026-09-16T17:35:10Z", "hours": 1.4567, "text": "EvaPad - 6 changed pcb a little :D and started designing case again :/ but when im looking at others project i feel soo bad lol like i spend 10 hours to make ts and others do it in 1 hour…….but i feel motivated!"}, {"post_id": 68804, "ts": "2026-09-15T19:34:41Z", "hours": 1.1347, "text": "EvaPad - 5 Fixed some problems with the PCB and i think its ready to go!"}, {"post_id": 64974, "ts": "2026-09-09T18:45:11Z", "hours": 1.1256, "text": "EvaPad - 4 During the case design i ragequitted lol….. i mean i was tired but i still wanted to make some progress. Keys weren’t fitting into the case and i fixed it"}, {"post_id": 64401, "ts": "2026-09-08T19:06:49Z", "hours": 1.5536, "text": "EvaPad - 3 Started designing a case!"}, {"post_id": 63797, "ts": "2026-09-07T19:17:44Z", "hours": 1.6206, "text": "EvaPad - 2 I routed the PCB!"}, {"post_id": 63125, "ts": "2026-09-06T19:08:35Z", "hours": 2.0019, "text": "EvaPad - 1 Started designing the schem"}]...
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Title: EvaPad by @yahoo77 | Stardance
Devlogs:
Ev Title: EvaPad by @yahoo77 | Stardance
Devlogs:
EvaPad - 1 Started designing the schem
EvaPad - 2 I routed the PCB!
EvaPad - 3 Started designing a case!
EvaPad - 4 During the case design i ragequitted lol….. i mean i was tired but i still wanted to make some progress. Keys weren’t fitting into the case and i fixed it
EvaPad - 5 Fixed some problems with the PCB and i think its ready to go!
EvaPad - 6 changed pcb a little :D and started designing case again :/ but when im looking at others project i feel soo bad lol like i spend 10 hours to make ts and others do it in 1 hour…….but i feel motivated!
EvaPad - 7 im stuck
EvaPad - 8 1.30h just to fix the centring lmao but i made progress and i dont feel lost now and i even have a plan what to do next so i think i will complete this project in the next 2 days?
EvaPad - 9 fixed my pcb a little changed some things and continued working on case
EvaPad - 10 FINALLY! FINALLY I COMPLETED IT OMG TOMORROW I WILL SHIP MY PROJECT! Changed the case apperance polished it etc
EvaPad - 11 Okay i thought i will end this project today but i didn’t i improved the design and removed lcd screen because of misscalculations
EvaPad - 12 almost completed everything i just need to compile my firmware to .uf2
EvaPad 0 - i just shipped my project :3 i really enjoyed though it took many hours to complete it still was really fun and educational i think it lowkey got me into hardware i just ordered my arduino kit so we will see 🤗the only thing that i failed was the documentation i think i should write more here about my project etc…….. but when im looking at my 25 hours i feel proud and i feel dumb it was my first project but still it took so much and others complete it in like 5 hours or smth...
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1792781508.2494934
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1793386308.2494934
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49809
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Pulse by @nithilan_murugesan64949 | Stardance
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nithilan_murugesan64949
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0
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24.62
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0
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[]
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[{"post_id": 79196, "ts": "202 [{"post_id": 79196, "ts": "2026-10-12T23:53:48Z", "hours": 3.97, "text": "After taking a deeper dive into all of the Portal I found out the main reason for rejection was asking for microphone permission. Where you aren’t allowed to ask in a certain way and needed to allow people to use the app without the feature. I was able to fix and resubmit that, as well as go through the rest of the app and test some sound classifications I newly added."}, {"post_id": 61853, "ts": "2026-09-04T23:46:52Z", "hours": 1.5819, "text": "The app got rejected from the app store, which means the testflight link I initially had doesn’t work. There wasn’t any specific feedback on why it was rejected, as I was only given a generic template message. Either way there were some features I thought of adding after submitting which I plan to add before submitting. I am working on a camera feature to help with sound detection, and am currently creating more sound classifications for better accuracy and lower misclassification. I’m also working on builds for Ipads, macs and even apple watches."}, {"post_id": 54820, "ts": "2026-08-25T23:33:47Z", "hours": 7.3258, "text": "Currently the app is bug free and available to use. There was a bunch of challenges where I had to go thorugh every single dropdown, menu and page in settings to see if everything was visible because of a problem in dark mdoe. Then I had to go in and check and test the logic for optimization and preferences in settings because they were so minimal changes in performance you couldn’t tell. There were bugs in the power modes to fix, then I found a problem in the logic of the sound map that made it biased to one side. I would appreciate if anyone has any feedback after trying the app: https://testflight.apple.com/join/gX2eUxBh"}, {"post_id": 48425, "ts": "2026-08-16T19:27:26Z", "hours": 0.5847, "text": "Fixed a problem in Dark Mode where text is not visible. This app is almost done, is mostly functional."}, {"post_id": 48336, "ts": "2026-08-16T17:26:16Z", "hours": 11.1569, "text": "The IOS App currently runs without errors. The app can properly give a decibal count and identify most noises. The transcription is still not as accurate, and sometimes doesn’t detect anything. Knocking and barking is the largest false alarm."}]...
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Title: Pulse by @nithilan_murugesan64949 | Stardan Title: Pulse by @nithilan_murugesan64949 | Stardance
Devlogs:
The IOS App currently runs without errors. The app can properly give a decibal count and identify most noises. The transcription is still not as accurate, and sometimes doesn’t detect anything. Knocking and barking is the largest false alarm.
Fixed a problem in Dark Mode where text is not visible. This app is almost done, is mostly functional.
Currently the app is bug free and available to use. There was a bunch of challenges where I had to go thorugh every single dropdown, menu and page in settings to see if everything was visible because of a problem in dark mdoe. Then I had to go in and check and test the logic for optimization and preferences in settings because they were so minimal changes in performance you couldn’t tell. There were bugs in the power modes to fix, then I found a problem in the logic of the sound map that made it biased to one side. I would appreciate if anyone has any feedback after trying the app: https://testflight.apple.com/join/gX2eUxBh
The app got rejected from the app store, which means the testflight link I initially had doesn’t work. There wasn’t any specific feedback on why it was rejected, as I was only given a generic template message. Either way there were some features I thought of adding after submitting which I plan to add before submitting. I am working on a camera feature to help with sound detection, and am currently creating more sound classifications for better accuracy and lower misclassification. I’m also working on builds for Ipads, macs and even apple watches.
After taking a deeper dive into all of the Portal I found out the main reason for rejection was asking for microphone permission. Where you aren’t allowed to ask in a certain way and needed to allow people to use the app without the feature. I was able to fix and resubmit that, as well as go through the rest of the app and test some sound classifications I newly added....
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1792605298.0308168
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1793210098.0308168
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32034
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Nova Mirror by @JTech3D | Stardance
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JTech3D
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0
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24.61
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0
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[]
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[{"post_id": 81833, "ts": "202 [{"post_id": 81833, "ts": "2026-10-22T17:42:22Z", "hours": 0.3725, "text": "Uhhm I accidentally got lucky… I won the RNG but I live in Germany sooo… …if my project gets accepted I’ll give it to someone random who responds to this Devlog. Does anyone want it?"}, {"post_id": 79317, "ts": "2026-10-13T14:37:10Z", "hours": 2.0289, "text": "Finally!! Project funding here I come! This Repo is perfected now. https://github.com/JTech3D/Nova-Mirror/tree/main Hopefully it gets accepted… but why wouldn’t it, right?"}, {"post_id": 79128, "ts": "2026-10-12T19:22:08Z", "hours": 6.0731, "text": "Ohhh my god I’m finally done… This CAD file of my Nova-Mirror took waaayy to long. But I need it for funding. With that done I actually just have to finish the BOM and add everything to the README. AND THEN I CAN SUBMIT FUNDING! I’m happy, hopefully it doesn’t get rejected…"}, {"post_id": 76352, "ts": "2026-10-03T08:57:46Z", "hours": 2.2489, "text": "Finished Spotify-Widget! Now I just need to make it beautiful…"}, {"post_id": 73907, "ts": "2026-09-26T09:25:53Z", "hours": 12.9136, "text": "Progresssss chat! I just finished the configurator-website and the display-website for my Nova-Mirror! The display-website is what is shown on the monitor (via kiosk-mode on the pi) and the configurator-website lets you configure the widgets (which widgets, where & additional information like a city for the weather-widget). Now I just need a project funding and I can build this thing! (I still have to add things to the websites though)"}, {"post_id": 24919, "ts": "2026-07-08T19:50:09Z", "hours": 0.9736, "text": "Hey there! This is the concept for my Smart Magic Mirror. (I’m still looking for a better name for this, maybe “Nova Mirror” or “Echo Glass” – any ideas?) It works just like a normal wall mirror does, but it has a build in screen at the top which projects information right into the glass. This information consists of different widgets that can be selected and positioned individually. My ideas for such widgets are: Weather Apple calender and reminders Apple fitness and health Spotify Smart-Home (e. g. smart-thermometers) (If you have Ideas for other widgets, feel free to comment those!) Ok, so those widgets show why it’s called the “Magic Mirror”, but why “Smart”? Because I want to turn this mirror into a whole Smart-Home-Assistant powered by AI. The mirror has a built in microphone. This way you can tell your mirror to Turn on your lights or change colors Close your blinds or change their position Play a song via Spotify … and much more. You can also ask your mirror for additional information from your widgets like When will the sun go down today? What should I wear today? What song is currently playing? How many calories are still missing for my goal today? or for information of the internet. The mirror basically acts like an Amazon Alexa or a Google Nest. With the help of AI your mirror can also answer your complex questions, but you don’t have to link that if you don’t want to or don’t need it. If you want your mirror to talk to you and answer your questions via TTS instead of showing them on the glass you can also add a USB-speaker to it. The mirror falls asleep after a set amount of time and automatically awakens when you step in front of it, due to the invisible radar sensor behind the glass. You can still ask it questions or give comands when its asleep. On the top are 5 buttons. One of them shuts the mirror down completely (if you want to sleep next to it like me) and starts it again, one is for muting the microphone and the other three can be bound to anything you want. Of course you can move those buttons to the side of the mirror (recommended if you are unter 1,60m), change the amount or remove them entirely (e. g. if you want to shut down or start the mirror with your phone) After building and preparing the micro-SD-card for the Pi you will be able to configure everything through a web interface. The first version will definitely require some 3D-printed parts. This is still only a concept but I hope will be able to start develloping soon. If you have any ideas for improvement please comment them. Okay, this poorly written devlog finally comes to an end, I’m sorry for every english-speaker who broke 3 bones while reading this."}]...
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Title: Nova Mirror by @JTech3D | Stardance
Devlog Title: Nova Mirror by @JTech3D | Stardance
Devlogs:
Hey there! This is the concept for my Smart Magic Mirror. (I’m still looking for a better name for this, maybe “Nova Mirror” or “Echo Glass” – any ideas?) It works just like a normal wall mirror does, but it has a build in screen at the top which projects information right into the glass. This information consists of different widgets that can be selected and positioned individually. My ideas for such widgets are: Weather Apple calender and reminders Apple fitness and health Spotify Smart-Home (e. g. smart-thermometers) (If you have Ideas for other widgets, feel free to comment those!) Ok, so those widgets show why it’s called the “Magic Mirror”, but why “Smart”? Because I want to turn this mirror into a whole Smart-Home-Assistant powered by AI. The mirror has a built in microphone. This way you can tell your mirror to Turn on your lights or change colors Close your blinds or change their position Play a song via Spotify … and much more. You can also ask your mirror for additional information from your widgets like When will the sun go down today? What should I wear today? What song is currently playing? How many calories are still missing for my goal today? or for information of the internet. The mirror basically acts like an Amazon Alexa or a Google Nest. With the help of AI your mirror can also answer your complex questions, but you don’t have to link that if you don’t want to or don’t need it. If you want your mirror to talk to you and answer your questions via TTS instead of showing them on the glass you can also add a USB-speaker to it. The mirror falls asleep after a set amount of time and automatically awakens when you step in front of it, due to the invisible radar sensor behind the glass. You can still ask it questions or give comands when its asleep. On the top are 5 buttons. One of them shuts the mirror down completely (if you want to sleep next to it like me) and starts it again, one is for muting the microphone and the other three can be bound to anything you want. Of course you can move those buttons to the side of the mirror (recommended if you are unter 1,60m), change the amount or remove them entirely (e. g. if you want to shut down or start the mirror with your phone) After building and preparing the micro-SD-card for the Pi you will be able to configure everything through a web interface. The first version will definitely require some 3D-printed parts. This is still only a concept but I hope will be able to start develloping soon. If you have any ideas for improvement please comment them. Okay, this poorly written devlog finally comes to an end, I’m sorry for every english-speaker who broke 3 bones while reading this.
Progresssss chat! I just finished the configurator-website and the display-website for my Nova-Mirror! The display-website is what is shown on the monitor (via kiosk-mode on the pi) and the configurator-website lets you configure the widgets (which widgets, where & additional information like a city for the weather-widget). Now I just need a project funding and I can build this thing! (I still have to add things to the websites though)
Finished Spotify-Widget! Now I just need to make it beautiful…
Ohhh my god I’m finally done… This CAD file of my Nova-Mirror took waaayy to long. But I need it for funding. With that done I actually just have to finish the BOM and add everything to the README. AND THEN I CAN SUBMIT FUNDING! I’m happy, hopefully it doesn’t get rejected…
Finally!! Project funding here I come! This Repo is perfected now. https://github.com/JTech3D/Nova-Mirror/tree/main Hopefully it gets accepted… but why wouldn’t it, right?
Uhhm I accidentally got lucky… I won the RNG but I live in Germany sooo… …if my project gets accepted I’ll give it to someone random who responds to this Devlog. Does anyone want it?...
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1792781438.1316843
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1793386238.1316843
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30607
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BreatheEasy - One board Air quality sensor by @mar BreatheEasy - One board Air quality sensor by @markakisnikos76 | Stardance...
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markakisnikos76
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0
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24.59
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0
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[]
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[{"post_id": 31667, "ts": "202 [{"post_id": 31667, "ts": "2026-07-20T08:22:54Z", "hours": 0.2836, "text": "Hello guys! Quick update, the main enclosure is now being 3D-printed, so I’m waiting on that.. Thanks for the support!"}, {"post_id": 30878, "ts": "2026-07-18T20:44:21Z", "hours": 1.1375, "text": "Case Design - 3D printing BreatheEasy Devlog #11 Hey ya’ll! Hope you’re doing well… It’s the final stretch for my project BreatheEasy I finished modelling the case I want to use which features a small sliding door and a hole for the MQ-135. A small reminder of what I want to achieve with this project: I want to provide a cost effective way for people to protect themselves from invisible hazards like CO2, CO, Ammonia, Nitrous oxides, alcohol, sulfides etc. As a kid, the term “silent death” (which is the term used to refer to carbon monoxide) absolutley TERRIFIED me. The thought of something killing me, without ever me knowing it just made me dread it even more. A list of features: Temperature monitoring Perssure monitoring Humidity monitoring Hazardous gasses monitoring Intuative web UI Sound alert system Low power consumption (~600 mAh) I know this project is overshadowed by much greater projects but once I ship it, I would very much appreciate if you could rate my work highly it is my dream to be able to afford the Bambulab A1… Anyway, I will probably finish printing tomorrow and will ship it either tomorrow or the day after tomorow! Any feedback would be nice."}, {"post_id": 30375, "ts": "2026-07-17T21:08:50Z", "hours": 2.9214, "text": "Finishing the prototype board Helloooo everyone :) Hope you’re doing well! I have finally finished the PCB part of my device (See attached photos) My solder job is a mess, trust me I know, but this is probably the…4th time I’ve seriously attempted to solder anything to a proto-board. Testing everything for the 1st time aaaaaand Nothing works. Turns out I hadn’t soldered the ESP32’s GND wire properly. After fixing that, everything worked perfectly, the BME280, the DHT11 and the MQ-135. I’m expecting a spool of transparent filament which I will use to 3D print a cool case for it, so the final ship should be done on Sunday."}, {"post_id": 29627, "ts": "2026-07-16T18:02:29Z", "hours": 2.2669, "text": "Dark mode and visual enhancements! BreatheEasy - DEVLOG#9 Hello everyone! Hope you’re doing wonderful :) Today’s devlog is going to be a little short since I haven’t added much… …………………………………………………………………………………………………………… New features: Added the option to toggle “Dark mode”. This is easier on the eyes . -Plethera of visual enhancments and little tweaks (i.e. smoother animations and emojis) -Added all features to a Demo site you can access by going to: https://1440pqhd.github.io/BreatheEasy-Demo/ I firmly believe that I have encorporated all the features I wanted to, so the next few devlogs will be about assembling the final device I have attached pictures of light and dark mode. I would love to hear feedback!"}, {"post_id": 29328, "ts": "2026-07-16T06:07:38Z", "hours": 2.9264, "text": "Adding pressure and changing temp data BreatheEasy - DEVLOG #8 Hello everyone! I hope you’re doing well… Today, I have some exciting changes to talk about . What has changed? First of all, I made the decision to start taking temperature data from the BMP280 since it is generally more accurate than the DHT11. Talking about the BMP280…. There is a new measurement on the frontend of BreatheEasy! Atmospheric pressure! This metric is usefull for predicting upcoming weather coditions. Something I realized I have never explained is how the data gets from the ESP32 to the actual website… It is quite simple: We send a json string using: String json = \"{\"; json += \"\\\"temperature\\\":\"; json += isnan(temperature) ? \"null\" : String(temperature, 1); json += \"}\"; And on the webpage side we have a function that decodes the data sent and displays it on HTML card elements: async function updateDashboard(){ try { const response = await fetch('/data'); const data = await response.json(); console.log(\"Updating dashboard...\", data); if (data.temperature !== null && data.temperature !== undefined) { if(data.temperature > maxTemp){ maxTemp = data.temperature; if (tempMaxElem) tempMaxElem.innerHTML = maxTemp + \" °C\"; } if(data.temperature < minTemp){ minTemp = data.temperature; if (tempMinElem) tempMinElem.innerHTML = minTemp + \" °C\"; } Which also handles the Min/Max parts of the UI. I want to ask a favour from anyone who reads this… Please recommend a color for the 3D-Printed case! (I’m thinking transparent…) Anyway, that’s it for today I wish you all a nice day!"}, {"post_id": 28547, "ts": "2026-07-14T21:21:34Z", "hours": 1.8289, "text": "Minor website and connectivity changes BreatheEasy - DEVLOG #7 Hello everyone! Hope you’re doing well! This will be a shorter devlog as I haven’t done as much. What’s new? Each sensor reading now features a “bar” that indicates how close the reading is to its maximum safe limit. I have also added the ability to access the ESP32’s webpage using a custom DNS (thank god for mDNS.h) So now the website is accessible by just typing: hhtp://breatheeasy.local I have also attached a foto of a rough prototype I have made for the enclosure in Tinkercad. This is a very early rough model, many things I want to implement are missing (like a way to pop the lid on and off) so refining it will be my priority for the next couple of days. Finally, a small announcement… I am working on a live demo-website where you will be able to test out the various features of the website using interactive sliders…That’s going to be finished in a couple of days. I would love to hear any feedback!"}, {"post_id": 27898, "ts": "2026-07-13T20:28:26Z", "hours": 4.5772, "text": "The Website design is done! - Finishing website BreatheEasy - DEVLOG #6 Hello everyone! Hope you’re doing well! I have exciting news about the progress of my little environmental sensor! I have finally finished the front-end aka my website for the project! I have added a couple of features since the first iteration including: 1. Sub-pages for every measurement 2. Min/Max values for every sensor 3. System statistics including signal strength and available RAM 4. General UI enhancements like a live gradient background and animations when hovering over buttons What does this mean going forward? Unless a geniusly good idea strikes me, this will be the final version of the website. What else is new? I decided to structure the website using LittleFS! Basically, it allows me to upload entire files to the memory of the ESP32 that in turn allows for cleaner structure management of the website instead of cluttering everything into a single .ino file. I would love to hear any ideas or feedback!"}, {"post_id": 27380, "ts": "2026-07-12T22:03:33Z", "hours": 3.3297, "text": "Alcohol Levels down and Website Lookin’ Nice! BreatheEasy - DEVLOG#5 Advanced protype and website completion Hello everyone! Hope you’re doing well! On my last Devpost I showed you my early prototype of the BreatheEasy, however I have now made an even more advanced prototype (still breadboard based) that includes an MQ-3 and the DHT11 (the MQ-3 is temporary, for the final build I will replace it with the MQ-135 and the sensor is being powered by a battery that will be changed the the USB port of the PCB), because I wanted to test the functionality of the voltage divider and also measure power draw. Happy to report the power draw is withing standard limits - 135mA Now let’s get into the highlight of the show: THE UPDATED WEBSITE!!! =D The website now includes a modern, sleek looking dashboard that list a couple of things: Current temperature Current humidity The Alcohol sensor status and reading The latest system event Uptime and Update time The system event can range from High temperature, Low temperature, High humidity, High alcohol etc. But how does it all work? The ESP32 measures the data, and sends them to the browser visiting the URL via a JSON string. The info then gets displayed on the actual website. If the ES32 detects any abnormalities in the readings, the browser will play an alarm sound notifying the user of the potential danger. The neat part is the actual rendering isn’t done by the ESP32, so that saves a TON of computing power. For the colors of the website I used a site called “ColorHunt”. It features amazing color combinations for any type of website. Finally, what’s next?? Waiting. For the parts to arrive. Packages in Greece take notoriously long to arrive but I’m hoping I can assemble a final prototype by the end of the week. I would love to hear any ideas or concerns!"}, {"post_id": 26861, "ts": "2026-07-11T21:51:05Z", "hours": 0.6594, "text": "BreatheEasy - PCB completion (Finally 😭 ) DEVLOG #4 Reworking the entire PCB Hello Everyone! As you may have noticed, a couple of hours ago I posted a devlog where I bragged about my first prototype (literally nothing to brag about). Now, the PCB I had designed for after I make a complete prototype (once all of my parts arrive) Turns out, that PCB was a complete non-working mess! 😐 So I spent an hour redesigning the whole thing and now it seems to be atleast half functional! Yippie! The list of parts also changes a bit, because I decided using the analog output of the MQ-135 instead of the digital output because who doesn’t want more precise data which in turn resulted in me switching from a logic converter to a.. Voltage divider! The rest of the parts stay the same. Now the board is: More organized More compact Even more cost effective (Resistor>Logic converter) If you have any feedback or suggestions I’d love to hear them, and as always I wish you a good day! (Btw I never mentioned this, but English isn’t my first language so…sorry for any grammatical mistakes )"}, {"post_id": 26724, "ts": "2026-07-11T17:59:41Z", "hours": 1.1169, "text": "BreatheEasy - One PCB Air quality monitor BreatheEasy DEVLOG 3 - First Prototype Hello Everyone! I hope everyone is doing well, today I have some exciting updates on my Air quality monitor =D I assembled my first prototype! Right now, the board only consist of an ESP32 and a DHT11, but the reason I created this was because I wanted to lay the baseline of my project, this time in practice not only in theory. The microcontroller reads data from the digital output of the DHT11 and the ESP32 is running a webserver that you can connect to. The website itself is… pretty basic …. But remember this is just a prototype ;) For the next few steps, once the parts arrive, I will attempt to assemble a prototype with all of the sensors, but I think this is a good first step. Aditionaly I will also redesign the website so it looks nicer. I would love to hear some feedback!"}, {"post_id": 26168, "ts": "2026-07-10T20:16:13Z", "hours": 1.6836, "text": "BreatheEasy - One PCB air quality monitor BreatheEasy DEVLOG 2 - Cleaing up my mess Hello everyone! Welcome to the 2nd Devlog of my accesible Air quality monitor. Let’s get right into it. What was my goal during this session? Basically, my PCB in the first iteration, was kind of a biiiiiiiiiiig mess. I now have changed that ( ͡° ͜ʖ ͡°) In the first iteration, many things were missing, including a place to actually mount the sensors… Proud to report that is not an issue anymore I also realised that because of the nature of my sensors, I would also need a logic converter, which has been added. And the reason they are placed further away is that they don’t want to be influenced by the heat that is generated from the other components of the PCB. I also decided to go into a different direction regarding how I will display the actual data The ESP32 will now host a website on the local network of the user, where the data will be located. I find that much more convinient and cost effective ◕‿↼ Also: Name change! One board Air quality sensor - try saying that 10 times fast… That’s why it will now be known: BreatheEasy Anywho, the next step is going to be finishing the PCB design, designing an enclosure for the thing (no ones wants a bare PCB) And then assembeling the first prototype.. I wish you all a very happy Day/Evening/Night😊😊"}, {"post_id": 25878, "ts": "2026-07-10T11:20:29Z", "hours": 1.8556, "text": "DEVLOG #1 - One Board Air quality sensor Hello everyone! Today I started working on the first stage of my Air quality monitor. First of all: What do I want to achieve with this project? A cost effective solution for people to protect themselves against invisible dangers. For my first devlog I started by brainstorming a list of features I want to have and what parts & sensors are required to achieve those feature. The brains of the project are the ESP32 C3-Wroom-02 It’s cheap, powerful, and includes Wifi + Bluetooth. The first sensor I’m using is the BME280. It’s a very precise Temperature, humidity & pressure sensor and is the baseline of my project. The next sensor I’m using is the MQ-135. This nifty sensor monitors all sorts of things like Ammonia (NH₃), Sulfide, Benzene, Alcohol, Smoke, and CO₂. Although this sensor does draw a significant amount of energy, and has to warm up before being able to measure data it’s much cheaper, and keeping in mind one of the goals is to keep cost down, this sensor does its job. But….how will I be able to see the data? Simple, the PCB will include a 1.8” LCD which will display all of the important metrics. Powering it will be as simple as plugging in any old USB-C cable. Right now, I have created a rough sketch of the PCB, though some key things are still missing. I would love to hear feedback if you have any! The next part is completing the PCB and building some prototypes."}]...
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Title: BreatheEasy - One board Air quality sensor Title: BreatheEasy - One board Air quality sensor by @markakisnikos76 | Stardance
Devlogs:
DEVLOG #1 - One Board Air quality sensor Hello everyone! Today I started working on the first stage of my Air quality monitor. First of all: What do I want to achieve with this project? A cost effective solution for people to protect themselves against invisible dangers. For my first devlog I started by brainstorming a list of features I want to have and what parts & sensors are required to achieve those feature. The brains of the project are the ESP32 C3-Wroom-02 It’s cheap, powerful, and includes Wifi + Bluetooth. The first sensor I’m using is the BME280. It’s a very precise Temperature, humidity & pressure sensor and is the baseline of my project. The next sensor I’m using is the MQ-135. This nifty sensor monitors all sorts of things like Ammonia (NH₃), Sulfide, Benzene, Alcohol, Smoke, and CO₂. Although this sensor does draw a significant amount of energy, and has to warm up before being able to measure data it’s much cheaper, and keeping in mind one of the goals is to keep cost down, this sensor does its job. But….how will I be able to see the data? Simple, the PCB will include a 1.8” LCD which will display all of the important metrics. Powering it will be as simple as plugging in any old USB-C cable. Right now, I have created a rough sketch of the PCB, though some key things are still missing. I would love to hear feedback if you have any! The next part is completing the PCB and building some prototypes.
BreatheEasy - One PCB air quality monitor BreatheEasy DEVLOG 2 - Cleaing up my mess Hello everyone! Welcome to the 2nd Devlog of my accesible Air quality monitor. Let’s get right into it. What was my goal during this session? Basically, my PCB in the first iteration, was kind of a biiiiiiiiiiig mess. I now have changed that ( ͡° ͜ʖ ͡°) In the first iteration, many things were missing, including a place to actually mount the sensors… Proud to report that is not an issue anymore I also realised that because of the nature of my sensors, I would also need a logic converter, which has been added. And the reason they are placed further away is that they don’t want to be influenced by the heat that is generated from the other components of the PCB. I also decided to go into a different direction regarding how I will display the actual data The ESP32 will now host a website on the local network of the user, where the data will be located. I find that much more convinient and cost effective ◕‿↼ Also: Name change! One board Air quality sensor - try saying that 10 times fast… That’s why it will now be known: BreatheEasy Anywho, the next step is going to be finishing the PCB design, designing an enclosure for the thing (no ones wants a bare PCB) And then assembeling the first prototype.. I wish you all a very happy Day/Evening/Night😊😊
BreatheEasy - One PCB Air quality monitor BreatheEasy DEVLOG 3 - First Prototype Hello Everyone! I hope everyone is doing well, today I have some exciting updates on my Air quality monitor =D I assembled my first prototype! Right now, the board only consist of an ESP32 and a DHT11, but the reason I created this was because I wanted to lay the baseline of my project, this time in practice not only in theory. The microcontroller reads data from the digital output of the DHT11 and the ESP32 is running a webserver that you can connect to. The website itself is… pretty basic …. But remember this is just a prototype ;) For the next few steps, once the parts arrive, I will attempt to assemble a prototype with all of the sensors, but I think this is a good first step. Aditionaly I will also redesign the website so it looks nicer. I would love to hear some feedback!
BreatheEasy - PCB completion (Finally 😭 ) DEVLOG #4 Reworking the entire PCB Hello Everyone! As you may have noticed, a couple of hours ago I posted a devlog where I bragged about my first prototype (literally nothing to brag about). Now, the PCB I had designed for after I make a complete prototype (once all of my parts arrive) Turns out, that PCB was a complete non-working mess! 😐 So I spent an hour redesigning the whole thing and now it seems to be atleast half functional! Yippie! The list of parts also changes a bit, because I decided using the analog output of the MQ-135 instead of the digital output because who doesn’t want more precise data which in turn resulted in me switching from a logic converter to a.. Voltage divider! The rest of the parts stay the same. Now the board is: More organized More compact Even more cost effective (Resistor>Logic converter) If you have any feedback or suggestions I’d love to hear them, and as always I wish you a good day! (Btw I never mentioned this, but English isn’t my first language so…sorry for any grammatical mistakes )
Alcohol Levels down and Website Lookin’ Nice! BreatheEasy - DEVLOG#5 Advanced protype and website completion Hello everyone! Hope you’re doing well! On my last Devpost I showed you my early prototype of the BreatheEasy, however I have now made an even more advanced prototype (still breadboard based) that includes an MQ-3 and the DHT11 (the MQ-3 is temporary, for the final build I will replace it with the MQ-135 and the sensor is being powered by a battery that will be changed the the USB port of the PCB), because I wanted to test the functionality of the voltage divider and also measure power draw. Happy to report the power draw is withing standard limits - 135mA Now let’s get into the highlight of the show: THE UPDATED WEBSITE!!! =D The website now includes a modern, sleek looking dashboard that list a couple of things: Current temperature Current humidity The Alcohol sensor status and reading The latest system event Uptime and Update time The system event can range from High temperature, Low temperature, High humidity, High alcohol etc. But how does it all work? The ESP32 measures the data, and sends them to the browser visiting the URL via a JSON string. The info then gets displayed on the actual website. If the ES32 detects any abnormalities in the readings, the browser will play an alarm sound notifying the user of the potential danger. The neat part is the actual rendering isn’t done by the ESP32, so that saves a TON of computing power. For the colors of the website I used a site called “ColorHunt”. It features amazing color combinations for any type of website. Finally, what’s next?? Waiting. For the parts to arrive. Packages in Greece take notoriously long to arrive but I’m hoping I can assemble a final prototype by the end of the week. I would love to hear any ideas or concerns!
The Website design is done! - Finishing website BreatheEasy - DEVLOG #6 Hello everyone! Hope you’re doing well! I have exciting news about the progress of my little environmental sensor! I have finally finished the front-end aka my website for the project! I have added a couple of features since the first iteration including: 1. Sub-pages for every measurement 2. Min/Max values for every sensor 3. System statistics including signal strength and available RAM 4. General UI enhancements like a live gradient background and animations when hovering over buttons What does this mean going forward? Unless a geniusly good idea strikes me, this will be the final version of the website. What else is new? I decided to structure the website using LittleFS! Basically, it allows me to upload entire files to the memory of the ESP32 that in turn allows for cleaner structure management of the website instead of cluttering everything into a single .ino file. I would love to hear any ideas or feedback!
Minor website and connectivity changes BreatheEasy - DEVLOG #7 Hello everyone! Hope you’re doing well! This will be a shorter devlog as I haven’t done as much. What’s new? Each sensor reading now features a “bar” that indicates how close the reading is to its maximum safe limit. I have also added the ability to access the ESP32’s webpage using a custom DNS (thank god for mDNS.h) So now the website is accessible by just typing: hhtp://breatheeasy.local I have also attached a foto of a rough prototype I have made for the enclosure in Tinkercad. This is a very early rough model, many things I want to implement are missing (like a way to pop the lid on and off) so refining it will be my priority for the next couple of days. Finally, a small announcement… I am working on a live demo-website where you will be able to test out the various features of the website using interactive sliders…That’s going to be finished in a couple of days. I would love to hear any feedback!
Adding pressure and changing temp data BreatheEasy - DEVLOG #8 Hello everyone! I hope you’re doing well… Today, I have some exciting changes to talk about . What has changed? First of all, I made the decision to start taking temperature data from the BMP280 since it is generally more accurate than the DHT11. Talking about the BMP280…. There is a new measurement on the frontend of BreatheEasy! Atmospheric pressure! This metric is usefull for predicting upcoming weather coditions. Something I realized I have never explained is how the data gets from the ESP32 to the actual website… It is quite simple: We send a json string using: String json = "{"; json += "\"temperature\":"; json += isnan(temperature) ? "null" : String(temperature, 1); json += "}"; And on the webpage side we have a function that decodes the data sent and displays it on HTML card elements: async function updateDashboard(){ try { const response = await fetch('/data'); const data = await response.json(); console.log("Updating dashboard...", data); if (data.temperature !== null && data.temperature !== undefined) { if(data.temperature > maxTemp){ maxTemp = data.temperature; if (tempMaxElem) tempMaxElem.innerHTML = maxTemp + " °C"; } if(data.temperature < minTemp){ minTemp = data.temperature; if (tempMinElem) tempMinElem.innerHTML = minTemp + " °C"; } Which also handles the Min/Max parts of the UI. I want to ask a favour from anyone who reads this… Please recommend a color for the 3D-Printed case! (I’m thinking transparent…) Anyway, that’s it for today I wish you all a nice day!
Dark mode and visual enhancements! BreatheEasy - DEVLOG#9 Hello everyone! Hope you’re doing wonderful :) Today’s devlog is going to be a little short since I haven’t added much… …………………………………………………………………………………………………………… New features: Added the option to toggle “Dark mode”. This is easier on the eyes . -Plethera of visual enhancments and little tweaks (i.e. smoother animations and emojis) -Added all features to a Demo site you can access by going to: https://1440pqhd.github.io/BreatheEasy-Demo/ I firmly believe that I have encorporated all the features I wanted to, so the next few devlogs will be about assembling the final device I have attached pictures of light and dark mode. I would love to hear feedback!
Finishing the prototype board Helloooo everyone :) Hope you’re doing well! I have finally finished the PCB part of my device (See attached photos) My solder job is a mess, trust me I know, but this is probably the…4th time I’ve seriously attempted to solder anything to a proto-board. Testing everything for the 1st time aaaaaand Nothing works. Turns out I hadn’t soldered the ESP32’s GND wire properly. After fixing that, everything worked perfectly, the BME280, the DHT11 and the MQ-135. I’m expecting a spool of transparent filament which I will use to 3D print a cool case for it, so the final ship should be done on Sunday.
Case Design - 3D printing BreatheEasy Devlog #11 Hey ya’ll! Hope you’re doing well… It’s the final stretch for my project BreatheEasy I finished modelling the case I want to use which features a small sliding door and a hole for the MQ-135. A small reminder of what I want to achieve with this project: I want to provide a cost effective way for people to protect themselves from invisible hazards like CO2, CO, Ammonia, Nitrous oxides, alcohol, sulfides etc. As a kid, the term “silent death” (which is the term used to refer to carbon monoxide) absolutley TERRIFIED me. The thought of something killing me, without ever me knowing it just made me dread it even more. A list of features: Temperature monitoring Perssure monitoring Humidity monitoring Hazardous gasses monitoring Intuative web UI Sound alert system Low power consumption (~600 mAh) I know this project is overshadowed by much greater projects but once I ship it, I would very much appreciate if you could rate my work highly it is my dream to be able to afford the Bambulab A1… Anyway, I will probably finish printing tomorrow and will ship it either tomorrow or the day after tomorow! Any feedback would be nice.
Hello guys! Quick update, the main enclosure is now being 3D-printed, so I’m waiting on that.. Thanks for the support!...
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1793231773.4794092
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1793836573.4794092
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60511
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Sector B: Vengeance by @Alloy | Stardance
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Alloy
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0
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24.58
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0
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[]
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[{"post_id": 78242, "ts": "202 [{"post_id": 78242, "ts": "2026-10-10T03:23:41Z", "hours": 3.2525, "text": "Devlog #7 New Features: In Video Tab Fov Slider Brightness Slider In Graphics Tab Fog Toggle Glow Toggle (makes everything slightly brighter) Ambient Occlusion (adds shadows to corners for depth) Anisotropic Filtering MISC Turned physics interpolation on All settings are now saved to a config file which automatically creates and copies itself over from res:// with default settings if it doesnt exist. Settings are only saved when pressing the save button, now I dont need to keep changing settings everytime it runs for testing. (everything works currently, but there will be a video when every setting is done)"}, {"post_id": 77994, "ts": "2026-10-09T04:09:33Z", "hours": 4.715, "text": "New Devlog Style :D New features: Pause Menu Resume Button Options Button (basically settings) Main Menu Button (temporary quit) Options Menu Graphics Tab (empty) Video Tab Fullscreen Toggle V-Sync Toggle Custom Resolution Dropdown Max Framerate input QOL Everything except the gui is paused while one is active Pressing escape pauses the game and also unpauses, as well as going back to the pause menu if inside the options menu. The options menu is designed as its own unique scene so it can be accessed from the main menu as well when that gets added, all of the options will be saved to a config file later but for now they are just predefined variables."}, {"post_id": 70970, "ts": "2026-09-20T04:10:58Z", "hours": 2.3586, "text": "If the animatronic doesnt move for 3 seconds its considered “stuck” and switches to roam (fixes them getting stuck on doorways), changed their collisions to ignore each other so they dont push each other. Doors start open and dont need 2 clicks to open the first time. Prepared the speed values and events for each night. Got rid of the ugly super strong lights from each animtronic. Added ambient lighting so the player isnt entirely reliant on the flashlight."}, {"post_id": 70907, "ts": "2026-09-20T00:23:47Z", "hours": 3.6392, "text": "The animatronics get stuck on edges like doorways and tables less, added a stage for the animatronics to start on. Fixed a bug where you had to be standing exactly in the direction the animatronic was facing for it to chase. Added Freddy and Foxy with different mechanics. Freddy has a 15% chance to pathfind to the office (all of the others can but the chance is low at 1%), but gets stuck if the doors are closed. Foxy is as fast as the player (12 instead of 10). Debugging feature: can now switch between the 3 animatronics cameras by pressing 1, 2, or 3. Added a camera shake when the doors are closed."}, {"post_id": 69407, "ts": "2026-09-17T00:06:21Z", "hours": 5.8394, "text": "Finally finished the first animatronic (functionally). It has basic pathfinding around the whole map, its speed is 10 when chasing and 3 when roaming (players speed while sprinting is 15). There are 2 modes: chasing and roaming, while chasing it locks onto the player and won’t stop until the player is out of sight for 5 seconds, while roaming it will move to random points in the map. It only chases when the player is in the cameras view and the exact center where the raycast detects it, the walls block the raycast so it can’t see through walls. Added some basic blue table and red arcade machine placeholders for future objects."}, {"post_id": 66305, "ts": "2026-09-12T02:09:23Z", "hours": 1.3856, "text": "Hackatime decided to be funny and log the first 2 hours under my root directory instead of the project folder so its more like 3h 23m Added columns to hide the gaps between walls at corners, the player now has view bobbing to make walking and sprinting more natural. Sprinting now only affects forwards speed, not strafing or backwards anymore. F now toggles the flashlight on and off, added left and right doors that can be opened and closed by pressing the buttons beside them. Also added a raycast to interact with things, like the buttons."}, {"post_id": 65185, "ts": "2026-09-10T04:06:08Z", "hours": 3.3939, "text": "Made the base map design with no decorations and basic player movement, as well as a flashlight for lighting."}]...
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Title: Sector B: Vengeance by @Alloy | Stardance
Title: Sector B: Vengeance by @Alloy | Stardance
Devlogs:
Made the base map design with no decorations and basic player movement, as well as a flashlight for lighting.
Hackatime decided to be funny and log the first 2 hours under my root directory instead of the project folder so its more like 3h 23m Added columns to hide the gaps between walls at corners, the player now has view bobbing to make walking and sprinting more natural. Sprinting now only affects forwards speed, not strafing or backwards anymore. F now toggles the flashlight on and off, added left and right doors that can be opened and closed by pressing the buttons beside them. Also added a raycast to interact with things, like the buttons.
Finally finished the first animatronic (functionally). It has basic pathfinding around the whole map, its speed is 10 when chasing and 3 when roaming (players speed while sprinting is 15). There are 2 modes: chasing and roaming, while chasing it locks onto the player and won’t stop until the player is out of sight for 5 seconds, while roaming it will move to random points in the map. It only chases when the player is in the cameras view and the exact center where the raycast detects it, the walls block the raycast so it can’t see through walls. Added some basic blue table and red arcade machine placeholders for future objects.
The animatronics get stuck on edges like doorways and tables less, added a stage for the animatronics to start on. Fixed a bug where you had to be standing exactly in the direction the animatronic was facing for it to chase. Added Freddy and Foxy with different mechanics. Freddy has a 15% chance to pathfind to the office (all of the others can but the chance is low at 1%), but gets stuck if the doors are closed. Foxy is as fast as the player (12 instead of 10). Debugging feature: can now switch between the 3 animatronics cameras by pressing 1, 2, or 3. Added a camera shake when the doors are closed.
If the animatronic doesnt move for 3 seconds its considered “stuck” and switches to roam (fixes them getting stuck on doorways), changed their collisions to ignore each other so they dont push each other. Doors start open and dont need 2 clicks to open the first time. Prepared the speed values and events for each night. Got rid of the ugly super strong lights from each animtronic. Added ambient lighting so the player isnt entirely reliant on the flashlight.
New Devlog Style :D New features: Pause Menu Resume Button Options Button (basically settings) Main Menu Button (temporary quit) Options Menu Graphics Tab (empty) Video Tab Fullscreen Toggle V-Sync Toggle Custom Resolution Dropdown Max Framerate input QOL Everything except the gui is paused while one is active Pressing escape pauses the game and also unpauses, as well as going back to the pause menu if inside the options menu. The options menu is designed as its own unique scene so it can be accessed from the main menu as well when that gets added, all of the options will be saved to a config file later but for now they are just predefined variables.
Devlog #7 New Features: In Video Tab Fov Slider Brightness Slider In Graphics Tab Fog Toggle Glow Toggle (makes everything slightly brighter) Ambient Occlusion (adds shadows to corners for depth) Anisotropic Filtering MISC Turned physics interpolation on All settings are now saved to a config file which automatically creates and copies itself over from res:// with default settings if it doesnt exist. Settings are only saved when pressing the save button, now I dont need to keep changing settings everytime it runs for testing. (everything works currently, but there will be a video when every setting is done)...
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1793033553.3366804
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1793638353.3366804
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42071
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Custom fc drone project by @_jacy | Stardance
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_jacy
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0
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24.48
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0
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[]
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[{"post_id": 56877, "ts": "202 [{"post_id": 56877, "ts": "2026-08-28T21:16:00Z", "hours": 3.1006, "text": "Custom FC V5 is here: I have made a LOT of changes like last time. Changes : Board size: It went from 39x36mm to 32x30mm. This was a lot more challenging compared to 39x36 since I had to pack everything so closely and there was so little space for larger traces. I made these changes because I decided to place the flight controler in a 2 inch drone instead of 3.5 inch."}, {"post_id": 52627, "ts": "2026-08-22T21:02:00Z", "hours": 0.5333, "text": "The FC should be done maybe this time?? I said it was done but I realized that I made the capacitor sizes wrong. I did everything at the 0402 size, which is actually too small for some components like the 22uF capacitors. So now, my 22uf capacitors are at 0805 and my 1uf capacitors are 0605. I also changed my led’s to be smaller(0402) because it was going to get squished by the TPU mounts for the FC. Finally, I added 3d models to all of the components and I modified the board edge so that the USBC port would stick out, and so that the board would not be as big."}, {"post_id": 51998, "ts": "2026-08-22T00:38:13Z", "hours": 0.8347, "text": "I have made edits to my FC again because I realized how hard soldering everything would be. I would need a hot plate and heat gun to solder and that might not be enough. Before, all of the electronic components were on the bottom, and the MCU and GYRO(and their respective electronics) were on the top. If I actually wanted to do it this way, I would need to spend like 500$ for a reflow oven or something. Now, everything is on the top level and I made the Schotty diode further from the MCU bu pushing the USB-C cable further away. Oh yeah, I left the 8 pin JST connecter on the bottom so it can connect to the ESC."}, {"post_id": 51429, "ts": "2026-08-21T04:05:36Z", "hours": 3.8169, "text": "I have finished the FC!. The shape is a bit weird, mainly the top right corner. That is because the 3d frame that I will be using cuts really close to there so im not taking any risks! Compared to my last design, this one has way less capacitors and resisters which make it cheaper and easier to solder. I have like 10 pads for different functions like boot, future GPS extensions and VTX and ESC connectivity. For the VTX and ESC, I added backup pads just in case the JST connecters dont work or pin order is different. I have also worked on the firmware/software for it."}, {"post_id": 50615, "ts": "2026-08-19T20:47:43Z", "hours": 1.7667, "text": "Instead of using a AIO FC and ESC, Im using a 20x20 stack. This is because I realized that if I designed it myself, the components would be way to close together and cause problems. Next up is designing the PCB"}, {"post_id": 50423, "ts": "2026-08-19T16:18:41Z", "hours": 1.0167, "text": "I have created phase A,B, and C for MOTOR_1. these are the 3 mosfets and FD6288Q IC. I need to repeat this 4 times in total. Im currently looking for a better alternative for the MCU because I would need to have 4 of them so I need a 48 pin MCU that is compatible and its really hard to find"}, {"post_id": 50087, "ts": "2026-08-19T04:39:12Z", "hours": 1.2353, "text": "I was going through my schematic and I realized that I made some major mistakes that could cause the FC to not work. I let AI scan it and a bunch of my resistor and capacitor calculations were wrong, and my pin wiring was messed up so I had to redo the entire thing again. Im planning on also making it an AIO instead so I get the ESC and FC on the same board."}, {"post_id": 49142, "ts": "2026-08-17T19:33:06Z", "hours": 2.9611, "text": "I finished tracing all of the lines for the FC. I also put it into JLCPCB its crazy expensive like $130 usd without shipping"}, {"post_id": 48569, "ts": "2026-08-17T00:43:51Z", "hours": 3.2836, "text": "Made a LOT of progress today. I have finished the schematic(updated for 3s batteries) and finished organizing the PCB layout. im trying to make it as small as possible and as good looking, but currently isnt looking too good because the gyro cannot be too close to high voltage components so I need to isolate them and it just doesnt look too good(3d viewer)"}, {"post_id": 47265, "ts": "2026-08-15T02:30:36Z", "hours": 2.15, "text": "I just finished configuring everything in the schematics editor in kicad. Right now, im designing a custom FC for my drone because im not allowed to use a prebuilt one. Next up is designing it in the PCB editor"}, {"post_id": 38517, "ts": "2026-07-31T22:57:10Z", "hours": 2.6172, "text": "devlog2: I did a whole redesign of my original drone. I have also figured out the purpose of the drone now and what it will do. The goal of this drone is to carry up to 1 kg of stuff under it and be able to drop it off at a designated point, flying autonomously without human input. The only input it needs is before takeoff, telling it where to go and what to do using ArduPilot firmware and Inav. Currently, the dorone doesnt exactly look too good, because I haven’t refined the details yet it’s just the general shape that it’s going to be. The big square/rectangle thing you see at the top is a 6s Lipo Battery, and it looks really bad just siting there on the image but in real life it should look pretty good"}, {"post_id": 37864, "ts": "2026-07-30T20:46:24Z", "hours": 1.1644, "text": "devlog1: Im creating an autonomous drone (which the purpose I have not figured out). So far, I have finished working on the 3d modelling of the drone and choosing parts for it. Im going to submit for funding soon so I can actually start building it."}]...
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Title: Custom fc drone project by @_jacy | Stardan Title: Custom fc drone project by @_jacy | Stardance
Devlogs:
devlog1: Im creating an autonomous drone (which the purpose I have not figured out). So far, I have finished working on the 3d modelling of the drone and choosing parts for it. Im going to submit for funding soon so I can actually start building it.
devlog2: I did a whole redesign of my original drone. I have also figured out the purpose of the drone now and what it will do. The goal of this drone is to carry up to 1 kg of stuff under it and be able to drop it off at a designated point, flying autonomously without human input. The only input it needs is before takeoff, telling it where to go and what to do using ArduPilot firmware and Inav. Currently, the dorone doesnt exactly look too good, because I haven’t refined the details yet it’s just the general shape that it’s going to be. The big square/rectangle thing you see at the top is a 6s Lipo Battery, and it looks really bad just siting there on the image but in real life it should look pretty good
I just finished configuring everything in the schematics editor in kicad. Right now, im designing a custom FC for my drone because im not allowed to use a prebuilt one. Next up is designing it in the PCB editor
Made a LOT of progress today. I have finished the schematic(updated for 3s batteries) and finished organizing the PCB layout. im trying to make it as small as possible and as good looking, but currently isnt looking too good because the gyro cannot be too close to high voltage components so I need to isolate them and it just doesnt look too good(3d viewer)
I finished tracing all of the lines for the FC. I also put it into JLCPCB its crazy expensive like $130 usd without shipping
I was going through my schematic and I realized that I made some major mistakes that could cause the FC to not work. I let AI scan it and a bunch of my resistor and capacitor calculations were wrong, and my pin wiring was messed up so I had to redo the entire thing again. Im planning on also making it an AIO instead so I get the ESC and FC on the same board.
I have created phase A,B, and C for MOTOR_1. these are the 3 mosfets and FD6288Q IC. I need to repeat this 4 times in total. Im currently looking for a better alternative for the MCU because I would need to have 4 of them so I need a 48 pin MCU that is compatible and its really hard to find
Instead of using a AIO FC and ESC, Im using a 20x20 stack. This is because I realized that if I designed it myself, the components would be way to close together and cause problems. Next up is designing the PCB
I have finished the FC!. The shape is a bit weird, mainly the top right corner. That is because the 3d frame that I will be using cuts really close to there so im not taking any risks! Compared to my last design, this one has way less capacitors and resisters which make it cheaper and easier to solder. I have like 10 pads for different functions like boot, future GPS extensions and VTX and ESC connectivity. For the VTX and ESC, I added backup pads just in case the JST connecters dont work or pin order is different. I have also worked on the firmware/software for it.
I have made edits to my FC again because I realized how hard soldering everything would be. I would need a hot plate and heat gun to solder and that might not be enough. Before, all of the electronic components were on the bottom, and the MCU and GYRO(and their respective electronics) were on the top. If I actually wanted to do it this way, I would need to spend like 500$ for a reflow oven or something. Now, everything is on the top level and I made the Schotty diode further from the MCU bu pushing the USB-C cable further away. Oh yeah, I left the 8 pin JST connecter on the bottom so it can connect to the ESC.
The FC should be done maybe this time?? I said it was done but I realized that I made the capacitor sizes wrong. I did everything at the 0402 size, which is actually too small for some components like the 22uF capacitors. So now, my 22uf capacitors are at 0805 and my 1uf capacitors are 0605. I also changed my led’s to be smaller(0402) because it was going to get squished by the TPU mounts for the FC. Finally, I added 3d models to all of the components and I modified the board edge so that the USBC port would stick out, and so that the board would not be as big.
Custom FC V5 is here: I have made a LOT of changes like last time. Changes : Board size: It went from 39x36mm to 32x30mm. This was a lot more challenging compared to 39x36 since I had to pack everything so closely and there was so little space for larger traces. I made these changes because I decided to place the flight controler in a 2 inch drone instead of 3.5 inch....
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1793163012.1268575
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1793767812.1268575
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27622
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SelPad by @AAAAAannaaaa15 | Stardance
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AAAAAannaaaa15
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0
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24.47
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0
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[]
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[{"post_id": 34397, "ts": "202 [{"post_id": 34397, "ts": "2026-07-25T02:33:06Z", "hours": 0.7833, "text": "heyyy everyone i think im finally finished , just done the github and woooo been a long run im unsure itll get approved first try but we tried, so ayyy."}, {"post_id": 34362, "ts": "2026-07-25T00:20:42Z", "hours": 4.2639, "text": "heyyy everyone , so i think ive just come across the most me problem ever. PERFECTIONISM(or maybe not) so itealised i was off by a few 0.smth millimeters in width and abt 2 in height or opposit way around?? (im not great with directions) anyways that really threw me off so i redid my whole case and came up with what seemed like a great idea in my head by adding a big half the moon in the bigger part of the window(clearer details the earth has tm details) then a smaller moon in the corner to make it look as if youre viewing the earth from the moon.so thats new now im redoing the top half of my case bc i think i got it wrong again sooo see you soon!!"}, {"post_id": 33260, "ts": "2026-07-23T01:00:51Z", "hours": 2.7833, "text": "okay so my intention for this round was to fix all the saller details, add decal create engravings etc . Now while most of it behaved well im still struggling to merge the pcb and the case together to ensure its a snug fit . Hoever i dont think any software likes me, i’ll be honest it does seem to havesomething against me. So for now ive left it at the aesthetics and ill be working on the final checks soon."}, {"post_id": 33202, "ts": "2026-07-22T22:06:03Z", "hours": 2.9875, "text": "Heyy, so were back on the QMK stuff. I will be so honest its the most complex part of the whole project and 90% of it is literally just software issues and learning how to use it and i hate to admit but i did end up using quite a bit of chat gpt to resolve the issues it had me going in spirals for . BUT ITS DONE , wooooooo!!!! onto finishing up the case and adding decal to the pcb. The layout also had me befuddled, right isnt right and i had to redo half my files because i forgot about the mini LED and OLED screens. also a huge thanks to the people who put their projects on the website like the git hud examples help sooo much."}, {"post_id": 32054, "ts": "2026-07-20T23:01:48Z", "hours": 3.4169, "text": "okay so not too much progress since the last one but weve changed the decal to accomodate flowers . then i worked on getting the firmware up and running . that took so long , ages to load and i downloaded 3 apps in hopes of them being the right one (theres soo many with the same name and purpose its actually insane).After all that hassle i got the keyboard outline done and the layout done now just some other stuff left."}, {"post_id": 31711, "ts": "2026-07-20T10:13:39Z", "hours": 5.3167, "text": "okay so , ive been working on the case for agesssssss now, i added some decal and cool textures , we’re going for a checkered look and a black body , honestly i feel like i did somethomh wrong at every step so far so im really proud of what i have right now. im thinking of adding some of the pcb board engraving , which ill watch a video of and do later , im gonna add the moon with some floral bits around it then some stars would go well i think.but yeah lemme show my finished (ish) case"}, {"post_id": 30987, "ts": "2026-07-19T00:26:33Z", "hours": 0.6333, "text": "WE SLAYYYY, i finally got the pcb right nothing left un routed, figuring out the 3d stuff now"}, {"post_id": 17960, "ts": "2026-06-28T22:27:47Z", "hours": 3.35, "text": "finally finished the schematic, but stuck in a seemingly endless puzzle of PCB, genuinely where do ieven begin with commecting these, however i am quite glad with my schematic. any ideas for the pcb would be well appreciated."}, {"post_id": 17675, "ts": "2026-06-28T15:53:10Z", "hours": 0.9333, "text": "hi everyone , im currently figuring out how kiCad works, and i’ll be honest I am a bit lost . So ive tried to copy the pcb guide exactly to get a hang of it and now id like to add 5 buttons and an led display , so i tried looking through some amzing repositories. and theyve been helpful. bt im going to take an hours break and retry adding more switches"}]...
|
Title: SelPad by @AAAAAannaaaa15 | Stardance
Devl Title: SelPad by @AAAAAannaaaa15 | Stardance
Devlogs:
hi everyone , im currently figuring out how kiCad works, and i’ll be honest I am a bit lost . So ive tried to copy the pcb guide exactly to get a hang of it and now id like to add 5 buttons and an led display , so i tried looking through some amzing repositories. and theyve been helpful. bt im going to take an hours break and retry adding more switches
finally finished the schematic, but stuck in a seemingly endless puzzle of PCB, genuinely where do ieven begin with commecting these, however i am quite glad with my schematic. any ideas for the pcb would be well appreciated.
WE SLAYYYY, i finally got the pcb right nothing left un routed, figuring out the 3d stuff now
okay so , ive been working on the case for agesssssss now, i added some decal and cool textures , we’re going for a checkered look and a black body , honestly i feel like i did somethomh wrong at every step so far so im really proud of what i have right now. im thinking of adding some of the pcb board engraving , which ill watch a video of and do later , im gonna add the moon with some floral bits around it then some stars would go well i think.but yeah lemme show my finished (ish) case
okay so not too much progress since the last one but weve changed the decal to accomodate flowers . then i worked on getting the firmware up and running . that took so long , ages to load and i downloaded 3 apps in hopes of them being the right one (theres soo many with the same name and purpose its actually insane).After all that hassle i got the keyboard outline done and the layout done now just some other stuff left.
Heyy, so were back on the QMK stuff. I will be so honest its the most complex part of the whole project and 90% of it is literally just software issues and learning how to use it and i hate to admit but i did end up using quite a bit of chat gpt to resolve the issues it had me going in spirals for . BUT ITS DONE , wooooooo!!!! onto finishing up the case and adding decal to the pcb. The layout also had me befuddled, right isnt right and i had to redo half my files because i forgot about the mini LED and OLED screens. also a huge thanks to the people who put their projects on the website like the git hud examples help sooo much.
okay so my intention for this round was to fix all the saller details, add decal create engravings etc . Now while most of it behaved well im still struggling to merge the pcb and the case together to ensure its a snug fit . Hoever i dont think any software likes me, i’ll be honest it does seem to havesomething against me. So for now ive left it at the aesthetics and ill be working on the final checks soon.
heyyy everyone , so i think ive just come across the most me problem ever. PERFECTIONISM(or maybe not) so itealised i was off by a few 0.smth millimeters in width and abt 2 in height or opposit way around?? (im not great with directions) anyways that really threw me off so i redid my whole case and came up with what seemed like a great idea in my head by adding a big half the moon in the bigger part of the window(clearer details the earth has tm details) then a smaller moon in the corner to make it look as if youre viewing the earth from the moon.so thats new now im redoing the top half of my case bc i think i got it wrong again sooo see you soon!!
heyyy everyone i think im finally finished , just done the github and woooo been a long run im unsure itll get approved first try but we tried, so ayyy....
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1793271359.0280628
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1793876159.0280628
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53509
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Sustainable Architecture Housing by @ncHammer | St Sustainable Architecture Housing by @ncHammer | Stardance...
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ncHammer
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0
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24.47
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0
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[]
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[{"post_id": 70801, "ts": "202 [{"post_id": 70801, "ts": "2026-09-19T19:44:06Z", "hours": 0.515, "text": "Render and model finished! The Solstone is a humane disaster relief model that focuses on being environmentally friendly and cost effective, while making sure that those benefits don’t come at the cost of the people who live inside. A tiny concrete home with a 258.5 ft² footprint, Solstone provides basic human comfort and safety while occupying the least amount of space possible. In a disaster, displaced individuals can be quickly trained in its fast assembly and land maintenance. This lowers labor costs and thrives in a “pod village” setting, which reduces machinery mobilization costs. Once residents transition out, the village can convert into an open-air homeless shelter facility to permanently serve the community. Our design meets the requirements of a sustainable miniature housing unit using a 3D-printed concrete exterior as well as lightweight insulating concrete (LWIC). This additive manufacturing approach optimizes material efficiency, reduces on-site waste, and lowers the carbon footprint. The layered concrete walls provide a high thermal mass to stabilize interior temperatures, lowering the energy needed for climate control. This efficiency is paired with roof-mounted photovoltaic solar panels, a fuse box, and solar batteries to regulate energy consumption and maximize cost-effectiveness. We kept a strict eye on affordability, bringing the total construction cost to an average of around ~$12,500 per unit. A basic, fast-curing slab foundation costs $2,000-$3,000. The printed exterior costs $2,000, utilizing a double-skin contour for natural air insulation. LWIC concrete blocks are made from cement mixed with expanded polystyrene, which gives them the structure and support they need as well as keeping the cost to only around $3,500 for a roof of our size. Framing for the single-entry door and dual sliding ventilation windows costs $2,000. Core plumbing, surface-mounted electrical conduits, and fixtures total $3,000. Finally, the exterior rain barrel setup and solar grid structure add the remaining $2,000. The interior layout is built to serve our sustainable and humanizing goals down to every feature. The bathroom is placed in the center with two doors, allowing visitors to enter from the living room without invading the private bedroom space. Utilities like a tankless water heater supply on-demand hot water without the space and energy waste of a traditional tank. For space savings, interior doors are accordion style, the bathroom features a space-efficient Danish wet-room shower, and the toilet tank has a built-in sink that routes handwashing greywater straight to the toilet tank to eliminate water waste. Every interior feature is carefully thought out to give residents control over their space. Twin beds sit on a track system to slide together for couples or lock apart for roommates. The living room includes built-in shelves, a collapsible coffee table that folds flat into the floor, a deflatable bean bag, and a couch extension with hidden storage that expands into a fold-out bed. The kitchen is fully equipped with a medium fridge, microwave, sink, and oven, separated from the living space by a double-sided shelf wall. Outside, a unique utility loop reduces ongoing costs. Shower and sink drainage collects in a greywater tank connected to a garden hose or sprinkler, while gutters route rainwater into a barrel for backup water security. Outdoor furniture matches this flexibility: the picnic bench converts or folds flat; camping chairs feature plastic storage tubs as bases, and stackable garden beds accommodate deep-root crops. Finally, a ring of cinder blocks can support a plastic kiddie pool, which drains via a side spigot to open the space up as a community fire pit."}, {"post_id": 65397, "ts": "2026-09-10T14:52:00Z", "hours": 3.3231, "text": "I’ve started the rendering process! It’s slow going, but I’m making it work. I have to use a school computer because my laptop is too slow. The only downside is I can’t put Hackatime on it, so hopefully this project gets recognized as taking longer then it says lol. I’ve done a lot of work on the multifunctional furniture, and I incorporated an automatic greywater and rainwater system into the irrigation, so any water outdoors will be stored in the rain barrel to lower the water usage."}, {"post_id": 62501, "ts": "2026-09-05T22:01:39Z", "hours": 1.4253, "text": "I’ve started on the outside, and focusing on creating multi-functional furniture has really helped the process overall! The table can convert into a stand-alone bench, and the cinderblock circle can hold a kiddie pool, or a fire pit, or can have a separate piece of wood on top to serve as a table! I’m working on a garden as of right now that is watered by graywater from the shower. Sorry to post a second devlog so close, just trying to make more!"}, {"post_id": 62456, "ts": "2026-09-05T20:10:13Z", "hours": 8.6989, "text": "I finally finished my design! After much time working on decals and structural shape and layout, the baseline is finished. The roof is composed of a faux granite slab that adds natural cooling as well as increases stability without being too heavy. It also provides a natural erosion-resistance. The walls are made from 3D Printed concrete, and the wooden materials would all be locally sourced. This house would only cost around $35,000 to make, due to it’s incredibly small size, around 350 sqft. It could be constructed as a disaster relief unit for a small village of houses exactly like it! Those living in it could be trained on the simple equipment to earn their keep, as food and other essentials would be provided. After displaced peoples have moved out, the already existing structures could be used to fight homelessness, help refugees, or even just provide affordable housing to those in need. This is sustaiapod. Modeled entirely on Onshape."}, {"post_id": 58954, "ts": "2026-08-31T14:53:03Z", "hours": 6.2381, "text": "I’ve adjusted the material load uses, and created a rooftop storage space. The structural shell would cost between $4-5k to print, also causing minimal waste. The doorframes would be printed using a special steel plate that the concrete could run over, as opposed to wasteful supports that could be created by a similar desktop 3D printer. If anyone has any decoration or design ideas please let me know! The goal with this project is to create a happy and affordable home that focuses on the humane aspect of housing. People need to feel safe and at home in their living situation, so I want it to feel as high quality for as little as possible."}, {"post_id": 53364, "ts": "2026-08-23T21:42:04Z", "hours": 4.2708, "text": "Every human is a person. That’s the message behind Sustainapod, my new sustainably built emergency housing unit. I am currently working on a 3D model, as well as floorplans and build designs that go over the creation of this theoretical housing. The Sustainapod is under 400sqft, making it similar to a miniature studio apartment. Many current homeless shelters and disaster relief housing units are unsafe, densely populated, and have little privacy. The sustainapod would function either as a stand-alone unit or as a part of a small village of them, creating a community that respects it’s citizens as people. I’ve currently finished the unique design of the roof and walls. It has a small allotted private grass area that is included in the <400sqft measurement. The roof is also designed to allow rainwater to flow off without residing, causing long-term damage. Last but not least, there’s an outdoor-accessed attic for additional storage!"}]...
|
Title: Sustainable Architecture Housing by @ncHamm Title: Sustainable Architecture Housing by @ncHammer | Stardance
Devlogs:
Every human is a person. That’s the message behind Sustainapod, my new sustainably built emergency housing unit. I am currently working on a 3D model, as well as floorplans and build designs that go over the creation of this theoretical housing. The Sustainapod is under 400sqft, making it similar to a miniature studio apartment. Many current homeless shelters and disaster relief housing units are unsafe, densely populated, and have little privacy. The sustainapod would function either as a stand-alone unit or as a part of a small village of them, creating a community that respects it’s citizens as people. I’ve currently finished the unique design of the roof and walls. It has a small allotted private grass area that is included in the <400sqft measurement. The roof is also designed to allow rainwater to flow off without residing, causing long-term damage. Last but not least, there’s an outdoor-accessed attic for additional storage!
I’ve adjusted the material load uses, and created a rooftop storage space. The structural shell would cost between $4-5k to print, also causing minimal waste. The doorframes would be printed using a special steel plate that the concrete could run over, as opposed to wasteful supports that could be created by a similar desktop 3D printer. If anyone has any decoration or design ideas please let me know! The goal with this project is to create a happy and affordable home that focuses on the humane aspect of housing. People need to feel safe and at home in their living situation, so I want it to feel as high quality for as little as possible.
I finally finished my design! After much time working on decals and structural shape and layout, the baseline is finished. The roof is composed of a faux granite slab that adds natural cooling as well as increases stability without being too heavy. It also provides a natural erosion-resistance. The walls are made from 3D Printed concrete, and the wooden materials would all be locally sourced. This house would only cost around $35,000 to make, due to it’s incredibly small size, around 350 sqft. It could be constructed as a disaster relief unit for a small village of houses exactly like it! Those living in it could be trained on the simple equipment to earn their keep, as food and other essentials would be provided. After displaced peoples have moved out, the already existing structures could be used to fight homelessness, help refugees, or even just provide affordable housing to those in need. This is sustaiapod. Modeled entirely on Onshape.
I’ve started on the outside, and focusing on creating multi-functional furniture has really helped the process overall! The table can convert into a stand-alone bench, and the cinderblock circle can hold a kiddie pool, or a fire pit, or can have a separate piece of wood on top to serve as a table! I’m working on a garden as of right now that is watered by graywater from the shower. Sorry to post a second devlog so close, just trying to make more!
I’ve started the rendering process! It’s slow going, but I’m making it work. I have to use a school computer because my laptop is too slow. The only downside is I can’t put Hackatime on it, so hopefully this project gets recognized as taking longer then it says lol. I’ve done a lot of work on the multifunctional furniture, and I incorporated an automatic greywater and rainwater system into the irrigation, so any water outdoors will be stored in the rain barrel to lower the water usage.
Render and model finished! The Solstone is a humane disaster relief model that focuses on being environmentally friendly and cost effective, while making sure that those benefits don’t come at the cost of the people who live inside. A tiny concrete home with a 258.5 ft² footprint, Solstone provides basic human comfort and safety while occupying the least amount of space possible. In a disaster, displaced individuals can be quickly trained in its fast assembly and land maintenance. This lowers labor costs and thrives in a “pod village” setting, which reduces machinery mobilization costs. Once residents transition out, the village can convert into an open-air homeless shelter facility to permanently serve the community. Our design meets the requirements of a sustainable miniature housing unit using a 3D-printed concrete exterior as well as lightweight insulating concrete (LWIC). This additive manufacturing approach optimizes material efficiency, reduces on-site waste, and lowers the carbon footprint. The layered concrete walls provide a high thermal mass to stabilize interior temperatures, lowering the energy needed for climate control. This efficiency is paired with roof-mounted photovoltaic solar panels, a fuse box, and solar batteries to regulate energy consumption and maximize cost-effectiveness. We kept a strict eye on affordability, bringing the total construction cost to an average of around ~$12,500 per unit. A basic, fast-curing slab foundation costs $2,000-$3,000. The printed exterior costs $2,000, utilizing a double-skin contour for natural air insulation. LWIC concrete blocks are made from cement mixed with expanded polystyrene, which gives them the structure and support they need as well as keeping the cost to only around $3,500 for a roof of our size. Framing for the single-entry door and dual sliding ventilation windows costs $2,000. Core plumbing, surface-mounted electrical conduits, and fixtures total $3,000. Finally, the exterior rain barrel setup and solar grid structure add the remaining $2,000. The interior layout is built to serve our sustainable and humanizing goals down to every feature. The bathroom is placed in the center with two doors, allowing visitors to enter from the living room without invading the private bedroom space. Utilities like a tankless water heater supply on-demand hot water without the space and energy waste of a traditional tank. For space savings, interior doors are accordion style, the bathroom features a space-efficient Danish wet-room shower, and the toilet tank has a built-in sink that routes handwashing greywater straight to the toilet tank to eliminate water waste. Every interior feature is carefully thought out to give residents control over their space. Twin beds sit on a track system to slide together for couples or lock apart for roommates. The living room includes built-in shelves, a collapsible coffee table that folds flat into the floor, a deflatable bean bag, and a couch extension with hidden storage that expands into a fold-out bed. The kitchen is fully equipped with a medium fridge, microwave, sink, and oven, separated from the living space by a double-sided shelf wall. Outside, a unique utility loop reduces ongoing costs. Shower and sink drainage collects in a greywater tank connected to a garden hose or sprinkler, while gutters route rainwater into a barrel for backup water security. Outdoor furniture matches this flexibility: the picnic bench converts or folds flat; camping chairs feature plastic storage tubs as bases, and stackable garden beds accommodate deep-root crops. Finally, a ring of cinder blocks can support a plastic kiddie pool, which drains via a side spigot to open the space up as a community fire pit....
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1792752473.548685
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1793357273.548685
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69889
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Touchless by @JoonHyuk | Stardance
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JoonHyuk
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0
|
24.46
|
0
|
[]
|
[{"post_id": 80057, "ts": "202 [{"post_id": 80057, "ts": "2026-10-16T03:01:05Z", "hours": 1.5667, "text": "#Started thinking more about dimensions and stuff ##All I did was checking the measurements so I will attach a photo of the same acrylic panel"}, {"post_id": 79833, "ts": "2026-10-15T15:52:19Z", "hours": 22.8894, "text": "Devlog #1: From “just project it” to building my own projector I wanted a Raspberry Pi display that doesn’t look like a normal monitor: an image that floats on an acrylic board. My first plan was the obvious one: point a projector down at an 880 x 300 mm acrylic board and call it a day. That fell apart fast. Clear acrylic doesn’t show a projected image because the light goes straight through, so I’d need frosted or white acrylic. The board’s shape was also a problem. 880 x 300 is about 2.9:1, while projectors output 16:9, so around 40% of the pixels would land off the board. And a normal projector needs to sit about a meter above it. Pivot: Pepper’s ghost So I switched to a Pepper’s ghost setup: a hidden screen above, and clear acrylic at 45° that reflects it toward you, so the image looks like it’s floating. Much cooler. The catch is that the floating image is exactly the size of the screen, so filling the board meant a huge, heavy, expensive monitor hanging overhead. Not happening on a Hack Club budget. Building my own projector What I actually wanted was to take a small screen and magnify it . I looked at a Fresnel lens over a screen, but the physics doesn’t work: a magnifier only makes the screen look bigger from one spot. It can’t put a sharp image onto a surface. The only thing that does that is a projector. So instead of buying one, I’m building one from parts : 5.5” 2K LCD panel + HDMI driver board 100W LED A pair of Fresnel lenses A multi-element projection lens The Pi just sees it as an HDMI monitor. The rest of the system OS: Arch Linux ARM. Hard mode, but I’ll actually understand the whole system. Input: a global-shutter camera running MediaPipe hand tracking, so the display works like a touchscreen without a touch sensor. I skipped YOLO; it’s object detection and overkill for tracking fingertips. Two Pis: Pi A runs the display and UI, and Pi B only does camera and hand tracking, then sends fingertip positions to Pi A. Splitting by workload means neither one stutters. Failover: planned for later. If Pi A dies, Pi B takes over the whole system. The budget fight The hardest part so far was the budget . Hack Club grants are capped at $600 and you only get one submission, so everything had to fit now. My first parts list came to $661, before shipping. I trimmed it line by line: Storage: microSD instead of NVMe for now. Keyboard projector: I’ll fund the second projector myself. Lens: kept the good multi-element one. That’s the one place I refused to cut, because it decides whether the image looks sharp or muddy. Frame: 3D-printed brackets instead of an aluminum extrusion frame. Then I checked every link and price, and found the Pi 5 had gotten a lot more expensive this year because of the RAM shortage. More rebalancing, but the final list fits. Next: CAD for the ghost box."}]...
|
Title: Touchless by @JoonHyuk | Stardance
Devlogs Title: Touchless by @JoonHyuk | Stardance
Devlogs:
Devlog #1: From “just project it” to building my own projector I wanted a Raspberry Pi display that doesn’t look like a normal monitor: an image that floats on an acrylic board. My first plan was the obvious one: point a projector down at an 880 x 300 mm acrylic board and call it a day. That fell apart fast. Clear acrylic doesn’t show a projected image because the light goes straight through, so I’d need frosted or white acrylic. The board’s shape was also a problem. 880 x 300 is about 2.9:1, while projectors output 16:9, so around 40% of the pixels would land off the board. And a normal projector needs to sit about a meter above it. Pivot: Pepper’s ghost So I switched to a Pepper’s ghost setup: a hidden screen above, and clear acrylic at 45° that reflects it toward you, so the image looks like it’s floating. Much cooler. The catch is that the floating image is exactly the size of the screen, so filling the board meant a huge, heavy, expensive monitor hanging overhead. Not happening on a Hack Club budget. Building my own projector What I actually wanted was to take a small screen and magnify it . I looked at a Fresnel lens over a screen, but the physics doesn’t work: a magnifier only makes the screen look bigger from one spot. It can’t put a sharp image onto a surface. The only thing that does that is a projector. So instead of buying one, I’m building one from parts : 5.5” 2K LCD panel + HDMI driver board 100W LED A pair of Fresnel lenses A multi-element projection lens The Pi just sees it as an HDMI monitor. The rest of the system OS: Arch Linux ARM. Hard mode, but I’ll actually understand the whole system. Input: a global-shutter camera running MediaPipe hand tracking, so the display works like a touchscreen without a touch sensor. I skipped YOLO; it’s object detection and overkill for tracking fingertips. Two Pis: Pi A runs the display and UI, and Pi B only does camera and hand tracking, then sends fingertip positions to Pi A. Splitting by workload means neither one stutters. Failover: planned for later. If Pi A dies, Pi B takes over the whole system. The budget fight The hardest part so far was the budget . Hack Club grants are capped at $600 and you only get one submission, so everything had to fit now. My first parts list came to $661, before shipping. I trimmed it line by line: Storage: microSD instead of NVMe for now. Keyboard projector: I’ll fund the second projector myself. Lens: kept the good multi-element one. That’s the one place I refused to cut, because it decides whether the image looks sharp or muddy. Frame: 3D-printed brackets instead of an aluminum extrusion frame. Then I checked every link and price, and found the Pi 5 had gotten a lot more expensive this year because of the RAM shortage. More rebalancing, but the final list fits. Next: CAD for the ghost box.
#Started thinking more about dimensions and stuff ##All I did was checking the measurements so I will attach a photo of the same acrylic panel...
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1792918143.4570282
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The Physics Playground by @Moaz | Stardance
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Moaz
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0
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24.45
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0
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[]
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[{"post_id": 50031, "ts": "202 [{"post_id": 50031, "ts": "2026-08-19T01:55:17Z", "hours": 10.4239, "text": "I need to post more devlogs, nonetheless, Welcome to devlog #2. I finished working on Tasks 3, 4, I’m not going to bore with the physics behind them as I will add a small explanation to each task in the readme. The tasks are simpler than the previous ones as they are mostly graphs."}, {"post_id": 44872, "ts": "2026-08-10T22:12:56Z", "hours": 14.0278, "text": "Worked on the general structure, using react. I made it component-friendly so that is adding future tasks is simple. Worked on Task 1, which was pretty simple as the random walk algorithm is easy to simulate. Task 2 was a bit harder as collisions kept breaking everything (even crashing the entire web) but I was able to fix it, but unfortunately, it’s still laggy a little bit. we will improve it later, if necessary. btw, project is transferred from horizons so the first two devlogs will log some weird times."}]...
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Title: The Physics Playground by @Moaz | Stardance Title: The Physics Playground by @Moaz | Stardance
Devlogs:
Worked on the general structure, using react. I made it component-friendly so that is adding future tasks is simple. Worked on Task 1, which was pretty simple as the random walk algorithm is easy to simulate. Task 2 was a bit harder as collisions kept breaking everything (even crashing the entire web) but I was able to fix it, but unfortunately, it’s still laggy a little bit. we will improve it later, if necessary. btw, project is transferred from horizons so the first two devlogs will log some weird times.
I need to post more devlogs, nonetheless, Welcome to devlog #2. I finished working on Tasks 3, 4, I’m not going to bore with the physics behind them as I will add a small explanation to each task in the readme. The tasks are simpler than the previous ones as they are mostly graphs....
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1792918093.974447
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1793782093.974447
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The Panorama 1 (DIY VR) by @ved-patel226 | Stardan The Panorama 1 (DIY VR) by @ved-patel226 | Stardance...
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ved-patel226
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0
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24.41
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0
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[]
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[{"post_id": 49946, "ts": "202 [{"post_id": 49946, "ts": "2026-08-18T22:48:21Z", "hours": 2.5036, "text": "I recieved the parts! For now, I setup a quick IMU test script and soldered the esp and imu onto the pcb!"}, {"post_id": 40485, "ts": "2026-08-04T01:28:28Z", "hours": 5.5722, "text": "V1.1 CAD! I changed my custom facial interface in exchange for any supported by the Meta Quest 2! Pros: You get a lot of choices You can get ur choice off amazon LESS SETUP HASSLE Cons: Its a lil bigger"}, {"post_id": 39733, "ts": "2026-08-02T21:52:28Z", "hours": 11.0933, "text": "V1 CAD done! Special stuff I added: Special support for ppl with glasses (me) Nylon strap mount This cool looking guy as a ref"}, {"post_id": 37912, "ts": "2026-07-30T22:14:21Z", "hours": 5.2453, "text": "CAD #1 I worked on the cad for the lenses (idk the dimensions for that cuz im getting the meta 2’s lenses), the display, and all the mounts. rn i finished the IPD adjustment (the width of your eyes) and I’ll work on figuring out the IMU and esp later"}]...
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Title: The Panorama 1 (DIY VR) by @ved-patel226 | Title: The Panorama 1 (DIY VR) by @ved-patel226 | Stardance
Devlogs:
CAD #1 I worked on the cad for the lenses (idk the dimensions for that cuz im getting the meta 2’s lenses), the display, and all the mounts. rn i finished the IPD adjustment (the width of your eyes) and I’ll work on figuring out the IMU and esp later
V1 CAD done! Special stuff I added: Special support for ppl with glasses (me) Nylon strap mount This cool looking guy as a ref
V1.1 CAD! I changed my custom facial interface in exchange for any supported by the Meta Quest 2! Pros: You get a lot of choices You can get ur choice off amazon LESS SETUP HASSLE Cons: Its a lil bigger
I recieved the parts! For now, I setup a quick IMU test script and soldered the esp and imu onto the pcb!...
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1793141476.039066
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1793746276.039066
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46468
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Satellite Drone Icarus v1 by @LeonOMO | Stardance
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LeonOMO
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0
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24.41
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0
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[]
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[{"post_id": 65990, "ts": "202 [{"post_id": 65990, "ts": "2026-09-11T14:35:07Z", "hours": 3.05, "text": "Devlog #7 Satellite Drone Icarus v1. Finished the BOM and added the only things i have right now to the Github (The CAD is not finished but its all i could do without hardware). Next things to do will be the hardware in betaflight"}, {"post_id": 64376, "ts": "2026-09-08T18:09:54Z", "hours": 8.2669, "text": "Devlog #6 Satellite Drone Icarus v1. Milestone reached on the 3D model: the upper and lower sections are combined making up the prototype. The interior layout houses the dual batterys, VideoTransmitter, Buzzer, LinearSevos, the GPS and the rest im still working on picking out. The CAD phase for this version is almost wrapped up. I hope i get the demensions right and ill make the BOM next."}, {"post_id": 58163, "ts": "2026-08-30T14:59:16Z", "hours": 2.1, "text": "Devlog #5 Satellite Drone Icarus v1. Ive started CAD work on the lower section! This part is going to hold the camera system, the batterys, sensors, reciever and the buzzer."}, {"post_id": 56178, "ts": "2026-08-27T20:21:08Z", "hours": 2.4667, "text": "Devlog #4 Satellite Drone Icarus v1. The upper section of the drone is done! I gave it a visual overhaul with a black white design, smoothed out the whole profile, and added “Icarus v1” engravings right into the print surface. The physical 3D print actually turned out smoother than expected, the vertical anchor deployment system is working on the prototype (still manuel pullup since i dont have the servos yet). Im just adding the last few screw holes to secure everything together properly. Next steps are designing the lower section to house the camera, battery, and main electronics, plus finally locking in the exact components I want to use."}, {"post_id": 55078, "ts": "2026-08-26T14:55:31Z", "hours": 3.3483, "text": "Devlog #3 Satellite Drone Icarus v1. Made major progress on the project. I completely redesigned the layout from scratch since the original folding arms were too small. The upper section of the satellite drone is now almost finished, and after testing a few preliminary 3D prints, I’m currently printing the full assembly to test overall fitment. The final touches for the upper section will include adding mounting holes for the assembly screws, as well as dedicated internal space to house the flight controller and electronics and adding a few cosmetic details."}, {"post_id": 53133, "ts": "2026-08-23T15:43:42Z", "hours": 2.1236, "text": "Devlog #2 Satellite Drone Icarus v1. Ive made good progress on the arm deployment mechanism, focusing on a sliding central anchor that pushes the arms outward when raised. The motor holders came out well, though I might thicken them up for extra durability. The mechanical release concept was actually inspired by an opening box mechanism a friend of mine made for his mom. Now thinking of a good idea how to push it up is the next challenge"}, {"post_id": 51766, "ts": "2026-08-21T16:37:15Z", "hours": 3.05, "text": "Devlog #1: Satellite Drone Icarus v1- Today marked the start of the design phase for my second concept, as the initial idea proved not to be ideal. I also began compiling the Bill of Materials (BOM) by selecting the core components. More updates coming soon! Design inspired by “I Build Stuff” on Youtube"}]...
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Title: Satellite Drone Icarus v1 by @LeonOMO | Sta Title: Satellite Drone Icarus v1 by @LeonOMO | Stardance
Devlogs:
Devlog #1: Satellite Drone Icarus v1- Today marked the start of the design phase for my second concept, as the initial idea proved not to be ideal. I also began compiling the Bill of Materials (BOM) by selecting the core components. More updates coming soon! Design inspired by “I Build Stuff” on Youtube
Devlog #2 Satellite Drone Icarus v1. Ive made good progress on the arm deployment mechanism, focusing on a sliding central anchor that pushes the arms outward when raised. The motor holders came out well, though I might thicken them up for extra durability. The mechanical release concept was actually inspired by an opening box mechanism a friend of mine made for his mom. Now thinking of a good idea how to push it up is the next challenge
Devlog #3 Satellite Drone Icarus v1. Made major progress on the project. I completely redesigned the layout from scratch since the original folding arms were too small. The upper section of the satellite drone is now almost finished, and after testing a few preliminary 3D prints, I’m currently printing the full assembly to test overall fitment. The final touches for the upper section will include adding mounting holes for the assembly screws, as well as dedicated internal space to house the flight controller and electronics and adding a few cosmetic details.
Devlog #4 Satellite Drone Icarus v1. The upper section of the drone is done! I gave it a visual overhaul with a black white design, smoothed out the whole profile, and added “Icarus v1” engravings right into the print surface. The physical 3D print actually turned out smoother than expected, the vertical anchor deployment system is working on the prototype (still manuel pullup since i dont have the servos yet). Im just adding the last few screw holes to secure everything together properly. Next steps are designing the lower section to house the camera, battery, and main electronics, plus finally locking in the exact components I want to use.
Devlog #5 Satellite Drone Icarus v1. Ive started CAD work on the lower section! This part is going to hold the camera system, the batterys, sensors, reciever and the buzzer.
Devlog #6 Satellite Drone Icarus v1. Milestone reached on the 3D model: the upper and lower sections are combined making up the prototype. The interior layout houses the dual batterys, VideoTransmitter, Buzzer, LinearSevos, the GPS and the rest im still working on picking out. The CAD phase for this version is almost wrapped up. I hope i get the demensions right and ill make the BOM next.
Devlog #7 Satellite Drone Icarus v1. Finished the BOM and added the only things i have right now to the Github (The CAD is not finished but its all i could do without hardware). Next things to do will be the hardware in betaflight...
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1792666258.3837297
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1793271058.3837297
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2485
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Pocket Universe by @theinfamousben | Stardance
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theinfamousben
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1
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24.4
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167
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-11T21:37:22Z", "hours": 23.0, "multiplier": 7.37, "payout": 167, "blessing": "neutral", "text": "Ship 1 Hey guys! I’m proud to announce I’ve developed Pocket Universe to an acceptable degree - with more updates coming soon! Why did I publish so soon? I have a few projects coming up (haven-related) and I want to get this out of the way so I don’t have any unfinished business. What is this project anyways? Pocket Universe is an Interactive Incremental game, which focuses on building up our modern universe from scratch, meaning from the fundamental Interactions up all the way to Galaxies and Nebulae What’s Included in the game right now? I have 4 Generator nodes and 7 Upgrade nodes, with the framework built to add more quickly. Was AI used in this Project? Yes. I used a lot of AI for troubleshooting my final build, as I’ve never built for MacOS and the web before. I also used AI to generate the placeholder SVG images, which will be replaced once the game reaches an alpha / open beta stage.", "repo": "https://github.com/theinfamousben/pocket-universe", "demo": "https://benmudev.itch.io/pocket-universe"}]...
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[{"post_id": 76232, "ts": "202 [{"post_id": 76232, "ts": "2026-10-02T19:44:55Z", "hours": 1.3992, "text": "Devlog 15 - Trying to make it look a bit better Changes Added Modal Background Moved Menu and Energy Display into Top Bar ** AI was used to generate an SVG for the modal background and to fix the positioning of the elements ** Notes I originally only shipped this project because I thought The event was going to end soon and I was gonna be busy with Haven, but now since the event has been extended, I figured I can continue working on it :)"}, {"post_id": 66193, "ts": "2026-09-11T21:12:27Z", "hours": 2.2889, "text": "Devlog 14 - I am an IDIOT Changes Recreated all SOs to fix their attached script Build 5 broken and 1 working prototype Remove quarks as a resource Add menu with exit button Notes I am the definition of stupid. I had a problem for 2 WHOLE HOURS, and the fix was simply putting the script for the SOs into its own file. I am my own worst enemy, because of my own stupidity. Well, the more you know."}, {"post_id": 63204, "ts": "2026-09-06T21:30:11Z", "hours": 1.4367, "text": "Devlog 13 - double parents :3 Changes Allowed multiple parents per node Fixed false dragging assertions Notes I’m almost done with the base game mechanics, after that it’s just textures, sounds, and gameplay and then I’m ready for my first ship!"}, {"post_id": 63049, "ts": "2026-09-06T16:59:35Z", "hours": 0.9769, "text": "Devlog 12 Changes Added button colors for hover, select, and normal events made button in the Node Info modal uninteractible if node is locked fixed unlocked check for Upgrade Nodes"}, {"post_id": 62782, "ts": "2026-09-06T09:26:48Z", "hours": 0.6336, "text": "Devlog 11 - wow it finally looks okay Changes Added Icons Made NodeInfo Effect Text yellow AI was used to create the icons - This is temporary * until I figure out how to use Inkscape Notes Didn’t do a lot of programming, and unity refused to track my time for some reason, i did more like an hour, so its not a big deal"}, {"post_id": 61042, "ts": "2026-09-03T19:06:58Z", "hours": 1.1097, "text": "Devlog 10 Changes Added 6 Nodes Added 3 Generator Nodes Added 3 Upgrade Nodes Implemented handling of locked/invisible nodes Locked nodes now won’t be able to be bought unless the parent node is bought at least once Nodes behind a locked node are invisible until the locked node is bought Notes This is fun! I’m working on the game mechanics and I’m not running into a lot of issues. All my bugs (except one) were caught pretty early on, so its a win in my book :] That brings me to the one bug, the bane of my existence… For some bizarre reason, clicking on my nodes doesn’t buy them regularly. Sometimes i need to click many many times, and in the log it doesn’t even register that I clicked the nodes! Maybe it has something to do with the epsilon value which i use to distinguish between dragging the screen and selecting a node, which currently evaluates epsilon before the mouseup event, so maybe i can switch it around and it’ll work. maybe… other than that I’m pretty happy with how it’s turning out. I am a bit worried about making textures, though, since they all look like some weird corporate/ai generated logo because i’m not good enough at art / graphic design"}, {"post_id": 60388, "ts": "2026-09-02T18:05:02Z", "hours": 1.29, "text": "Devlog 9 Changes Completed Node Info Box Header Description for the Node Effect, basically what the node does Button to buy the node Added 2 Starting nodes 1 Generator Node named “Fundamental Interaction” 1 Upgrade Node named “Strong Nuclear Force” AI was used in this timespan for troubleshooting max width for the Node info box Notes This was honestly very fun to work on. I’ve really started putting in more time for this project since I’m now under pressure to get it done by the end of summer break (2 weeks :p) I had little trouble figuring everything out, and thanks to some wonderful help from my buddy github copilot i was never truly stuck on anything in this timespan"}, {"post_id": 58253, "ts": "2026-08-30T16:50:28Z", "hours": 1.5778, "text": "Devlog 8 Changes Added Node Info Text Box Shows Title, info about the node, and a button to buy with a set price Refactored Node Script Structure Notes I have been saved by the power of abstract classes! I unified the nodes into one abstract Node class, and made completion classes for Generators and Upgrades. Now it works by simply accessing the base Node class instead of not knowing whether the class is GeneratorNode or UpgradeNode. This makes it much easier. I am planning now to get some interesting node names from physics, like building up from quarks to larger structures, and i also am going to make some textures so the game doesnt look as shitty :p"}, {"post_id": 55915, "ts": "2026-08-27T19:56:21Z", "hours": 2.7292, "text": "Devlog 7.1 Changes Added Line Drawn to Parent node Will be used for hierarchical unlocking in the future Started work on the sidebar Notes Yeah, I’m a bit screwed. The current structure of my nodes is kind of weird; I have two types of nodes: Generators and Upgrades, each having two unique scripts. That’s good, because they have different logic. Thats not so good because they also share some logic. That’s horrific because they sometimes need to be accessed interchangeably. So here are a few things i could do: Merge both scripts into one, with an enum or something for the different node types Make a base which both nodes can inherit and use give up and cry option 3 sounds the easiest right now, my brain is so broken :’)"}, {"post_id": 17851, "ts": "2026-06-28T19:52:53Z", "hours": 3.2889, "text": "Devlog 7 Changes Added Modal Functionality Test Modal for debug purposes Alert Modal for important stuff (save on exit, etc.) Made HUD better for cross-device formatting Included a vertical layout group for all of the displayed currencies Notes It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work."}, {"post_id": 13688, "ts": "2026-06-22T13:15:29Z", "hours": 0.8022, "text": "Devlog 6 Changes Added Generator Production cost: Each generator can now require a certain amount of every resource Notes This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation *By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p)."}, {"post_id": 12119, "ts": "2026-06-19T19:58:45Z", "hours": 1.2919, "text": "Devlog 5 Changes Added code to allow for generation of different resource types Notes I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :) Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]"}, {"post_id": 5092, "ts": "2026-06-08T19:37:39Z", "hours": 1.9783, "text": "Devlog 4 Changes Added functionality to pan & zoom around Moved the HUD (Energy Display) into a separate canvas Notes this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code."}, {"post_id": 3443, "ts": "2026-06-06T11:51:02Z", "hours": 1.1675, "text": "Devlog 3 I have continued my work on Pocket Universe, and have added following: Split Node Prefabs into Generator and Upgrade Nodes Added a NodeBoost Scriptable Object Worked on Node Visibility Logic One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p"}, {"post_id": 3060, "ts": "2026-06-05T23:01:54Z", "hours": 1.4725, "text": "Devlog 2 - Added Nodes for generation These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once."}, {"post_id": 2356, "ts": "2026-06-04T20:06:13Z", "hours": 0.6289, "text": "Starting work This is a really ambitious project I doubt I’ll be able to finish completely by October, but I’ll try to get as far as possible, so lets see :3"}]...
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Title: Pocket Universe by @theinfamousben | Starda Title: Pocket Universe by @theinfamousben | Stardance
Devlogs:
Starting work This is a really ambitious project I doubt I’ll be able to finish completely by October, but I’ll try to get as far as possible, so lets see :3
Devlog 2 - Added Nodes for generation These nodes are clickable by the player in order to buy Generators, which create Energy or other resources. They are comparable to the Cell to Singularity nodes. There will be Generator and Upgrade Nodes; Generator Nodes will be able to be bought multiple times, while upgrade nodes will only be able to be bought once.
Devlog 3 I have continued my work on Pocket Universe, and have added following: Split Node Prefabs into Generator and Upgrade Nodes Added a NodeBoost Scriptable Object Worked on Node Visibility Logic One problem I have is that a lot of the code for Generator and Upgrade Nodes is identical. I would have made a Node Monobehavior script that handles both and individual sub-classes, but that is kind of messy, at least for now. We will see in about 5 Devlogs if I made the right choice :p
Devlog 4 Changes Added functionality to pan & zoom around Moved the HUD (Energy Display) into a separate canvas Notes this took me longer than I’d like to admit, because Unity was being a bit finicky about my GameObject and refused to run its code for some reason. I used AI for troubleshooting the problem, but used none of its code.
Devlog 5 Changes Added code to allow for generation of different resource types Notes I have been on a long creative block, I can’t really seem to pick up my laptop and continue coding. It might have a bit to do with the fact that I was very busy the last week or so, so i didn’t have much energy and motivation left to program. I kind of forced myself to implement this feature which i half-assed earlier this week, it’s really simple but it’s a start at getting more motivated :) Next week I don’t have as many exams, pressure from DLRG tests and all that stuff, so I’ll have more time to code :]
Devlog 6 Changes Added Generator Production cost: Each generator can now require a certain amount of every resource Notes This is a rather small update, but I’m still trying to get back on my feet from my hiatus. More updates coming soon though, I’ve got some more motivation *By the way: If there’s anyone that would like to do some texture designing, I would be more than happy to accept your work! Credit is, of course, guaranteed (I’m working on a credit screen anyways ;p).
Devlog 7 Changes Added Modal Functionality Test Modal for debug purposes Alert Modal for important stuff (save on exit, etc.) Made HUD better for cross-device formatting Included a vertical layout group for all of the displayed currencies Notes It’s been a bit annoying, to say the least. First off, I wanted the Modals to be completely modular from the start, but I kept getting NullReference errors that didn’t make sense to me, so I had to make a script for each modal type and serialize the GameObjects and other stuff individually. It’s not as modular as I want, but what can ya do :p As for the HUD, I hope it works across devices, I sometimes code on my MacBook and sometimes on my PC, and the layout always breaks. I haven’t tested it yet, so I’ll be as surprised as you are if it doesn’t work.
Devlog 7.1 Changes Added Line Drawn to Parent node Will be used for hierarchical unlocking in the future Started work on the sidebar Notes Yeah, I’m a bit screwed. The current structure of my nodes is kind of weird; I have two types of nodes: Generators and Upgrades, each having two unique scripts. That’s good, because they have different logic. Thats not so good because they also share some logic. That’s horrific because they sometimes need to be accessed interchangeably. So here are a few things i could do: Merge both scripts into one, with an enum or something for the different node types Make a base which both nodes can inherit and use give up and cry option 3 sounds the easiest right now, my brain is so broken :’)
Devlog 8 Changes Added Node Info Text Box Shows Title, info about the node, and a button to buy with a set price Refactored Node Script Structure Notes I have been saved by the power of abstract classes! I unified the nodes into one abstract Node class, and made completion classes for Generators and Upgrades. Now it works by simply accessing the base Node class instead of not knowing whether the class is GeneratorNode or UpgradeNode. This makes it much easier. I am planning now to get some interesting node names from physics, like building up from quarks to larger structures, and i also am going to make some textures so the game doesnt look as shitty :p
Devlog 9 Changes Completed Node Info Box Header Description for the Node Effect, basically what the node does Button to buy the node Added 2 Starting nodes 1 Generator Node named “Fundamental Interaction” 1 Upgrade Node named “Strong Nuclear Force” AI was used in this timespan for troubleshooting max width for the Node info box Notes This was honestly very fun to work on. I’ve really started putting in more time for this project since I’m now under pressure to get it done by the end of summer break (2 weeks :p) I had little trouble figuring everything out, and thanks to some wonderful help from my buddy github copilot i was never truly stuck on anything in this timespan
Devlog 10 Changes Added 6 Nodes Added 3 Generator Nodes Added 3 Upgrade Nodes Implemented handling of locked/invisible nodes Locked nodes now won’t be able to be bought unless the parent node is bought at least once Nodes behind a locked node are invisible until the locked node is bought Notes This is fun! I’m working on the game mechanics and I’m not running into a lot of issues. All my bugs (except one) were caught pretty early on, so its a win in my book :] That brings me to the one bug, the bane of my existence… For some bizarre reason, clicking on my nodes doesn’t buy them regularly. Sometimes i need to click many many times, and in the log it doesn’t even register that I clicked the nodes! Maybe it has something to do with the epsilon value which i use to distinguish between dragging the screen and selecting a node, which currently evaluates epsilon before the mouseup event, so maybe i can switch it around and it’ll work. maybe… other than that I’m pretty happy with how it’s turning out. I am a bit worried about making textures, though, since they all look like some weird corporate/ai generated logo because i’m not good enough at art / graphic design
Devlog 11 - wow it finally looks okay Changes Added Icons Made NodeInfo Effect Text yellow AI was used to create the icons - This is temporary * until I figure out how to use Inkscape Notes Didn’t do a lot of programming, and unity refused to track my time for some reason, i did more like an hour, so its not a big deal
Devlog 12 Changes Added button colors for hover, select, and normal events made button in the Node Info modal uninteractible if node is locked fixed unlocked check for Upgrade Nodes
Devlog 13 - double parents :3 Changes Allowed multiple parents per node Fixed false dragging assertions Notes I’m almost done with the base game mechanics, after that it’s just textures, sounds, and gameplay and then I’m ready for my first ship!
Devlog 14 - I am an IDIOT Changes Recreated all SOs to fix their attached script Build 5 broken and 1 working prototype Remove quarks as a resource Add menu with exit button Notes I am the definition of stupid. I had a problem for 2 WHOLE HOURS, and the fix was simply putting the script for the SOs into its own file. I am my own worst enemy, because of my own stupidity. Well, the more you know.
Devlog 15 - Trying to make it look a bit better Changes Added Modal Background Moved Menu and Energy Display into Top Bar ** AI was used to generate an SVG for the modal background and to fix the positioning of the elements ** Notes I originally only shipped this project because I thought The event was going to end soon and I was gonna be busy with Haven, but now since the event has been extended, I figured I can continue working on it :)
Ships:
Ship 1 Hey guys! I’m proud to announce I’ve developed Pocket Universe to an acceptable degree - with more updates coming soon! Why did I publish so soon? I have a few projects coming up (haven-related) and I want to get this out of the way so I don’t have any unfinished business. What is this project anyways? Pocket Universe is an Interactive Incremental game, which focuses on building up our modern universe from scratch, meaning from the fundamental Interactions up all the way to Galaxies and Nebulae What’s Included in the game right now? I have 4 Generator nodes and 7 Upgrade nodes, with the framework built to add more quickly. Was AI used in this Project? Yes. I used a lot of AI for troubleshooting my final build, as I’ve never built for MacOS and the web before. I also used AI to generate the placeholder SVG images, which will be replaced once the game reaches an alpha / open beta stage....
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1793145300.9179087
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1793231700.9179087
|
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16672
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GhostWriter by @TheAbsoluteMin | Stardance
|
TheAbsoluteMin
|
0
|
24.39
|
0
|
[]
|
[{"post_id": 10348, "ts": "202 [{"post_id": 10348, "ts": "2026-06-17T01:01:54Z", "hours": 14.1661, "text": "6.14.2026 - 6.15.2026 - PCB Rework and CAD (Again!) Timelapses: https://lapse.hackclub.com/timelapse/E1LnFFSLee0y , https://lapse.hackclub.com/timelapse/EB85sy2FXnay ( I know that the logged 14 hours do not match up with the logged time; there was a server problem with the publishing of the time lapse, so the server actually doubled the real time (7 hours total) by accident. ) Upon realizing that my circuit did not safely handle the high voltage from the battery, I had to adjust the PCB again! Then, I went back to working on the CAD design. It was really frustrating to deal with the micro servo as I had to figure out how i could get its servo arm to actually reach inside a tube mechanism that would push a pencil up and down with ease. Future work: One day I will figure out how to get all the pieces to cleanly fit together in the CAD…"}, {"post_id": 8478, "ts": "2026-06-14T03:10:52Z", "hours": 3.7631, "text": "June 13, 2026 - PCB Rework and Start of CAD Design - 3.5 hours Timelapse link: https://lapse.hackclub.com/timelapse/GZH49ChQPIuN I spent too much time trying to figure out where the M3 scews would go on the PCB, keeping in mind the motors below the PCB… and I had to move many wires and components solely to make room for them. After finally deciding on safe places for the screws, I quickly realized that the wheel I wanted to use would be too small for the NEMA 11 pancake stepper motor… Future work: I will try to find a solution to finally solve this puzzle so that the CAD and PCB fit together with all the components."}, {"post_id": 7813, "ts": "2026-06-13T01:16:17Z", "hours": 1.7567, "text": "June 12, 2026 - Schematics and PCB (Again) Timelapse link: https://lapse.hackclub.com/timelapse/tfSmttbk7TpE After updating the schematics and routing all the traces in the PCB, I had to plan how I would insert the M3 screw footprints, but I quickly ran into space conflicts. As a result, I had to think for a while to come up with the structure and layout of GhostWriter, which will reveal whether or not everything will be in the right place. Future work: After drawing that diagram I realized numerous conflicts in component locations, especially the micro servo, which needs to be held down with the rigid body of a 3D printed chassis, not on the PCB board! I still have to figure out where to put the M3 screws and how I will attach the micro servo and design the pen holder (how do I move a pen up and down if the servo moves in an arc?). This is quickly turning into a puzzle to solve."}, {"post_id": 7243, "ts": "2026-06-12T02:46:55Z", "hours": 4.7025, "text": "6.11.2026 - GhostWriter Schematics and PCB Timelapse link: https://lapse.hackclub.com/timelapse/goEPWNanbXN _ ( to access the link include the “_” at the end of the URL ) Hello! Welcome to the official beginning of GhostWriter! GhostWriter was inspired by DIY pen plotters, but instead of long, heavy rails, this project will feature a pocket sized pen plotter on wheels! After some research, I began to create the schematics and design the PCB layout. It was rather difficult trying to keep everything in a 90mm by 90mm layout while accommodating all the sizes of the components. Current Technical Specifications: Controller: Seeed Studio XIAO ESP32-C3 Motion: Two NEMA 11 pancake stepper motors with TMC2209 drivers and a micro servo pen lifter Power: 12V DC battery pack with a step-down buck converter for 5V and 3.3V lanes Sensors: Two TCRT5000 IR reflectance modules for detecting the edges of paper Signals: A red LED to indicate power! Future work: I changed my mind about using the A4988 motor driver after finishing the PCB layout, so next time, I will have to figure out how to adapt the wiring for the TMC2209. I will also be routing the PCB later."}]...
|
Title: GhostWriter by @TheAbsoluteMin | Stardance
Title: GhostWriter by @TheAbsoluteMin | Stardance
Devlogs:
6.11.2026 - GhostWriter Schematics and PCB Timelapse link: https://lapse.hackclub.com/timelapse/goEPWNanbXN _ ( to access the link include the “_” at the end of the URL ) Hello! Welcome to the official beginning of GhostWriter! GhostWriter was inspired by DIY pen plotters, but instead of long, heavy rails, this project will feature a pocket sized pen plotter on wheels! After some research, I began to create the schematics and design the PCB layout. It was rather difficult trying to keep everything in a 90mm by 90mm layout while accommodating all the sizes of the components. Current Technical Specifications: Controller: Seeed Studio XIAO ESP32-C3 Motion: Two NEMA 11 pancake stepper motors with TMC2209 drivers and a micro servo pen lifter Power: 12V DC battery pack with a step-down buck converter for 5V and 3.3V lanes Sensors: Two TCRT5000 IR reflectance modules for detecting the edges of paper Signals: A red LED to indicate power! Future work: I changed my mind about using the A4988 motor driver after finishing the PCB layout, so next time, I will have to figure out how to adapt the wiring for the TMC2209. I will also be routing the PCB later.
June 12, 2026 - Schematics and PCB (Again) Timelapse link: https://lapse.hackclub.com/timelapse/tfSmttbk7TpE After updating the schematics and routing all the traces in the PCB, I had to plan how I would insert the M3 screw footprints, but I quickly ran into space conflicts. As a result, I had to think for a while to come up with the structure and layout of GhostWriter, which will reveal whether or not everything will be in the right place. Future work: After drawing that diagram I realized numerous conflicts in component locations, especially the micro servo, which needs to be held down with the rigid body of a 3D printed chassis, not on the PCB board! I still have to figure out where to put the M3 screws and how I will attach the micro servo and design the pen holder (how do I move a pen up and down if the servo moves in an arc?). This is quickly turning into a puzzle to solve.
June 13, 2026 - PCB Rework and Start of CAD Design - 3.5 hours Timelapse link: https://lapse.hackclub.com/timelapse/GZH49ChQPIuN I spent too much time trying to figure out where the M3 scews would go on the PCB, keeping in mind the motors below the PCB… and I had to move many wires and components solely to make room for them. After finally deciding on safe places for the screws, I quickly realized that the wheel I wanted to use would be too small for the NEMA 11 pancake stepper motor… Future work: I will try to find a solution to finally solve this puzzle so that the CAD and PCB fit together with all the components.
6.14.2026 - 6.15.2026 - PCB Rework and CAD (Again!) Timelapses: https://lapse.hackclub.com/timelapse/E1LnFFSLee0y , https://lapse.hackclub.com/timelapse/EB85sy2FXnay ( I know that the logged 14 hours do not match up with the logged time; there was a server problem with the publishing of the time lapse, so the server actually doubled the real time (7 hours total) by accident. ) Upon realizing that my circuit did not safely handle the high voltage from the battery, I had to adjust the PCB again! Then, I went back to working on the CAD design. It was really frustrating to deal with the micro servo as I had to figure out how i could get its servo arm to actually reach inside a tube mechanism that would push a pencil up and down with ease. Future work: One day I will figure out how to get all the pieces to cleanly fit together in the CAD…...
|
1793029764.2240732
|
1793634564.2240732
|
|
5107
|
GAI by @samuel_0xk | Stardance
|
samuel_0xk
|
0
|
24.36
|
0
|
[]
|
[{"post_id": 38823, "ts": "202 [{"post_id": 38823, "ts": "2026-08-01T11:58:28Z", "hours": 10.3825, "text": "GAI v0.6.0 – what changed since v0.5.0 Hi everyone 👋 My last devlogs were about GAI v0.5.0 and the new prompt builder, history system, and token budgeting. I originally thought the next release would mainly contain a few fixes. But while using GAI in a real application, I kept finding places where the abstractions were still too simple. Around 280 commits later, this turned into a much bigger release. The most important changes Added full OpenAI and Anthropic providers, alongside the existing Gemini and Mistral integrations. Added provider-native multi-turn messages instead of putting the whole conversation into one large rendered prompt. Added Workflow.RunEvents , which returns one ordered stream for tokens, retries, iterations, errors, cancellation, and completion. Added model capability descriptors, so applications can check whether a model supports tools, structured output, reasoning, tokenization, and native messages. Added local request validation, so unsupported combinations fail before making a provider request. Added an optional OpenAI Responses API transport with streaming, tool continuation, reasoning context, usage, and better error handling. Added workflow middleware for things such as memory extraction, auditing, formatting, and evaluations. Added OpenTelemetry tracing and an optional Langfuse exporter. Reworked the README and added a complete runnable order-support agent example. Added a lot more provider, workflow, tool, streaming, and end-to-end tests. One important problem I fixed Previously, a model could receive tool definitions twice: Through the provider’s native tool API. As a JSON tool protocol inside the rendered prompt. This wasted tokens and gave the model two different ways to call the same tool. GAI now decides between native and text-based tool transport once when the workflow is created. Native models receive AIRequest.Tools , while other models receive the text fallback. The runtime tools remain executable in both cases. The hardest part Honestly, adding more providers was not the hardest part. The difficult part was keeping one shared Go API without hiding useful provider-specific features. OpenAI, Anthropic, Gemini, and Mistral all represent tools, history, reasoning, streaming, and errors differently. Making everything look identical would remove useful features, but exposing every provider detail would make the abstraction pointless. The new capability descriptor system was my solution. A feature can be supported, unsupported, or unknown, and GAI can validate requests based on the information it actually has. Smaller API changes Because GAI is still pre-v1, I also cleaned up some APIs: NativeMessageBuilder now returns both the compatibility prompt and native messages together. NativeToolModel is deprecated in favor of the more complete ModelDescriber . Workflow.RunEvents is now the recommended API for primary-agent streaming. The older three-channel workflow API remains for middleware compatibility. What I learned The biggest lesson from this release is that an abstraction should not pretend every provider works in exactly the same way. It is better to expose capabilities clearly and fail early than to discover an unsupported combination after opening a stream or calling a tool. GAI is still pre-v1, but it now feels much more like a real agent runtime instead of only a collection of prompt and loop helpers. Repository: https://github.com/lace-ai/gai"}, {"post_id": 12059, "ts": "2026-06-19T17:46:38Z", "hours": 1.3256, "text": "finally I made it v0.5.0 is finish!! v0.5.0 is released • Simpler context.Builder API • Turn-aware history with summarization • Richer OpenTelemetry tracing + debug events • Cleaner agent and model APIs • Better token accounting • Legacy prompt, RAG, and session abstractions removed https://github.com/lace-ai/gai"}, {"post_id": 10104, "ts": "2026-06-16T18:14:24Z", "hours": 4.0831, "text": "What I updated: The history source to include summaries summary agent Prompt Renderer The history source now summarieses the past conversation if it doesn’t fit into the token budget. You can configure it like this: history , err := history . New ( sessionID , store , & history . SummarizerDefinition { Model : model , Enabled : true , }) or create a custom summarizer and pass it in the SummarizerDefinition The Summary agent got some bug fixes and better error handling It doesn’t panic if no model is configured :) The Renderer and the whole Prompt builder is updated with the focus on better renderer final prompts there is now a Render Part function that turns a part into a RenderNode Part and RenderNode can be recursive / hierarchical the default XML Renderer renders something like this: <system>...</system> <history> <user>...</user> <assistant>...</assistant> <user>...</user> .... </history> ...."}, {"post_id": 8711, "ts": "2026-06-14T13:59:03Z", "hours": 8.5656, "text": "Hi, everyone 👋 This is the Devlog of what changed in gai v0.5.0 I have updated the prompt builder and the budget handling for gai, the last couple of days Before there was a AI generated, huge and complex builder full of bugs and problems. Now gai has an intuitive simple and flexible to use prompt builder with build in budget managing The whole builder is build on the concept of an stack that is separated in three parts: System Instructions Context User Prompt / Current Loop System Instructions: These are just static parts that could be just text but also something else, doesn’t matter. There is a helper for loading instructions from a file, that turns these directly into a part that can be used as system instructions. systemInstructions, err := gaictx.LoadPromptFromFile(pathToFile) Context Context is special, it is used for dynamic sources, like history. These sources get rendered at the start of the loop and are just functions that return a part. A source is just an interface: type ContextSource interface { Name() string Function(ctx context.Context, TokenBudget int) (Part, error) } Currently there is just the history source, but in the future I will add some more, but they are meant for the user to implement them self. Current Loop The last section is just the user prompt and the last assistant massages or tool calls (if the assistant calls tools) These are rendered per Iterations. Nothing more. Token Budget The token budget is pretty simple, you pass in a token budget, and reserved output tokens. and the BuildContext function iterates over the sources and passes in the remaining token budget. So Yes, if the first source needs all the budget, the last sources don’t have any budget left. The internal flow is like this: First you pass in the system instructions, context sources, and user prompt: gaictx.New(gaictx.Definition{ SystemInstructions: []gaictx.Part{ systemInstructions, toolInstructions, }, ContextSources: []gaictx.ContextSource{ gaictx.NewHistory(sessionID, store), }, UserPrompt: input.Text, }) Now the stack looks like this: {[part,part], [source], [part]} Then one time at the start of the loop the sources are build: {[part,part], [part], [part]} parts, err := a.PromptBuilder.BuildContext(ctx) On each iteration, the current iterations parts get added to the end, and the prompt gets rendered (default XML render) {[part,part], [source], [part, part, part, part]} => <system>...</system><history><user>...</user></history><userPrompt>...</userPrompt><assistant>...</assistant><tool>...</tool>.... I also updated the way how to build reusable agents. here is a complete example: agent.New(agent.Definition{ Name: \"user-assistant\", Model: model, Tools: []loop.Tool{webSearch}, Prompt: func(ctx context.Context, input agent.RunInput) (gaictx.PromptBuilder, error) { return prompt := gaictx.New(gaictx.Definition{ SystemInstructions: []gaictx.Part{ systemInstructions, toolInstructions, }, ContextSources: []gaictx.ContextSource{ gaictx.NewHistory(sessionID, store), }, UserPrompt: input.Text, }), nil }, }) Work that needs to be done until I publish the new version the history needs to use the summarizer some small bug fixes summery should be more dynamic if it summaries, the summary of turns 1-3 and turns 4-6, this should be somewhere saved, and persisted. maybe some more issues that I find while using the library if someone is rely curios here is the pr: https://github.com/lace-ai/gai/pull/28"}]...
|
Title: GAI by @samuel_0xk | Stardance
Devlogs:
Hi Title: GAI by @samuel_0xk | Stardance
Devlogs:
Hi, everyone 👋 This is the Devlog of what changed in gai v0.5.0 I have updated the prompt builder and the budget handling for gai, the last couple of days Before there was a AI generated, huge and complex builder full of bugs and problems. Now gai has an intuitive simple and flexible to use prompt builder with build in budget managing The whole builder is build on the concept of an stack that is separated in three parts: System Instructions Context User Prompt / Current Loop System Instructions: These are just static parts that could be just text but also something else, doesn’t matter. There is a helper for loading instructions from a file, that turns these directly into a part that can be used as system instructions. systemInstructions, err := gaictx.LoadPromptFromFile(pathToFile) Context Context is special, it is used for dynamic sources, like history. These sources get rendered at the start of the loop and are just functions that return a part. A source is just an interface: type ContextSource interface { Name() string Function(ctx context.Context, TokenBudget int) (Part, error) } Currently there is just the history source, but in the future I will add some more, but they are meant for the user to implement them self. Current Loop The last section is just the user prompt and the last assistant massages or tool calls (if the assistant calls tools) These are rendered per Iterations. Nothing more. Token Budget The token budget is pretty simple, you pass in a token budget, and reserved output tokens. and the BuildContext function iterates over the sources and passes in the remaining token budget. So Yes, if the first source needs all the budget, the last sources don’t have any budget left. The internal flow is like this: First you pass in the system instructions, context sources, and user prompt: gaictx.New(gaictx.Definition{ SystemInstructions: []gaictx.Part{ systemInstructions, toolInstructions, }, ContextSources: []gaictx.ContextSource{ gaictx.NewHistory(sessionID, store), }, UserPrompt: input.Text, }) Now the stack looks like this: {[part,part], [source], [part]} Then one time at the start of the loop the sources are build: {[part,part], [part], [part]} parts, err := a.PromptBuilder.BuildContext(ctx) On each iteration, the current iterations parts get added to the end, and the prompt gets rendered (default XML render) {[part,part], [source], [part, part, part, part]} => <system>...</system><history><user>...</user></history><userPrompt>...</userPrompt><assistant>...</assistant><tool>...</tool>.... I also updated the way how to build reusable agents. here is a complete example: agent.New(agent.Definition{ Name: "user-assistant", Model: model, Tools: []loop.Tool{webSearch}, Prompt: func(ctx context.Context, input agent.RunInput) (gaictx.PromptBuilder, error) { return prompt := gaictx.New(gaictx.Definition{ SystemInstructions: []gaictx.Part{ systemInstructions, toolInstructions, }, ContextSources: []gaictx.ContextSource{ gaictx.NewHistory(sessionID, store), }, UserPrompt: input.Text, }), nil }, }) Work that needs to be done until I publish the new version the history needs to use the summarizer some small bug fixes summery should be more dynamic if it summaries, the summary of turns 1-3 and turns 4-6, this should be somewhere saved, and persisted. maybe some more issues that I find while using the library if someone is rely curios here is the pr: https://github.com/lace-ai/gai/pull/28
What I updated: The history source to include summaries summary agent Prompt Renderer The history source now summarieses the past conversation if it doesn’t fit into the token budget. You can configure it like this: history , err := history . New ( sessionID , store , & history . SummarizerDefinition { Model : model , Enabled : true , }) or create a custom summarizer and pass it in the SummarizerDefinition The Summary agent got some bug fixes and better error handling It doesn’t panic if no model is configured :) The Renderer and the whole Prompt builder is updated with the focus on better renderer final prompts there is now a Render Part function that turns a part into a RenderNode Part and RenderNode can be recursive / hierarchical the default XML Renderer renders something like this: <system>...</system> <history> <user>...</user> <assistant>...</assistant> <user>...</user> .... </history> ....
finally I made it v0.5.0 is finish!! v0.5.0 is released • Simpler context.Builder API • Turn-aware history with summarization • Richer OpenTelemetry tracing + debug events • Cleaner agent and model APIs • Better token accounting • Legacy prompt, RAG, and session abstractions removed https://github.com/lace-ai/gai
GAI v0.6.0 – what changed since v0.5.0 Hi everyone 👋 My last devlogs were about GAI v0.5.0 and the new prompt builder, history system, and token budgeting. I originally thought the next release would mainly contain a few fixes. But while using GAI in a real application, I kept finding places where the abstractions were still too simple. Around 280 commits later, this turned into a much bigger release. The most important changes Added full OpenAI and Anthropic providers, alongside the existing Gemini and Mistral integrations. Added provider-native multi-turn messages instead of putting the whole conversation into one large rendered prompt. Added Workflow.RunEvents , which returns one ordered stream for tokens, retries, iterations, errors, cancellation, and completion. Added model capability descriptors, so applications can check whether a model supports tools, structured output, reasoning, tokenization, and native messages. Added local request validation, so unsupported combinations fail before making a provider request. Added an optional OpenAI Responses API transport with streaming, tool continuation, reasoning context, usage, and better error handling. Added workflow middleware for things such as memory extraction, auditing, formatting, and evaluations. Added OpenTelemetry tracing and an optional Langfuse exporter. Reworked the README and added a complete runnable order-support agent example. Added a lot more provider, workflow, tool, streaming, and end-to-end tests. One important problem I fixed Previously, a model could receive tool definitions twice: Through the provider’s native tool API. As a JSON tool protocol inside the rendered prompt. This wasted tokens and gave the model two different ways to call the same tool. GAI now decides between native and text-based tool transport once when the workflow is created. Native models receive AIRequest.Tools , while other models receive the text fallback. The runtime tools remain executable in both cases. The hardest part Honestly, adding more providers was not the hardest part. The difficult part was keeping one shared Go API without hiding useful provider-specific features. OpenAI, Anthropic, Gemini, and Mistral all represent tools, history, reasoning, streaming, and errors differently. Making everything look identical would remove useful features, but exposing every provider detail would make the abstraction pointless. The new capability descriptor system was my solution. A feature can be supported, unsupported, or unknown, and GAI can validate requests based on the information it actually has. Smaller API changes Because GAI is still pre-v1, I also cleaned up some APIs: NativeMessageBuilder now returns both the compatibility prompt and native messages together. NativeToolModel is deprecated in favor of the more complete ModelDescriber . Workflow.RunEvents is now the recommended API for primary-agent streaming. The older three-channel workflow API remains for middleware compatibility. What I learned The biggest lesson from this release is that an abstraction should not pretend every provider works in exactly the same way. It is better to expose capabilities clearly and fail early than to discover an unsupported combination after opening a stream or calling a tool. GAI is still pre-v1, but it now feels much more like a real agent runtime instead of only a collection of prompt and loop helpers. Repository: https://github.com/lace-ai/gai...
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1792724056.1263628
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1793328856.1263628
|
|
5497
|
NixOS by @janekmusin | Stardance
|
janekmusin
|
0
|
24.36
|
0
|
[]
|
[{"post_id": 30117, "ts": "202 [{"post_id": 30117, "ts": "2026-07-17T13:03:39Z", "hours": 0.9781, "text": "I finally bit the bullet and set up nixos on my desktop (hostname Victim). With that, there’s (almost) nothing stopping me from working on some more serious projects. Aside from that, I don’t really remember what I have been doing since last devlog, because I went on small Distrohoping arc and worked on some other projects, in other YSWSes. Discovery of the devlog: Fedora Rawhide. I never liked fedora, because of how slow it updates, but rawhide fixes that. Still, in my opinion it is last gen distribution, with manual updates and imperative system management, so I can’t recommend it. Happy Hacking!"}, {"post_id": 24731, "ts": "2026-07-08T14:36:22Z", "hours": 4.2647, "text": "I meant to write this devlog much sooner. I created proper modules for desktop environment. I did that in last monday, it took around 2 hours. After that I realized that there’re several issues that needs fixing. I had to take an almost week long break because of reasons and after it, I worked on some other project. Now, when I could I fixed those, bugs, but that quickly snowballed to adding new features, troubleshooting newly introduced bugs and even contributing an upstream fix to one of the programs I use (which still haven’t been merged :(). I’m trying to treat those devlogs more like blogs. Let me know if you like that. Discovery of the devlog: Startpage. Startpage is a search engine with focus on openness, just like DDG, which I used before. I find the results in it much better than DDG, mainly because it uses Google as upstream search provider instead of Bing. Happy Hacking!"}, {"post_id": 18367, "ts": "2026-06-29T14:27:09Z", "hours": 4.5689, "text": "Nushell is working! Obviously it’s not all I’ve been doing this 4 hours. You know the story: You write down a few things you want to improve, but while implementing one thing you notice three more that need a fix and later after 4 hours you don’t even remember what you have been working on. Maybe it’s just me, this project is also something very special for me, as it’s declaration of my working machine, for at least next few years, if not lifetime. If you’re reading this devlog on stardance frontpage, let me know if you like this format of dividing a devlog on a few hardly related parts, some of which are completely detached from the actual project. Saying it out-loud makes it look not like good idea. In my search for objectively™ best shell I tried all the mainstream ones, but in my opinion nothing (Ehem, elvish, ehem) comes close to nushell. It has almost all the features of fish and other modern shells, while adding unique and better way of interacting with data. I feel like I’m slowly finishing this project, there’s not much to do. Obviously this is one of those things that are always in development, because it is well, my personal system. Each time I want to add a package, I need to interact with my configuration and it’s a good thing. Happy Hacking!"}, {"post_id": 15181, "ts": "2026-06-24T17:46:39Z", "hours": 4.8486, "text": "I FINALLY GOT RID OF SPECIAL ARGS! Okay here’s why that change is important (I need to wait for CI to pass, so I have around 30 minutes of “free time”): Special args are variables that can be passed to modules. You have to explicitly “send” and explicitly “receive” them, which makes them kinda bad. They’re also non modular, meaning they can break without sender. I finally bit the bullet and moved to module based system. The advantages of them are as follows: No explicit receiving required Easier to create complicated expressions with Can be limited to a few values only Values can be something other than strings Officially supported by flake-parts, the framework I’m using More portable Generally they’re a superior options and I’m happy I implemented them. There’re still many things I want to work on: Plasma and Niri desktops with modules for DE configuration Nushell with modules for shell configuration Improving docs More hosts Other projects :) I forgot something for sure, but I’m honestly surprised that I could recall only so few things. Anyway, happy hacking!"}, {"post_id": 13624, "ts": "2026-06-22T10:42:43Z", "hours": 4.8506, "text": "Not always you have something big to talk about in a devlog This is yet again devlog full of minor, non interesting changes. I have been mainly troubleshooting my server (which btw is still not finished. which is wild), but I did many other things along that. Now I’m trying to move back to Plasma and implement proper module system. I expect that to be quite time consuming task, but… nothing. It’s just going to be time consuming. Another idea is changing the shell to nushell, so that’s second on the agenda. From the things unrelated to project itself, I changed my IDE from vscode to zed. I have lots of other projects in mind, so I will work on this in meantime. I don’t even have anything to show, so I will just add a screenshot of my editor. Dotfiles aren’t sexy."}, {"post_id": 8603, "ts": "2026-06-14T09:32:54Z", "hours": 4.8478, "text": "A massive, misc fixes PR shipped! It fixed a lot of small pain points and improved some existing features. The whole list of changed things is available on the screenshot. There’s so much to do now that I don’t know if I want to pause for a moment and work on other project."}]...
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Title: NixOS by @janekmusin | Stardance
Devlogs:
Title: NixOS by @janekmusin | Stardance
Devlogs:
A massive, misc fixes PR shipped! It fixed a lot of small pain points and improved some existing features. The whole list of changed things is available on the screenshot. There’s so much to do now that I don’t know if I want to pause for a moment and work on other project.
Not always you have something big to talk about in a devlog This is yet again devlog full of minor, non interesting changes. I have been mainly troubleshooting my server (which btw is still not finished. which is wild), but I did many other things along that. Now I’m trying to move back to Plasma and implement proper module system. I expect that to be quite time consuming task, but… nothing. It’s just going to be time consuming. Another idea is changing the shell to nushell, so that’s second on the agenda. From the things unrelated to project itself, I changed my IDE from vscode to zed. I have lots of other projects in mind, so I will work on this in meantime. I don’t even have anything to show, so I will just add a screenshot of my editor. Dotfiles aren’t sexy.
I FINALLY GOT RID OF SPECIAL ARGS! Okay here’s why that change is important (I need to wait for CI to pass, so I have around 30 minutes of “free time”): Special args are variables that can be passed to modules. You have to explicitly “send” and explicitly “receive” them, which makes them kinda bad. They’re also non modular, meaning they can break without sender. I finally bit the bullet and moved to module based system. The advantages of them are as follows: No explicit receiving required Easier to create complicated expressions with Can be limited to a few values only Values can be something other than strings Officially supported by flake-parts, the framework I’m using More portable Generally they’re a superior options and I’m happy I implemented them. There’re still many things I want to work on: Plasma and Niri desktops with modules for DE configuration Nushell with modules for shell configuration Improving docs More hosts Other projects :) I forgot something for sure, but I’m honestly surprised that I could recall only so few things. Anyway, happy hacking!
Nushell is working! Obviously it’s not all I’ve been doing this 4 hours. You know the story: You write down a few things you want to improve, but while implementing one thing you notice three more that need a fix and later after 4 hours you don’t even remember what you have been working on. Maybe it’s just me, this project is also something very special for me, as it’s declaration of my working machine, for at least next few years, if not lifetime. If you’re reading this devlog on stardance frontpage, let me know if you like this format of dividing a devlog on a few hardly related parts, some of which are completely detached from the actual project. Saying it out-loud makes it look not like good idea. In my search for objectively™ best shell I tried all the mainstream ones, but in my opinion nothing (Ehem, elvish, ehem) comes close to nushell. It has almost all the features of fish and other modern shells, while adding unique and better way of interacting with data. I feel like I’m slowly finishing this project, there’s not much to do. Obviously this is one of those things that are always in development, because it is well, my personal system. Each time I want to add a package, I need to interact with my configuration and it’s a good thing. Happy Hacking!
I meant to write this devlog much sooner. I created proper modules for desktop environment. I did that in last monday, it took around 2 hours. After that I realized that there’re several issues that needs fixing. I had to take an almost week long break because of reasons and after it, I worked on some other project. Now, when I could I fixed those, bugs, but that quickly snowballed to adding new features, troubleshooting newly introduced bugs and even contributing an upstream fix to one of the programs I use (which still haven’t been merged :(). I’m trying to treat those devlogs more like blogs. Let me know if you like that. Discovery of the devlog: Startpage. Startpage is a search engine with focus on openness, just like DDG, which I used before. I find the results in it much better than DDG, mainly because it uses Google as upstream search provider instead of Bing. Happy Hacking!
I finally bit the bullet and set up nixos on my desktop (hostname Victim). With that, there’s (almost) nothing stopping me from working on some more serious projects. Aside from that, I don’t really remember what I have been doing since last devlog, because I went on small Distrohoping arc and worked on some other projects, in other YSWSes. Discovery of the devlog: Fedora Rawhide. I never liked fedora, because of how slow it updates, but rawhide fixes that. Still, in my opinion it is last gen distribution, with manual updates and imperative system management, so I can’t recommend it. Happy Hacking!...
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1792601309.367574
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1793206109.367574
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18132
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DLAB 2D game engine by @dravenlancaster79 | Starda DLAB 2D game engine by @dravenlancaster79 | Stardance...
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dravenlancaster79
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0
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24.34
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0
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[]
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[{"post_id": 18005, "ts": "202 [{"post_id": 18005, "ts": "2026-06-28T23:39:10Z", "hours": 5.8681, "text": "HI LOW EVERYBODY, its been a few days again and Ive added so much its cool, LUA is now incorperated and fully working :) , I reduced my main.cpp file down to NOTHING and created an application loop funtion that holds the guts of the window, I incorperated the start of a batch renderer so YA!! Im Guessing I SHOULD have a demo game out and ready within 3 days so YAYA SUCCESS IS AHEAD!!!"}, {"post_id": 15465, "ts": "2026-06-25T04:35:09Z", "hours": 1.2989, "text": "HELLO EVERYBODY, so after a short break I finished making a few new classes and solutions one of them being the “core” soltuion, i basically made some components for it they include the entity comp, the sprite comp, the ID Comp, and the registry, After i compleated that i made a ECS wrapper and made my first ENTITY YAYYAYAY(its just the cube but now Mr. Cube is registered and has an ID ;) ) so that’s bery nize, SUCCESS IS AHEAD!!"}, {"post_id": 15348, "ts": "2026-06-24T23:11:22Z", "hours": 2.2764, "text": "HELLO!! long time no see, so pretty much I did lots and lots of research and I came across Entt, the entity component system used by diablo and minecraft it handles things like hitboxes health ect just basic funtions, so i used it to create and register my first entity and in the process I accidentally made my picture look kinda analog and spooky so any help with this PLEASE LET ME KNOW"}, {"post_id": 13896, "ts": "2026-06-22T19:38:49Z", "hours": 0.6325, "text": "after a long time of debugging, I must admit… I gave in, i used copilot to help me debug and Im not proud of it but man enough to say it… it worked :("}, {"post_id": 13857, "ts": "2026-06-22T18:18:57Z", "hours": 2.0731, "text": "i made a custom shader class to clean up the main.cpp editor file, I broke everything.. and now I’m tweakin , the whole solution is like falling apart and Im so so very excited to fix it(not), my logger broke and I cannot tell WHY IT KEEPS BREAKING, I look up source code, implement the fixes, and boom NOTHING HAPPENS the same error { vformat : is overloaded} is happening and im lowk about to just skip fixing it and move on with cout any(PLEASE HELP ME) anyways SUCCESS IS AHEAD"}, {"post_id": 13495, "ts": "2026-06-22T02:51:48Z", "hours": 4.4617, "text": "its been a few days full of frustration, So much so, I…(drum roll pleassee)…. MADE A LOGGER insert confetti here, after lots of tests and my solutions constantly breaking on me I inserted and completely “rewired” the error functions of my engine to make it a lot easier to debug errors, I hope to have this functional within the following days(yayayyaya)"}, {"post_id": 11652, "ts": "2026-06-19T00:07:07Z", "hours": 1.0731, "text": "So i spent some time creating a camera function using GLM, and i successfully got it to load about a corner of my textured cube (SUCCESS) now i plan on incorporating shaders(fully they broke recently), Im a little nervous for the cam tho cuz it lowkey was upside down and I DONT know how to fix it …. ALSO incorporated an error function just in case stuff goes haywire and down below is an example of an error you might see! SUCCESS IS AHEAD:))))"}, {"post_id": 11431, "ts": "2026-06-18T18:15:30Z", "hours": 1.9742, "text": "After a few hours(and a a break day) I completed step 2 of the roadmap TEXTURES ARE ABLE TO BE LOADED AND COMPILED YAYAYAYAY so pretty much I added soil v 0.1.1 and followed the how to on GL_textures aswell as on soil and I successfully wrapped my first texture around my rectangle, success is AHEAD!!! ~~:)"}, {"post_id": 10309, "ts": "2026-06-16T23:32:55Z", "hours": 1.2175, "text": "STEP ONE OF THE ROADMAP COMPLETE Currently integrated a shader funtion that creates compiles fragment and vertex shaders, and I was able to draw one SINGLE FLESH COLORED TRIANGLE [( ;^} ) <—Me fr, Open GL has been awesome to me at times and was CRUCIAL in helping me debug because at one point (for some reason) all of my shaders REFUSED to compile and using the terminal it helped me identify the trouble spots(thank you REDDIT)!!! SUCCESS IS AHEAD"}, {"post_id": 9760, "ts": "2026-06-16T06:02:08Z", "hours": 1.9619, "text": "After so many, GRUELING TERRIBLE HORRIFIC Hours of debugging, i finally have my first sign of success(I literally was about to throw my laptop and cry) a open window with the escape key WORKING all of this is from scratch from the text to the input, What I did today Created 3 static libraries -UTIL where I put my wrapper, turns out C++ is very specific,( one Letter in line 54 was off and it broke the whole thing) image -GLAD an open source tool i used to help me fully setup OPENGL took many tutorials and a reading a foreign videos engl subtitles but it works now turns out my issue was that the main src file for glad was never included in the project but esta buen now!!! image -DLAB_WINDERS the main project for window creation ect, for some reason the color function isnt working i can tell because the window is GREY instead of BLUE image image and one EXE _EDITOR the main editor for the engine, as of now its just a blank window with some Console text"}, {"post_id": 9579, "ts": "2026-06-15T23:17:02Z", "hours": 1.5056, "text": "Spent quite a bit of time making the window function, the main GUI aspect of this Engine, So far i ran into many issues, one of them forced me to revert to SDL2.6.5 which is ok, but SUCSESS IS AHEAD"}]...
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Title: DLAB 2D game engine by @dravenlancaster79 | Title: DLAB 2D game engine by @dravenlancaster79 | Stardance
Devlogs:
Spent quite a bit of time making the window function, the main GUI aspect of this Engine, So far i ran into many issues, one of them forced me to revert to SDL2.6.5 which is ok, but SUCSESS IS AHEAD
After so many, GRUELING TERRIBLE HORRIFIC Hours of debugging, i finally have my first sign of success(I literally was about to throw my laptop and cry) a open window with the escape key WORKING all of this is from scratch from the text to the input, What I did today Created 3 static libraries -UTIL where I put my wrapper, turns out C++ is very specific,( one Letter in line 54 was off and it broke the whole thing) image -GLAD an open source tool i used to help me fully setup OPENGL took many tutorials and a reading a foreign videos engl subtitles but it works now turns out my issue was that the main src file for glad was never included in the project but esta buen now!!! image -DLAB_WINDERS the main project for window creation ect, for some reason the color function isnt working i can tell because the window is GREY instead of BLUE image image and one EXE _EDITOR the main editor for the engine, as of now its just a blank window with some Console text
STEP ONE OF THE ROADMAP COMPLETE Currently integrated a shader funtion that creates compiles fragment and vertex shaders, and I was able to draw one SINGLE FLESH COLORED TRIANGLE [( ;^} ) <—Me fr, Open GL has been awesome to me at times and was CRUCIAL in helping me debug because at one point (for some reason) all of my shaders REFUSED to compile and using the terminal it helped me identify the trouble spots(thank you REDDIT)!!! SUCCESS IS AHEAD
After a few hours(and a a break day) I completed step 2 of the roadmap TEXTURES ARE ABLE TO BE LOADED AND COMPILED YAYAYAYAY so pretty much I added soil v 0.1.1 and followed the how to on GL_textures aswell as on soil and I successfully wrapped my first texture around my rectangle, success is AHEAD!!! ~~:)
So i spent some time creating a camera function using GLM, and i successfully got it to load about a corner of my textured cube (SUCCESS) now i plan on incorporating shaders(fully they broke recently), Im a little nervous for the cam tho cuz it lowkey was upside down and I DONT know how to fix it …. ALSO incorporated an error function just in case stuff goes haywire and down below is an example of an error you might see! SUCCESS IS AHEAD:))))
its been a few days full of frustration, So much so, I…(drum roll pleassee)…. MADE A LOGGER insert confetti here, after lots of tests and my solutions constantly breaking on me I inserted and completely “rewired” the error functions of my engine to make it a lot easier to debug errors, I hope to have this functional within the following days(yayayyaya)
i made a custom shader class to clean up the main.cpp editor file, I broke everything.. and now I’m tweakin , the whole solution is like falling apart and Im so so very excited to fix it(not), my logger broke and I cannot tell WHY IT KEEPS BREAKING, I look up source code, implement the fixes, and boom NOTHING HAPPENS the same error { vformat : is overloaded} is happening and im lowk about to just skip fixing it and move on with cout any(PLEASE HELP ME) anyways SUCCESS IS AHEAD
after a long time of debugging, I must admit… I gave in, i used copilot to help me debug and Im not proud of it but man enough to say it… it worked :(
HELLO!! long time no see, so pretty much I did lots and lots of research and I came across Entt, the entity component system used by diablo and minecraft it handles things like hitboxes health ect just basic funtions, so i used it to create and register my first entity and in the process I accidentally made my picture look kinda analog and spooky so any help with this PLEASE LET ME KNOW
HELLO EVERYBODY, so after a short break I finished making a few new classes and solutions one of them being the “core” soltuion, i basically made some components for it they include the entity comp, the sprite comp, the ID Comp, and the registry, After i compleated that i made a ECS wrapper and made my first ENTITY YAYYAYAY(its just the cube but now Mr. Cube is registered and has an ID ;) ) so that’s bery nize, SUCCESS IS AHEAD!!
HI LOW EVERYBODY, its been a few days again and Ive added so much its cool, LUA is now incorperated and fully working :) , I reduced my main.cpp file down to NOTHING and created an application loop funtion that holds the guts of the window, I incorperated the start of a batch renderer so YA!! Im Guessing I SHOULD have a demo game out and ready within 3 days so YAYA SUCCESS IS AHEAD!!!...
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1792788442.9367037
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1793393242.9367037
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69331
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★-My portfolie-but make it better and underwater - ★-My portfolie-but make it better and underwater -★ by @253_Mathilde_IYKYK | Stardance...
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253_Mathilde_IYKYK
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0
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24.31
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0
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[]
|
[{"post_id": 83311, "ts": "202 [{"post_id": 83311, "ts": "2026-10-27T17:47:00Z", "hours": 2.3064, "text": "Have I ever made a menu before? No. Can I believe that it is that easy. Also no. Do I actually love it? Yes, sssss. I just love the little space moment with the window and the little detail with the earth in the background. The colours are colouring, and I am just super proud that the menu works. I’ll now do the content and finish the content tomorrow and start the README. The content and the README will take much time, so I have to hurry. Thanks for reading <3"}, {"post_id": 83228, "ts": "2026-10-27T12:17:46Z", "hours": 2.5153, "text": "I present to you: The education site!!!!!! And the start of the observatory, hehe. I added a cute little new site with a grid and an object (the grid is pretty empty right now because it only holds my stardance certificate due to the fact that I would have to black out ALL my other stuff completely, personal data, etc.), but it looks pretty good, and the styling of the PDF thing was a pain. I also started with the observatory and made that new font, that super matching spaceship cursor and a completely new background. For better understanding: The background is not one image. Every piece is on its own and then per Z-Index + position styled. The observatory will hold code resources, resources for text, and all that kind of stuff. It’ll basically be a library. What do we think about the new site? Thanks for reading <3"}, {"post_id": 83023, "ts": "2026-10-26T16:16:52Z", "hours": 2.1894, "text": "So I have to take a break asap because I am working non-stop, but just look at it! All these houses look sooo good. I also changed one (in the drawing the site with my sites was a normal building just like the GitHub one) into a museum, and I love it. The GitHub building also has this thing on the top, yk, that advertisement that you normally see on buildings. The GitHub house, the contact site, and pretty soon my site work. The site has an actual book that works with 3D and looks super duper old. I am finished with the code, just changing a little bit more of the graphics for it, but it works. I also added a text thingy that shows when you hover on items to make it more user-friendly. I really like where we are going, and I am working as fast as I can! Thanks for reading <3"}, {"post_id": 82953, "ts": "2026-10-26T11:12:16Z", "hours": 2.8158, "text": "Okay, so as you can see, we are close to finishing the contact site. So the hover effect works with bubbles, but the click thing (yk clicking on the link) works a little bit hard. That is not a big issue, though, because the contact form works best, and the main task of a contact site is to contact me, so it does its job. I am pretty happy about this site, and now all I’ll do is add a home button, and then it is up to the next site/house. Thanks for reading <3"}, {"post_id": 82791, "ts": "2026-10-25T20:40:10Z", "hours": 2.9419, "text": "We are backkkkkkkkkk! So I know I have to work A LOT due to this short amount of time, but I think that I can at least finish the desktop version. I just made the some graphics for the heading (it is that wood you find underwater don’t ask me the English word for it), and I also started working on the bubbles. The bubbles are supposed to show the text of their content on a hover, and I am currently working on that. Love how it looks so far. Thanks for reading, and thanks for actually being here after all, haha. <3"}, {"post_id": 79989, "ts": "2026-10-15T19:24:52Z", "hours": 2.5886, "text": "So what did I do today: For you I did norhing but for me I worked my life through responsive tutorials and started making the site responsive. Because this is my portfolio and it has to work on phones or laptops/tablets too. My plan is to only build the deskop site for now ship then the phone ship and then the tablet/laptop. For the phone version there will be somehting to move around the submarine I believe. Thanks for reading and thanks @matthewwong12 for your help <3"}, {"post_id": 79639, "ts": "2026-10-14T19:59:03Z", "hours": 2.0053, "text": "And another update for today: Fullscreen should work now. It would really help if you tried it out (go to the site and then F11 on windows ,idk apple) and tell me if everything looks right. This was pretty complicated for me but at least I figured a way out. Thanks for reading and your help <3 and here is the link: https://253-mathilde.github.io/My-portfolio/"}, {"post_id": 79546, "ts": "2026-10-14T15:25:26Z", "hours": 4.0094, "text": "That escalated quickly. Really really quickly. The music player is soooooooo good. I cannot be calm about this I am sorry. Look at all the fishes and uhh the light feature works with a flashlight or the key l or L now. The font has changed,it also got an hover effect the background music get’s you so in the zone and just imagine how I’ll build so much stuff into this. I am sooo happy and yes yes Ik I normally log every 2 hours but I coded in school and couldn’t write one and I was so in the work thingy that I couded 2 more hours at home. What do you think about the cursor? I made it myself and added that bubble effect that follows the submarine. Thanks for reading <3"}, {"post_id": 79386, "ts": "2026-10-13T19:23:20Z", "hours": 0.8442, "text": "As you can see, I added this super cool new feature: the dark mode. As I love dark modes, they are kind of boring on sites because they always look the same and often aren’t really designed (they just make EVERYTHING black -no, I don’t want to look at a black wall), so I added a cooler way for my site. It is currently working with an and not an but I’ll change that tomorrow as well as the cursor because the current cursor does look good but is super bad to use. Thanks for reading <3 SR FOR THE VD I REALLY NEED AN UPGRADE FOR THAT"}, {"post_id": 79067, "ts": "2026-10-12T15:43:05Z", "hours": 2.0939, "text": "I decided to start working on my next project while waiting for the other one to get accepted (from Google). This project will be an upgraded version of my personal site. I want to build something like an underwater city with houses, and each house holds information, so for example, you click on the telephone cell to get to an under site which shows my contact information, etc. I just worked on the graphics and stuff a little, and I kind of missed that. Do not get me wrong, I love my other project, but this is just so relaxing and calming at the moment. This site will also have a dark mode where your cursor turns into a flashlight, btw. What do we think about this idea? Thanks for reading <3"}]...
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Title: ★-My portfolie-but make it better and under Title: ★-My portfolie-but make it better and underwater -★ by @253_Mathilde_IYKYK | Stardance
Devlogs:
I decided to start working on my next project while waiting for the other one to get accepted (from Google). This project will be an upgraded version of my personal site. I want to build something like an underwater city with houses, and each house holds information, so for example, you click on the telephone cell to get to an under site which shows my contact information, etc. I just worked on the graphics and stuff a little, and I kind of missed that. Do not get me wrong, I love my other project, but this is just so relaxing and calming at the moment. This site will also have a dark mode where your cursor turns into a flashlight, btw. What do we think about this idea? Thanks for reading <3
As you can see, I added this super cool new feature: the dark mode. As I love dark modes, they are kind of boring on sites because they always look the same and often aren’t really designed (they just make EVERYTHING black -no, I don’t want to look at a black wall), so I added a cooler way for my site. It is currently working with an and not an but I’ll change that tomorrow as well as the cursor because the current cursor does look good but is super bad to use. Thanks for reading <3 SR FOR THE VD I REALLY NEED AN UPGRADE FOR THAT
That escalated quickly. Really really quickly. The music player is soooooooo good. I cannot be calm about this I am sorry. Look at all the fishes and uhh the light feature works with a flashlight or the key l or L now. The font has changed,it also got an hover effect the background music get’s you so in the zone and just imagine how I’ll build so much stuff into this. I am sooo happy and yes yes Ik I normally log every 2 hours but I coded in school and couldn’t write one and I was so in the work thingy that I couded 2 more hours at home. What do you think about the cursor? I made it myself and added that bubble effect that follows the submarine. Thanks for reading <3
And another update for today: Fullscreen should work now. It would really help if you tried it out (go to the site and then F11 on windows ,idk apple) and tell me if everything looks right. This was pretty complicated for me but at least I figured a way out. Thanks for reading and your help <3 and here is the link: https://253-mathilde.github.io/My-portfolio/
So what did I do today: For you I did norhing but for me I worked my life through responsive tutorials and started making the site responsive. Because this is my portfolio and it has to work on phones or laptops/tablets too. My plan is to only build the deskop site for now ship then the phone ship and then the tablet/laptop. For the phone version there will be somehting to move around the submarine I believe. Thanks for reading and thanks @matthewwong12 for your help <3
We are backkkkkkkkkk! So I know I have to work A LOT due to this short amount of time, but I think that I can at least finish the desktop version. I just made the some graphics for the heading (it is that wood you find underwater don’t ask me the English word for it), and I also started working on the bubbles. The bubbles are supposed to show the text of their content on a hover, and I am currently working on that. Love how it looks so far. Thanks for reading, and thanks for actually being here after all, haha. <3
Okay, so as you can see, we are close to finishing the contact site. So the hover effect works with bubbles, but the click thing (yk clicking on the link) works a little bit hard. That is not a big issue, though, because the contact form works best, and the main task of a contact site is to contact me, so it does its job. I am pretty happy about this site, and now all I’ll do is add a home button, and then it is up to the next site/house. Thanks for reading <3
So I have to take a break asap because I am working non-stop, but just look at it! All these houses look sooo good. I also changed one (in the drawing the site with my sites was a normal building just like the GitHub one) into a museum, and I love it. The GitHub building also has this thing on the top, yk, that advertisement that you normally see on buildings. The GitHub house, the contact site, and pretty soon my site work. The site has an actual book that works with 3D and looks super duper old. I am finished with the code, just changing a little bit more of the graphics for it, but it works. I also added a text thingy that shows when you hover on items to make it more user-friendly. I really like where we are going, and I am working as fast as I can! Thanks for reading <3
I present to you: The education site!!!!!! And the start of the observatory, hehe. I added a cute little new site with a grid and an object (the grid is pretty empty right now because it only holds my stardance certificate due to the fact that I would have to black out ALL my other stuff completely, personal data, etc.), but it looks pretty good, and the styling of the PDF thing was a pain. I also started with the observatory and made that new font, that super matching spaceship cursor and a completely new background. For better understanding: The background is not one image. Every piece is on its own and then per Z-Index + position styled. The observatory will hold code resources, resources for text, and all that kind of stuff. It’ll basically be a library. What do we think about the new site? Thanks for reading <3
Have I ever made a menu before? No. Can I believe that it is that easy. Also no. Do I actually love it? Yes, sssss. I just love the little space moment with the window and the little detail with the earth in the background. The colours are colouring, and I am just super proud that the menu works. I’ll now do the content and finish the content tomorrow and start the README. The content and the README will take much time, so I have to hurry. Thanks for reading <3...
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1793130900.569225
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1793735700.569225
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71205
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Diggo by @JurekDev | Stardance
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JurekDev
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0
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24.31
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0
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[]
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[{"post_id": 82353, "ts": "202 [{"post_id": 82353, "ts": "2026-10-24T16:46:55Z", "hours": 24.3053, "text": "Completed a mvp Solana Launchpad. It’s live at https://diggo.fun . Comment for suggestions."}]...
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Title: Diggo by @JurekDev | Stardance
Devlogs:
Co Title: Diggo by @JurekDev | Stardance
Devlogs:
Completed a mvp Solana Launchpad. It’s live at https://diggo.fun . Comment for suggestions....
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1792860449.3756733
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1793465249.3756733
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43479
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Carouly - AI Marketing by @yursen_nezzari | Starda Carouly - AI Marketing by @yursen_nezzari | Stardance...
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yursen_nezzari
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0
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24.27
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0
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[]
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[{"post_id": 46240, "ts": "202 [{"post_id": 46240, "ts": "2026-08-13T10:45:35Z", "hours": 13.6703, "text": "Is it normal my project has been pending review for weeks ?"}, {"post_id": 40170, "ts": "2026-08-03T16:00:57Z", "hours": 10.5986, "text": "Finally shipped the MVP"}]...
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Title: Carouly - AI Marketing by @yursen_nezzari | Title: Carouly - AI Marketing by @yursen_nezzari | Stardance
Devlogs:
Finally shipped the MVP
Is it normal my project has been pending review for weeks ?...
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1793224436.3404431
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1793829236.3404431
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22862
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UrStudyBuddy by @kow4566 | Stardance
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kow4566
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2
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24.26
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427
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T06:51:22Z", "hours": 10.0, "multiplier": 18.49, "payout": 176, "blessing": "neutral", "text": "UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here.", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-10T13:25:27Z", "hours": 14.0, "multiplier": 17.82, "payout": 251, "blessing": "neutral", "text": "UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!", "repo": "https://github.com/koushikrajd2011-rgb/UrStudyBuddy", "demo": "https://urstudybuddy.vercel.app/"}]...
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[{"post_id": 69539, "ts": "202 [{"post_id": 69539, "ts": "2026-09-17T08:04:02Z", "hours": 0.2644, "text": "jst need to be edited again after sometime, cuz i mistakenly posted it"}, {"post_id": 69008, "ts": "2026-09-16T06:36:53Z", "hours": 0.8228, "text": "UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder"}, {"post_id": 68053, "ts": "2026-09-14T13:08:29Z", "hours": 4.4186, "text": "UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!"}, {"post_id": 64150, "ts": "2026-09-08T11:05:53Z", "hours": 1.5575, "text": "UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg"}, {"post_id": 60206, "ts": "2026-09-02T13:08:20Z", "hours": 2.1994, "text": "UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy"}, {"post_id": 45053, "ts": "2026-08-11T09:34:31Z", "hours": 0.5439, "text": "UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!"}, {"post_id": 44574, "ts": "2026-08-10T12:55:47Z", "hours": 0.7917, "text": "UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early"}, {"post_id": 44459, "ts": "2026-08-10T06:50:07Z", "hours": 1.4786, "text": "UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id=\"noteStyle\"> <option value=\"bullet\">Bullet points</option> <option value=\"paragraph\">Flowing paragraphs</option> <option value=\"flashcard\">Flashcard style</option> <option value=\"cornell\">Cornell notes (Cue+Summary)</option> </select> <select id=\"detailLevel\"> <option value=\"concise\">Concise summary</option> <option value=\"detailed\">Detailed explanation</option> <option value=\"eli5\">Explain like I'm new to this.</option> </select> <select id=\"tone\"> <option value=\"simple\">Simple, Everyday Language</option> <option value=\"exam\">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!"}, {"post_id": 43864, "ts": "2026-08-09T09:43:33Z", "hours": 1.5417, "text": "UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!"}, {"post_id": 41922, "ts": "2026-08-06T13:24:41Z", "hours": 1.0703, "text": "UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy"}, {"post_id": 39487, "ts": "2026-08-02T13:51:33Z", "hours": 2.3522, "text": "UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog."}, {"post_id": 35042, "ts": "2026-07-26T06:18:25Z", "hours": 1.2261, "text": "UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!"}, {"post_id": 30624, "ts": "2026-07-18T10:46:35Z", "hours": 1.1258, "text": "UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour."}, {"post_id": 26998, "ts": "2026-07-12T03:57:07Z", "hours": 1.4486, "text": "UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update."}, {"post_id": 26954, "ts": "2026-07-12T01:27:11Z", "hours": 1.1394, "text": "UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time."}, {"post_id": 26309, "ts": "2026-07-11T01:12:03Z", "hours": 1.3217, "text": "UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard."}, {"post_id": 25645, "ts": "2026-07-10T01:47:07Z", "hours": 0.5656, "text": "UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about."}]...
|
Title: UrStudyBuddy by @kow4566 | Stardance
Devlo Title: UrStudyBuddy by @kow4566 | Stardance
Devlogs:
UrStudyBuddy Devlog 1 - Whats tis about? This is UrStudyBuddy. I made this project cuz i thought it would be useful for some people or more. So i have decided to add some features which will help. Here u can make ur own timetable, add ur homework and list it all, and more ideas to be added. So for now, i have made the starting screen and i am planning to completly run this project on vercel. I used npm create vite@latest and added the required files as shown on the image like the assets and all and this is what i have done so far. I am yet to make a good UI which will take loads of time and adding some things which im yet to learn about.
UrStudyBuddy Devlog 2 - More HTML & dashboard updates So for about an hour and 15 min, i have added more html for different tasks in UrStudyBuddy so i dont put everything in the same html, and is quite easier for me aswll. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard. So the below pic is right now the current version of UrStudyBuddy (im tryna find a new name instead of Dashboard). As said in the below devlog i will be adding loads of features to make this one of the useful websites for studying. I will soon choose a new color and create new things within the dashboard.
UrStudyBuddy Devlog 3 - Homework HTML & stopwatch feature In this devlog i have worked a lot in javascript and started working on the html and a bit of css. There were loads of bugs with the main.js file and it took me like 10 to 15 minutes to get over it. I also made several github commits on the page. I have made the homework html and worked on the stopwatch feature (which shows time u have taken doing a hw) which was kinda complicated but easy to deal it. So within the next devlog i will try to somewhat make the timetable page better with features u can use. Later on the timetable will have the best features to customize it however you want and will make the download button after some time.
UrStudyBuddy Devlog 4 - File arrangement & name input I had loads on problem about the files arrangement . They were duplicated and had errors and github commits were not kinda workin…so it took a long time to fix that aswll. So now github wont be updated with the current files and will soon make new commits. This pic below is the name input section where u gonna basically put ur name any way u like to and will be used throughout ur session. If web page is closed and reopened it wont most likely to safe ur name and i will be working on it towards the end of the update.
UrStudyBuddy Devlog 5 - Combined HTML files & new features I have taken about 1 hour to update my main.js because there were new changes i want to make to my file. So first of all, it started with 4-5 html files each with different features and now i have combined them and commited to github repo. I have made about 2-3 github commits today. Now this project can store your name and save it in your browser and works everytime u comeback to login, and i have changed some behaviours of some buttons in this project. The picture below is the newly updated html file, its basically all 4 html files into one and it really didnt take that much time, even tho there were some bugs but easy to fix. In css, i learnt things like animation, i also learnt some parts of it from previous hours of working. Here is the code that is included in my project files - @keyframes slideUp { from { transform : translateY ( 20px ); opacity : 0 ; } to { transform : translateY ( 0 ); opacity : 1 ; } } Finally, i have decided to come up with fun features and dont wanna make this project rlly boring. Thats all i have done within 1 hour.
UrStudyBuddy Devlog 6 - New settings, upper dock & digital clock This past hour i have worked on many ideas, i had to research a lot about downloading and stuff in js (i havent started and its gonna be lots of work inlcuding the ai generated notes). I have created a new setting and an upper dock in this project. It lets you use dark mode. Im gonna be setting the full project theme in purple for now and then change many things, the color theme isnt finalised yet and im deciding to make it light brown themed. I havent come across any bugs right now, the project is being functional and working well! For the above bar (dock) i have made buttons which are not functional yet but im going to add many things which will be useful. I have also made a digital clock for the website. 3-5 commits from the past 1 hr and 13 mins. Thats all for tdy!
UrStudyBuddy Devlog 7 - CSS rework & debugging It took loads of time in debugging, havent checked the output yet, and didnt code much but i did commit some commits in github this time. To be honest, within 2 hours i spent like an hour in css and the rest in debugging cuz i culdnt link java and css within the html as usual due to some bugs and kept switching browsers, and had an event recently so culdnt work much or wuldve gotten like 4-5 hrs this devlog. So pretty much what ive worked on this project is that i reworked my full css code cuz there were load of ideas in my mind and making some UI for the buttons to make it look cool for the website. Nothing much other than debugging for mins. Thats all for this devlog.
UrStudyBuddy Devlog 8 - Darkmode toggle and dock update and new stuff!! So for this update i have gotten the dark mode working, quite a miracle after spending sometime fighting bugs. The dark mode had issues until i recoded and finally it works. Check the below screenshot - its the dark mode for now. I really cant decide which color i shuld set for the website. I have worked on the dock as well as you can see in the screenshot below. I will soon update the dock styling and add extra buttons to it. I am planning to add extra stuff to the project to make it really awesome : - Login Streak Login feature (excluding sign in using google for now) Preview of what you have done so far Motivational quotes every 10 min Lofi music for studying Im planning more stuff to be added to this project. So stay tunned for more! Thats all for tdy
UrStudyBuddy Devlog 9 - CSS/JS reworks and new features This time i have got some really great ideas to make this project look really attractive and cool, so i have taken some time to research rlly good fonts for a website and i have gotten it here as seen in the screenshot. I have used ‘AI for some bit of js’ to help me with the study streak cuz it was confusing, came over minor bugs and have commited to github quite a lot tis time ( i had an issue with this aswll (took me 10-15 min to push a commit). I have decided to use the theme of the project color to orange & brown, its a rlly good combination and hope to use it pretty well. I also have come up with some lofi music yt links so it can be changed in a section which will be added soon!! (feel free to send ur fav lofi music in the comment section if you want to). I have also changed some of the fonts to cursive as you can see and it has alrdy become on of my favourite parts of this project journey so far and i cant wait to use it more ! I have added features like the tasks preview, study streak (functional right now) and the number of hours everyone has spent in this website, will work on minutes being shown in this part aswell. I will soon be comin up with more stuff like - background changable virtual study room study methods like pomodoro timer etc And yep, thats all within tis update for now, now ima make it better and better !!!
UrStudyBuddy Devlog 10 - File debugging and AI notes For this devlog, i havent spent much time coding, tbh i spent debugging on git push errors again, and had some duplicated files which later was solved . I dont have things to talk about much this devlog but i have found some good lofi music which seems to be pretty good and more, im gonna put it in the virtual study room (which im planning to make it pixelated and its kinda short but so cool). This idea is just a rough concept but if i do have the time i can lock in and make it look insane, but il try my best to make a rlly good virtual study room. As you can see in the picture, it took loads of time for figuring out the duped files and now its clean and tidy. This is the current Upload your notes sector of the project. In this part, u can choose you u would like your notes to be, here is the code : - <select id="noteStyle"> <option value="bullet">Bullet points</option> <option value="paragraph">Flowing paragraphs</option> <option value="flashcard">Flashcard style</option> <option value="cornell">Cornell notes (Cue+Summary)</option> </select> <select id="detailLevel"> <option value="concise">Concise summary</option> <option value="detailed">Detailed explanation</option> <option value="eli5">Explain like I'm new to this.</option> </select> <select id="tone"> <option value="simple">Simple, Everyday Language</option> <option value="exam">Exam focused, Academic tone</option> </select> These r the features that lets u customize how u want ur notes and u can send these notes to any gmail or email soon! And yep thats all for this devlog, will come back for more!!!
UrStudyBuddy Devlog 11 - Now runs on vercel Now it can finally run on vercel, and right now the project is quite ready to use but not all features yet but this devlog will be the last one before the 1st ship of this project and im proud of it. And i got the gemini workin on my project’s AI notes section, but there is a problem and i will fix it within the next ship. I got some help from claude and have commited to github too. Every 10 min you will get a motivational quote and i think it was fun getting the ideas too! Nothing much this devlog, i have around 29 github commits now (i dunno if its great or not, tried my best). And this time i added a new focus timer pomodoro - as said in the previous devlogs. I am also working with the UI and the fonts to make it way better. And thats all for this devlog, and will soon ship it tommorow!!!🚢 !! ig i shipped it early
UrStudyBuddy Devlog 12 - Color theme update and dashboard stuff!! Nothing much this update, but after long 14-15 hrs i have finally changed the theme of the project, its brown and its awesomeee to me!! As you can see the below screenshot, its the dark mode and i feel its great, I have also edited the buttons to have a 3D effect cuz i like these type of buttons and i have used it in other projects of mine aswll. I also have created a ripple effect on the dashboard page which u can try out, its jst rough for now and doesnt seem good but by next 2-3 devlogs it will evolve So whats next ? Background/theme switching Login streaks tied to real accounts Real account login, multi-device Real transactional email (To send AI Notes) And that’s all for this devlog!!
UrStudyBuddy Devlog 13 - Login page and more This devlog is about 2 hours but i have come back to this project after a very long timee. So i have decided to come back with some really good news - Login page has come into production and will soon begin the next devlog!!! I have acknowledged some reviews after proposing this project on slack and i have decided to fix the minor bugs and add some stuff. The project seems to be a lil boring with same color so the background so i will make the background customizable and changable (but the current theme will be set default unless you change it) What i have done so far I have started working on the login page (some buttons wont work for now) Created two new js files under API file for login page so the accounts are stored in the database Planned on the study room (its gonna look really great) So check out my github for the code source and feel free to add any idea or bugs u find in the comments. And thats all for todayy
UrStudyBuddy Devlog 14 - Sign in and Login page first lookss!! !! The project has finally got its sign up/ log in page. It took quite sometime and finally got the hold of it. Along with the sign up page i have added a lil cloud above the page where it reacts to whatever you type or do. Move your cursor around and see its eyes moving . And it goes red when you type a wrong password or the email is wrong. Signing up lets you save your tasks and notes incase you missed them (im still working on tis part). I have commited to github quite a lot this devlog. I have also come across many bugs especially with the database, a huge story that ruined the sign up page, but now its fine. So what was the bug about ❓ Im writing this because i believe it could be common problem for many people (and i hope it solves yours if you have a similar problem too- When creating a login and signup page, there should be a database created in your source of deployement, i use vercel. There was a major problem with creating accounts when trying the project out. The database (Upstash Redis) was connected to the project, but only for the “live” version — not for testing on my own laptop. So locally, my code was trying to communicate to a database it couldn’t actually find. Tis problem was found by checking vercel dev on my vs code terminal and it couldnt find database connections. So what did i do? - copied the actual API token and url values straight from Vercel’s Environment Variables page and pasted them into local .env. I have also committed this to github - Commit d53f1a0 (it can make it much easier) There might be still some problems so this feature wont be working right now (some will tho). So feel free to comment if you come across any bugs when tryin out tis project . And thats all for today, the next devlog i will surely bring in - Login page working Study room Better AI Model for making notes And more fun ideas So thats all, see you next devlogg
UrStudyBuddy Devlog 15 - The neww zoneeeee! !! 4 hrs and 25 min is a bit too long so lets say it was 3 hrs and 45 min mostly spent after the 14th devlog. I have worked on something quite impressive but wierd to think of what its doing in such a project. what i have made , ive used AI - claude to make a rlly interesting thing Its called the fidget zone. The fidget zone is not something i really thought of at first because its a study site. But i realised maybe why not add it, some might have fun with it and so i have got it in my project. Try it out hereeee:- https://urstudybuddy.vercel.app/ For this fidget zone i used AI to get over with some bugs and sounds which worked quite well and its w!! I have also improved other things like the:- Auto save feature, create an account using ur email or username, get yourself logged in and work with anything like notes. If you leave, it gets saved and u can come back anytime for it in ur digital folder. I am still working on it for the timetable because it quite difficult to get over with it. And check out my project and try out anything u like, im also taking in comments and ratings from slack so i can improve it to make it ideal for all So see yall for the next devloggg!!
UrStudyBuddy Devlog 16 - Before the second shipp So this 16th devlog will be the last devlog before the second ship, or mostly my last ship before this project ends cuz i might get a lil busy. So i have finally added the best part of the urstudybuddy and infact the most useful resource out of the rest in the project - The Study Room . It was rlly a great thing ive made along with the help of ai for some parts like the background and bugs to fix. Ive also added a new color picker for your background. I felt like brown shldnt be the main one, so il leave the choice to u to choose what colour background u rlly like. Explore my project to try my other colourss too!! 🎨 So what is new this update New color picker for your background Study room In the study room u can choose background, 4 lofis and focus with the pomodoro timer And yep pretty short but this is all for this devlogg and ima shipp the very next second i upload all the 4 lofis into my folder
jst need to be edited again after sometime, cuz i mistakenly posted it
Ships:
UrStudyBuddy Ship - The first version FINALLY it works, UrStudyBuddy has reached a good stage and is now gonna be prepared for a way better version by me soooon! I have added my pomodoro timer, the generating notes work - i used gemini for this one ( in the sense of api key ) and when uploading ur pdf, make sure it is typed text and not pictures or any unclear sources ur uploading. What it does Upload notes — upload a PDF, pick a style (bullet points, flashcards, Cornell notes, whatever fits how you study), and AI generates genuinely new notes plus a 5-question quiz from it. Homework list — add tasks, tick them off, see your progress right on the dashboard. Timetable — a full weekly grid, click any cell and just type into it. Stopwatch + Pomodoro timer — track a study session, or use the Work/Break Pomodoro cycle. Dashboard that actually shows something — today’s homework preview, your study streak, and how many hours people around the world have studied on the app. Dark mode , because obviously. Im pretty proud of spending loads of time on this project and im yet to make it wayyy better. Hope you like it, and thats all for this ship!
UrStudyBuddy - The Second Ship Im rlly proud to see i have made tis project and when through loads of fixes (even during my examss) and i hope ul try it and to yall whoever is trying tis project a huge thank youu. Now u can scroll down What is this project capable of? Dashboard – See your homework, study streaks, and study stats all in one place. AI Notes – Upload a PDF and use AI to turn it into useful study notes. AI Quiz Generator – Automatically generate quizzes based on your uploaded notes. Saved Notes – Save your generated notes and come back to them later. Email Notes – Send your notes directly to your email. Weekly Timetable – Plan and organise your schedule from Monday to Sunday. Download Timetable – Download your timetable to use outside the website. Homework Tracker – Add homework and keep track of what you need to finish. Pomodoro Timer – Use focus sessions to help you stay on task while studying. Study Room – A dedicated space made for focused studying. Lofi Music Player – Listen to background music while you study. Study Scenes – Change the atmosphere of your study room. Fidget Zone – Take a quick break from studying with some simple interactive activities. Dark Mode – Switch to a darker theme for studying at night. Accounts – Sign up and log in to keep your study stuff together. Study Streaks – Keep track of how consistently you’ve been studying. Study Stats – See your study progress over time. These are all that has happened for this ship and will soon try to make a v2 of UrStudyBuddy, and thats all, try the project to see the other features not listed here....
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1793127025.1901562
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1793213425.1901562
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47664
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Uranometria by @reimunyancat | Stardance
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reimunyancat
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0
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24.21
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0
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[]
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[{"post_id": 59422, "ts": "202 [{"post_id": 59422, "ts": "2026-09-01T07:52:21Z", "hours": 9.0092, "text": "Devlog #3 This one is three small things instead of one big thing. Controls, a code viewer, and a demo mode. The flight controls were bad, so I fixed them The first version had WASD and a speed of 12. That was it. Flying across the galaxy felt like wading through water, vertical movement was on Space/Shift which is apparently not what anyone expects, and the camera started and stopped instantly, which felt robotic. New setup: base speed is 30, Shift is sprint (3.5x), E goes up and Q goes down, and scrolling the wheel multiplies your speed up or down so you can be precise inside a solar system and fast between constellations. Movement also has acceleration and deceleration now via lerping the velocity vector. This alone made it feel like an actual spaceship instead of a camera on rails. Clicking a file moon opens the code The moons in a solar system were just decoration, so now clicking one fetches the file through the server and opens a side panel with syntax highlighting via highlight.js. The trick on the server side is sending Accept: application/vnd.github.raw to the contents API, which hands back the raw file instead of a base64 blob wrapped in JSON. Saved me a decode step and a headache. One small thing I got wrong first: I put a key on the <Canvas> to reset the camera when switching views, then forgot that clicking things while pointer lock is active is its own mess. Tooltips and clicks work fine through drei’s event system, but I did waste ten minutes confused about why my onClick wasn’t firing before realizing I had the handler on the wrong component. Demo mode There was no way to look at anyone’s galaxy except mine, which defeats the entire point of sharing a link. Now there’s a username box in the corner; type any GitHub account and it builds their galaxy from public repos. The server just hits /users/:user/repos anonymously, since public data doesn’t need the app token. Anonymous calls are rate limited to 60/hour, so this will need caching or token routing later, but it works for now. Next up Private repos and the public share link, probably. That means real sessions instead of my hardcoded username, which I’ve been putting off because I know it will be annoying."}, {"post_id": 50957, "ts": "2026-08-20T13:00:32Z", "hours": 6.1617, "text": "Devlog #2 Last time ended with a working pipeline: GitHub App auth on a Rust server, my repo list coming back as JSON. This time the goal was simple to say and fun to do — turn that JSON into an actual galaxy, and make stars clickable so each repo opens up into its own little solar system. Trimming 300 fields down to 7 GitHub’s repo API returns an absurd amount of data per repository. Hundreds of fields, most of which I’ll never touch. So the server got a new /api/galaxy endpoint that maps each repo down to what the galaxy actually needs: name, language, stars, fork/archived flags, last push, description. The frontend never sees the raw GitHub payload, which also keeps the design honest — tokens and GitHub-shaped data stay server-side, the browser only gets our own format. Placing stars without a physics engine The interesting problem was layout. Repos need positions in 3D space, they shouldn’t overlap, and related repos should cluster. I went with constellations: a small heuristic buckets each repo into a group (Web, Systems, Games, AI, Tools) based on language plus keywords in the name and description. Each constellation gets a wedge of the galaxy, and inside the wedge, repos spiral outward from the group center. Star size is log-scaled from star count, because linear scaling either flattens the difference or explodes it. Color comes from GitHub’s own language colors — a Rust repo burns orange-brown, TypeScript blue. Forks and archived repos are hidden by default; a portfolio galaxy shouldn’t be full of other people’s work. Tooltips came from drei’s <Html> component, which pins actual DOM elements to 3D coordinates. Hover a star, get name, language, stars, constellation. Felt like cheating, in a good way. Clicking into a solar system Clicking a star now fetches that repo’s full file tree — one git/trees/HEAD?recursive=1 call through the server proxy — and lays out the top level as a system: directories become planets on an inner orbit, files become moons on an outer one, file size sets moon size, extension sets color. Two thin ring meshes mark the orbits so the structure reads at a glance. One trap I set for myself: switching views without resetting the camera left me stranded inside the old galaxy coordinates staring at nothing. Fixed by keying the <Canvas> on the selected repo so the camera respawns with the view. The back button is a plain HTML button floating over the canvas — sometimes the boring solution is the right one. The bug that wasn’t mine Finished the session with a scary-looking hydration error from Next.js. The diff showed an attribute trancy-version=\"7.9.1\" on the <html> tag that definitely isn’t in my code — because it isn’t. A translation browser extension injects it before React loads, and React correctly reports that server HTML and client HTML differ. Nothing to fix; I just learned to read hydration diffs before panicking. Any attribute that isn’t mine means an extension did it. Next up Moons that actually open files — a code viewer panel with syntax highlighting. And at some point the recursive tree needs real LOD handling, because a big monorepo would currently try to render everything at once."}, {"post_id": 48844, "ts": "2026-08-17T12:04:41Z", "hours": 9.0347, "text": "Devlog #1 Uranometria is the idea of turning a GitHub account into an explorable 3D galaxy repos become star systems, folders become planets, files become moons. This session was about getting the two ends of the stack alive: a Three.js scene you can actually fly around in, and a Rust server that talks to GitHub as a proper GitHub App. As a high school senior in Korea, I had to juggle studying for exams alongside this, so I ended up making quite a few silly mistakes. Flying between spheres Step zero was a playground: Next.js + react-three-fiber, a sun in the middle, a few planets around it, pointer-lock mouse look, and WASD flight. The flight part is a small FlyControls component that reads keys into a ref and moves the camera along camera.getWorldDirection() inside useFrame , so W always means “wherever I’m looking.” Simple, but it immediately felt like a spaceship, which is the whole point. (To be honest, I reused a lot of code from the previous project. I also know the current design is pretty bland, but I just couldn’t be bothered to change it. I’ll fix it later.) The scene itself took ten minutes. The ecosystem took the rest of the day. Talking to GitHub as an App The actual goal of the session: an axum server that authenticates as a GitHub App — sign a short-lived RS256 JWT with the app’s private key, trade it for an installation token, then call /installation/repositories . Read-only Contents permission, tokens never leaving the server, exactly like the design doc says. Where Uranometria stands Next.js + R3F scene: sun, planets, stars, pointer-lock + WASD flight working Rust (axum) server: GitHub App JWT auth, installation token flow, /api/repos proxy returning real data Three version-ecosystem traps documented so future-me never pays for them again Next up Rendering the actual galaxy — mapping the repo list onto star systems, with language picking the star color and stars deciding the corona. The fun part, finally."}]...
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Title: Uranometria by @reimunyancat | Stardance
D Title: Uranometria by @reimunyancat | Stardance
Devlogs:
Devlog #1 Uranometria is the idea of turning a GitHub account into an explorable 3D galaxy repos become star systems, folders become planets, files become moons. This session was about getting the two ends of the stack alive: a Three.js scene you can actually fly around in, and a Rust server that talks to GitHub as a proper GitHub App. As a high school senior in Korea, I had to juggle studying for exams alongside this, so I ended up making quite a few silly mistakes. Flying between spheres Step zero was a playground: Next.js + react-three-fiber, a sun in the middle, a few planets around it, pointer-lock mouse look, and WASD flight. The flight part is a small FlyControls component that reads keys into a ref and moves the camera along camera.getWorldDirection() inside useFrame , so W always means “wherever I’m looking.” Simple, but it immediately felt like a spaceship, which is the whole point. (To be honest, I reused a lot of code from the previous project. I also know the current design is pretty bland, but I just couldn’t be bothered to change it. I’ll fix it later.) The scene itself took ten minutes. The ecosystem took the rest of the day. Talking to GitHub as an App The actual goal of the session: an axum server that authenticates as a GitHub App — sign a short-lived RS256 JWT with the app’s private key, trade it for an installation token, then call /installation/repositories . Read-only Contents permission, tokens never leaving the server, exactly like the design doc says. Where Uranometria stands Next.js + R3F scene: sun, planets, stars, pointer-lock + WASD flight working Rust (axum) server: GitHub App JWT auth, installation token flow, /api/repos proxy returning real data Three version-ecosystem traps documented so future-me never pays for them again Next up Rendering the actual galaxy — mapping the repo list onto star systems, with language picking the star color and stars deciding the corona. The fun part, finally.
Devlog #2 Last time ended with a working pipeline: GitHub App auth on a Rust server, my repo list coming back as JSON. This time the goal was simple to say and fun to do — turn that JSON into an actual galaxy, and make stars clickable so each repo opens up into its own little solar system. Trimming 300 fields down to 7 GitHub’s repo API returns an absurd amount of data per repository. Hundreds of fields, most of which I’ll never touch. So the server got a new /api/galaxy endpoint that maps each repo down to what the galaxy actually needs: name, language, stars, fork/archived flags, last push, description. The frontend never sees the raw GitHub payload, which also keeps the design honest — tokens and GitHub-shaped data stay server-side, the browser only gets our own format. Placing stars without a physics engine The interesting problem was layout. Repos need positions in 3D space, they shouldn’t overlap, and related repos should cluster. I went with constellations: a small heuristic buckets each repo into a group (Web, Systems, Games, AI, Tools) based on language plus keywords in the name and description. Each constellation gets a wedge of the galaxy, and inside the wedge, repos spiral outward from the group center. Star size is log-scaled from star count, because linear scaling either flattens the difference or explodes it. Color comes from GitHub’s own language colors — a Rust repo burns orange-brown, TypeScript blue. Forks and archived repos are hidden by default; a portfolio galaxy shouldn’t be full of other people’s work. Tooltips came from drei’s <Html> component, which pins actual DOM elements to 3D coordinates. Hover a star, get name, language, stars, constellation. Felt like cheating, in a good way. Clicking into a solar system Clicking a star now fetches that repo’s full file tree — one git/trees/HEAD?recursive=1 call through the server proxy — and lays out the top level as a system: directories become planets on an inner orbit, files become moons on an outer one, file size sets moon size, extension sets color. Two thin ring meshes mark the orbits so the structure reads at a glance. One trap I set for myself: switching views without resetting the camera left me stranded inside the old galaxy coordinates staring at nothing. Fixed by keying the <Canvas> on the selected repo so the camera respawns with the view. The back button is a plain HTML button floating over the canvas — sometimes the boring solution is the right one. The bug that wasn’t mine Finished the session with a scary-looking hydration error from Next.js. The diff showed an attribute trancy-version="7.9.1" on the <html> tag that definitely isn’t in my code — because it isn’t. A translation browser extension injects it before React loads, and React correctly reports that server HTML and client HTML differ. Nothing to fix; I just learned to read hydration diffs before panicking. Any attribute that isn’t mine means an extension did it. Next up Moons that actually open files — a code viewer panel with syntax highlighting. And at some point the recursive tree needs real LOD handling, because a big monorepo would currently try to render everything at once.
Devlog #3 This one is three small things instead of one big thing. Controls, a code viewer, and a demo mode. The flight controls were bad, so I fixed them The first version had WASD and a speed of 12. That was it. Flying across the galaxy felt like wading through water, vertical movement was on Space/Shift which is apparently not what anyone expects, and the camera started and stopped instantly, which felt robotic. New setup: base speed is 30, Shift is sprint (3.5x), E goes up and Q goes down, and scrolling the wheel multiplies your speed up or down so you can be precise inside a solar system and fast between constellations. Movement also has acceleration and deceleration now via lerping the velocity vector. This alone made it feel like an actual spaceship instead of a camera on rails. Clicking a file moon opens the code The moons in a solar system were just decoration, so now clicking one fetches the file through the server and opens a side panel with syntax highlighting via highlight.js. The trick on the server side is sending Accept: application/vnd.github.raw to the contents API, which hands back the raw file instead of a base64 blob wrapped in JSON. Saved me a decode step and a headache. One small thing I got wrong first: I put a key on the <Canvas> to reset the camera when switching views, then forgot that clicking things while pointer lock is active is its own mess. Tooltips and clicks work fine through drei’s event system, but I did waste ten minutes confused about why my onClick wasn’t firing before realizing I had the handler on the wrong component. Demo mode There was no way to look at anyone’s galaxy except mine, which defeats the entire point of sharing a link. Now there’s a username box in the corner; type any GitHub account and it builds their galaxy from public repos. The server just hits /users/:user/repos anonymously, since public data doesn’t need the app token. Anonymous calls are rate limited to 60/hour, so this will need caching or token routing later, but it works for now. Next up Private repos and the public share link, probably. That means real sessions instead of my hardcoded username, which I’ve been putting off because I know it will be annoying....
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1792896594.7119265
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1793760594.7119265
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47022
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My-Terminal-Based-Story-Game by @miracyedier | Sta My-Terminal-Based-Story-Game by @miracyedier | Stardance...
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miracyedier
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0
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24.17
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0
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[]
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[{"post_id": 61163, "ts": "202 [{"post_id": 61163, "ts": "2026-09-03T23:02:14Z", "hours": 8.4414, "text": "Murder Drones reference"}, {"post_id": 55228, "ts": "2026-08-26T21:04:16Z", "hours": 10.4019, "text": "Made an choosing function! previev"}, {"post_id": 49108, "ts": "2026-08-17T18:50:30Z", "hours": 5.3283, "text": "Hold on…"}]...
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Title: My-Terminal-Based-Story-Game by @miracyedie Title: My-Terminal-Based-Story-Game by @miracyedier | Stardance
Devlogs:
Hold on…
Made an choosing function! previev
Murder Drones reference...
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1792889240.7854435
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1793753240.7854435
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61635
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15919ify+ by @sox123 | Stardance
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sox123
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2
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24.17
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242
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:12:52Z", "hours": 12.0, "multiplier": 9.68, "payout": 117, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}, {"ship_num": 2, "ts": "2026-09-28T12:28:21Z", "hours": 11.0, "multiplier": 11.03, "payout": 125, "blessing": "neutral", "text": "15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;", "repo": "https://github.com/Jimvel-src/15919ify", "demo": "https://sox.nekoweb.org/15919.html"}]...
|
[{"post_id": 81968, "ts": "202 [{"post_id": 81968, "ts": "2026-10-23T07:35:53Z", "hours": 0.5181, "text": "Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.)."}, {"post_id": 81304, "ts": "2026-10-20T19:17:24Z", "hours": 0.6564, "text": "Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc."}, {"post_id": 81050, "ts": "2026-10-19T17:39:25Z", "hours": 1.1714, "text": "Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers"}, {"post_id": 80369, "ts": "2026-10-17T12:54:19Z", "hours": 1.5278, "text": "Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay."}, {"post_id": 78363, "ts": "2026-10-10T15:44:18Z", "hours": 0.5742, "text": "Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge."}, {"post_id": 78125, "ts": "2026-10-09T17:07:49Z", "hours": 1.51, "text": "So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives."}, {"post_id": 77095, "ts": "2026-10-05T16:57:18Z", "hours": 0.365, "text": "Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)"}, {"post_id": 77071, "ts": "2026-10-05T15:31:32Z", "hours": 0.8778, "text": "Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion."}, {"post_id": 76451, "ts": "2026-10-03T15:48:32Z", "hours": 1.2714, "text": "So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls."}, {"post_id": 76174, "ts": "2026-10-02T16:06:26Z", "hours": 1.6156, "text": "Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good"}, {"post_id": 75868, "ts": "2026-10-01T12:38:30Z", "hours": 1.8589, "text": "So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console."}, {"post_id": 75818, "ts": "2026-10-01T07:50:40Z", "hours": 0.5394, "text": "Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js"}, {"post_id": 75583, "ts": "2026-09-30T14:12:09Z", "hours": 0.5403, "text": "Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)"}, {"post_id": 75165, "ts": "2026-09-29T10:59:05Z", "hours": 0.2714, "text": "I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory."}, {"post_id": 74831, "ts": "2026-09-28T12:07:43Z", "hours": 0.7611, "text": "finalised everything for the shipping"}, {"post_id": 74737, "ts": "2026-09-28T03:07:29Z", "hours": 0.3892, "text": "attempt at learning kannada logic"}, {"post_id": 74323, "ts": "2026-09-27T05:28:36Z", "hours": 1.4225, "text": "added a ton of shi"}, {"post_id": 72636, "ts": "2026-09-23T12:29:39Z", "hours": 0.5022, "text": "Rewrote CSS and added fonts, icons to make site look better."}, {"post_id": 72296, "ts": "2026-09-22T16:33:29Z", "hours": 1.3769, "text": "cooked up a good enough css for the site."}, {"post_id": 72236, "ts": "2026-09-22T14:42:46Z", "hours": 0.9306, "text": "update readme to add instructions."}, {"post_id": 71060, "ts": "2026-09-20T07:58:10Z", "hours": 0.7111, "text": "Added proper chillu support, and fixed example html bugs."}, {"post_id": 70675, "ts": "2026-09-19T15:56:05Z", "hours": 2.1819, "text": "Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l])."}, {"post_id": 69682, "ts": "2026-09-17T16:00:09Z", "hours": 1.0994, "text": "made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try."}, {"post_id": 67192, "ts": "2026-09-13T07:55:46Z", "hours": 1.2806, "text": "Rewrite most of the stuff, it was stupid."}, {"post_id": 67133, "ts": "2026-09-13T06:09:19Z", "hours": 0.6619, "text": "Start of the code, setting up dicts"}]...
|
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Title: 15919ify+ by @sox123 | Stardance
Devlogs:
Start of the code, setting up dicts
Rewrite most of the stuff, it was stupid.
made the tokens to malayalam converter. Also, side note, i dont think i have the time to make this multilangauge, but i will try.
Fixed major errors, Made a no-css example page for js implementation, and added almost all characters. Still need to fix conjucted characters (കൂട്ടക്ഷരങ്ങൾ, [kuu.t.tak.sara;n;na.l]).
Added proper chillu support, and fixed example html bugs.
update readme to add instructions.
cooked up a good enough css for the site.
Rewrote CSS and added fonts, icons to make site look better.
added a ton of shi
attempt at learning kannada logic
finalised everything for the shipping
I haven’t used Ai for the Css or the Html. I have only used AI for js, especially only in the Dicts. The reason i got Kannada and Tamil done so quickly is because Tamil is just Malayalam but debloated (no chillu, so many less letters) and Kannada is just Malalayalam but only a slight bit of debloating (no chillu). The reason that the github html doesnt match the css in repo, is because the Html in the repo is made deliberately empty due it only being an EXAMPLE!! It is not a finalised product. Also, the CSS is only in the repo because good practice. And, you can check the whole repo for the HISTORY of the CSS file. I did use the w3schools demos a lot to understand exactly how I can use flexboxes, and prevent broken errors. If you wanted to, you could download the HTML file I used in the Hosting, and that matches the CSS, because I made it literally in my home directory.
Added an experimental QoL feature, that adds an Anuswara and replaces the regular ‘m’ char when a word is ended with a space, punctuation or a newline (/n)
Due to popular demand during last ship, i decided that I would split the whole js file into the main logic file 15919.js and the dictonaries file dicts.js
So, I think I want to publish this npm or other JS pkgman’s, so that others can use it Easier. So I decided to make the whole project less dependant on the HTML and also took the repeated if’s out. Now it should be much better accessable in a console.
Added Devanagari support to the thing. Also, I had forgotten to add the MD for Telugu, so that is here as well, along with Devanagari MD. I also made imports by pkgmans easier.. Side note: I wish I could add the time required to add these induvidual files to main, but ill prolly get a reply of just use CLI git. And most of this stuff is just maintainer chores. Like I have to add and update the hosted ‘try it out’ page, otherwise it would’nt be good
So, I did Yet Another Refactor, now net -201 (+46, -251) lines in the 15919.js file after adding Odia. Odia is not a language I know too well, so I put up a post on an Odia subreddit to get info. So, will update as soon as get info. also updated the MD’s. From Now on, all the remaining lanaguges i do not have much knowledge in, and thus will take longer for an actual version, cuz i will have to do polls.
Added Bangla-Asamiya script. The main challenge was that the 15919 standard was actually wrong on some parts. So I had to use CharMap on a native font, and I also had to cross reference the unicode block. But I did get it done. TIL: the anuswara maps to Ng in this script and not the sanksrit “-m” or “-n”, so there was that confusion.
Split Asamiya and Bangla into two seperate scripts, because I dont wanna cause another riot that Unicode had to face. (ie, Letter “ra” is different in the two langauges, but share the same script (the asamiya Ra was added to Unicode as an extension, which the natives didnt like. In my token based system, one would’ve been forced to be the main, so i split them up.)
So, I finally got to fixing a ton of bugs and also added Kaithi (almost dead script) and Saurashatra (not commonly used), and also a QOL onto the example html where you can now refresh without causing text to be entered. Very Much advise to check up, because last version, I had Malayalam’s virama swapped with the anuswara. Should be fixed now. Also updated the Odia’s autoAnu to be true, based on the research i did from natives.
Today was quite unenventful and i was busy with school works, So, i just added Gujarati and Gurumukhi. The Next few are actually a bit tricky being Sinhala, Thai and Tibetan. Thai is very very complicated for me to get my head around (trust me, i tried), Sinhala just has too many letters (and therefore tokens, whcih i will add). Tibetan is also on the same level as thai, due to the phonetic change or sum shi that happened long ago, causing a difference in the written vs the spoken langauge.
Added tibetan and sinhala and fixed many syntax errors i made while eepy. I also took the Descision to not do Thai and Nashtaliq for reasons of * thai has funny vowels not compatible perfectly with the current parser and would require a rewrite, *Nashtaliq already has many implementations and standards >I was busy with School so slight delay.
Rewrote the README so that its actually usable for anybody implementing it. And I think all the features are done on this project, the only thing remaining is to iron out bugs, if any, and to maintain this repo based on issues from speakers
Fixed copy, now can copy without adding “c” to the input. FAQs yall been asking on the rating Do you know all these scripts? Uh, no, not most of them. I know Malayalam (native), Devaagari, English (learnt in school), Tamil and Kannada because I like to learn stuff when i go on tours (im a nerd lol), and i learnt many scripts along this project. I didnt have to “conform” most of the stuf, because most Indic languages are pretty similar, and also because UNICODE and other organisations have already done the work on mappings, so i just had to implement that only. Occcasionally, I did ask forum posts on these langauge speakers, to fix any bugs and add features. Is it a translator? No , it is not a translator. It is a trans literator , it does not convert meanings, it converts sounds. Do not expect everything you type in to be a meaningful output. Often times, it is butchered, because the standard is pretty dumb, and no one ever uses it. Why does it convert everything Vide previous Question. So, most of everything gets transliterated, except when the sound DOESNT exist in the script, when it just ommits it entirely. Since sounds are converted, almost everything is processed. What is this even used for. Interational transliteration based on an International standard. Albeit it is quite stupid, and as a mallu, i feel it is very undeveloped. Only reason i devoloped this is because nobody made anything, and it was a fun project. Why not add more scripts / langauges Well, this project is based on the standard ISO 15919, which is limited to around 10 scripts, and i might have added more, because i trusted the wikipedia table too much. Not only do i not have any time, i also dont need to do something that isnt actually useful. Why does this tool add a virama at the end? Im sorry yall had to add the “a” at the end manually, but this is a slight limitation. Adding inherent virama might break someother langauges, and also other vowel signs. But i will try to see what I can do. What is the arrow thingy in the corner Manual refersh button so that you can manually click it to force a rerender. This is now pretty obsolete, but has existed, so idc.
Just added more of the lanaguage typing instructions MDs, linked them up to the main MD. Also, I found many bugs in the mappings, which i fixed. (Gujarati had chandrabindu mapped as t N and not t M, Bengali-Asamiya had more bugs like the uhh Letter II was used inplace of symbol II accidentally, and some devanagari mappings were not removed.).
Ships:
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil and Kannada (not fully ironed out). Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil & Kannada The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;
15919ify+ An open-source web utility designed to take in text in 7 Bit ISO 15919 format and transcode it into various Indic Scripts. While built with a modular architecture capable of scaling to multiple languages, it currently only has support for Malayalam, Tamil, Odia and Kannada (not fully ironed out), but has a lot of scripts added with bugs being fixed according to speaker. Current Malayalam setup is made taking huge liberties like introducing various character combinations not in the current standard (ie, chillu letters). Features Scans input strings character-by-character, intelligently grouping multi-character consonant and vowel clusters (up to 3-character keys) Dictionary based mapping system covering all letters and symbols in Malayalam, Tamil, Kannada, Telugu, Devenagari, Odia, Bengali-Asamiya, Gurumukhi, Gujarati, Kaithi (dead script btw), Sinhala, Tibetan, Saurashtra. The challenges The ISO 15919 standard was kinda dumb to start on, because it did not have a native way to express the “Chillu” letters found only in Malayalam, and thus, I had to add to the standard in order to even make Malayalam usable. I’m in India, so school already started in June, and so I had to do it all within the very little time I have (Boards..) Changes since last ship Added many more scripts and made some well supported. Reworked most of the code, so that it is actually modular Added dev guides, so people can actually implement it Relicensed from GPL3 to MIT, so that people can use it in prod without GPL3’ing the whole project Prerequisites before trying it out I suggest checking out the Github repo for typing instructions, beacause most of this is a weird concept so it might be better if you have an idea of how to even do anything. Also, I don’t think most of y’all know these Indic Scripts, so this is defenitely niche, but pretty helpful, becuase all generic tools I tried for the task were pretty bad with Malayalam’s specificity, and also the fact that there is NO tool currently that takes in any form of 15919 and gives a transliteration for Any non-Devanagiri language;...
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1793209749.094997
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1793296149.094997
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66243
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Shadow Strike by @GoldenGhost | Stardance
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GoldenGhost
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0
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24.15
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0
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[]
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[{"post_id": 75597, "ts": "202 [{"post_id": 75597, "ts": "2026-09-30T15:05:48Z", "hours": 3.2181, "text": "Two small fixes, DONE Fix 1 - The character now stands IN FRONT of the info bar. This was a cz-ordering mistake. The player info strip (name, level, coins) was being drawn after* the character sprite, so it sliced right through the fighter’s legs like a floating ribbon. The fix was simply reordering the draw calls: info bar first, then fighter on top. (And it was a headache to do this) Fix 2 - The main menu background slowly crossfades between three different arenas - the Palace, the ancient Temple, and the volcanic crater. This small stuff eat up time very quickly, how can there be SO MANY BUGSS !!!"}, {"post_id": 75493, "ts": "2026-09-30T08:51:34Z", "hours": 8.8839, "text": "Devlog #3: Main Menu Animation Update Small change, big improv. Up until now, the main menu showed a rotating carousel of all the characters just to show off. Cool at first, but kind of impersonal. Today I changed it so the menu only shows your character — the one you’ve actually selected and are training with. The fighter now stands on the right side of the screen, fully animated, cycling through their idle stance and attack poses. The subtle glow behind them uses their unique aura colour (red for the Warlord, cyan for the Shadow, blue for the Guardian, etc.), so the whole menu changes vibe depending on who you’ve picked.I also swapped out the bright orange volcanic background for something darker and more cinematic — a moody palace courtyard backdrop (will change the bg to a rotating system soom)."}, {"post_id": 74905, "ts": "2026-09-28T15:55:35Z", "hours": 10.9944, "text": "#2 Yo, so first of all i’m trying to properly load the sprites and let me tell you slicing them and getting their backgrounds and animations right IS A REAL PAIN. Other than that I’m trying to make the mainscreen interesting by adding sprite animations. I was working on the dojo and the back button disappeared so i fixed it now i need to handle the punching bag and its physics…..man I’m tried but its fun tho. THERE’S A LOT OF DEBUGGING AHEAD. Catch you next time… (P.S. i didnt know that i need to post devlogs frequently…hence the delay…sorry)"}, {"post_id": 74514, "ts": "2026-09-27T15:21:23Z", "hours": 1.0514, "text": "Yo Great People,This is my first devlog kinda new to to this cool platform So I’ve been banging my head on developing a python game : Shadow Strike It is a 2D arcade fighting game built entirely in python using Pygame. I wanted to make a fighting game which feels like a classic retro arcade game but with modern RPG like progression."}]...
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Title: Shadow Strike by @GoldenGhost | Stardance
Title: Shadow Strike by @GoldenGhost | Stardance
Devlogs:
Yo Great People,This is my first devlog kinda new to to this cool platform So I’ve been banging my head on developing a python game : Shadow Strike It is a 2D arcade fighting game built entirely in python using Pygame. I wanted to make a fighting game which feels like a classic retro arcade game but with modern RPG like progression.
#2 Yo, so first of all i’m trying to properly load the sprites and let me tell you slicing them and getting their backgrounds and animations right IS A REAL PAIN. Other than that I’m trying to make the mainscreen interesting by adding sprite animations. I was working on the dojo and the back button disappeared so i fixed it now i need to handle the punching bag and its physics…..man I’m tried but its fun tho. THERE’S A LOT OF DEBUGGING AHEAD. Catch you next time… (P.S. i didnt know that i need to post devlogs frequently…hence the delay…sorry)
Devlog #3: Main Menu Animation Update Small change, big improv. Up until now, the main menu showed a rotating carousel of all the characters just to show off. Cool at first, but kind of impersonal. Today I changed it so the menu only shows your character — the one you’ve actually selected and are training with. The fighter now stands on the right side of the screen, fully animated, cycling through their idle stance and attack poses. The subtle glow behind them uses their unique aura colour (red for the Warlord, cyan for the Shadow, blue for the Guardian, etc.), so the whole menu changes vibe depending on who you’ve picked.I also swapped out the bright orange volcanic background for something darker and more cinematic — a moody palace courtyard backdrop (will change the bg to a rotating system soom).
Two small fixes, DONE Fix 1 - The character now stands IN FRONT of the info bar. This was a cz-ordering mistake. The player info strip (name, level, coins) was being drawn after* the character sprite, so it sliced right through the fighter’s legs like a floating ribbon. The fix was simply reordering the draw calls: info bar first, then fighter on top. (And it was a headache to do this) Fix 2 - The main menu background slowly crossfades between three different arenas - the Palace, the ancient Temple, and the volcanic crater. This small stuff eat up time very quickly, how can there be SO MANY BUGSS !!!...
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MOTRIX by @jesko | Stardance
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jesko
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24.03
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[{"post_id": 19384, "ts": "202 [{"post_id": 19384, "ts": "2026-06-30T17:58:45Z", "hours": 0.7833, "text": "changed my mind and removed completely that switch which was limiting us to 100mA and 12V moved STBY from A7 to A4, and moved L pins accordingly. cuz i didnt knew that A7 cant output -_- next goal is to finish the library."}, {"post_id": 17758, "ts": "2026-06-28T18:00:40Z", "hours": 0.9058, "text": "today i’ve worked on library a little. fixed: a problem that motors can stop when used motorPower() twice with two different directions steering problem with motorSteer() new: now functions can be used without motrix. prefix. next priorities: debug the PCB, improve the debug() function, add wrappers for other libraries, submit! im being late to submit for stasis btw -_- day by day."}, {"post_id": 17100, "ts": "2026-06-27T19:24:42Z", "hours": 0.5922, "text": "i’ve updated my github repo today and then… WHAT A FATAL MISTAKE!! so i was looking through lcsc.com to know if i can order some parts and found out that the slide switch that im using can only handle 100mA & 12V!! but no, im not finding better switch or removing it completely. im just keeping this as some kinda lore, i’ll just solder that 2 pins together and the problem solved. +1 ugly detail with its lore haha. took an advice from mimo. + it find a lot of mistakes. started updating the library, but i have to stop halfway here, its already 0:21, lets continue later."}, {"post_id": 16439, "ts": "2026-06-26T19:10:35Z", "hours": 3.3506, "text": "did some debugging on pcb labeled eveything added some artwork + stardance and stasis logo this is the final product! everything went smooth this time, i think its because i’ve experienced enough with this the only thing left is firmware (library) and i’ll polish my github and submit my design"}, {"post_id": 15869, "ts": "2026-06-25T19:57:27Z", "hours": 5.1189, "text": "LOOKS LIKE IM CHANGING MY MIND SMT IC was the perfect plan for a tiny professional pcb but while routing this bs i’ve lost a lot of my braincels and time. plus i got zero tools to solder SMT components yet. im not a veteran so modules dont scare me that much. sure it’s a bitch pricey but comfort is worth it imo. 18mm x 21mm isnt that big anyway. im not mass producing Motrix so using raw IC is just nonsense, im just a learner. so switching to module. Motrix v2 -> v3 FOUND OUT THAT ARDUINO NANO A0-A5 CAN BOTH DO ANALOG AND DIGITAL!!!! THIS MEANS THAT WE DONT NEED SEPARATE DEBUG LED, WE CAN JUST USE NANO’S D13 MOVING ECHO3 TO OTHER ANALOG PINS! did some re-scheming made everything much simpler this schematic looks so clean and polished cuz i learned how to use something (idrk what its called) final note: wow this one took less time (+ braincells). why i didnt use module instead of SMT from day one? 00:52 aaaaaa. now the only thing that’s left is to finish the library tmrw."}, {"post_id": 15635, "ts": "2026-06-25T13:03:55Z", "hours": 10.5444, "text": "what are the changes? pcb re-design from scratch removed switch jumper, instead it will be directly connected to A0, user just starts his code with a function like motrix.enable() +1 CAP a little bit re-scheming AFTER STRUGGLING ENOUGH WITH ROUTING I DECIDED TO TOUCH SOME GRASS! i think i should consider using TB6612FNG module instead of smt"}, {"post_id": 15113, "ts": "2026-06-24T15:34:59Z", "hours": 2.7342, "text": "what are the changes? schematic redesign from schratch just for fun :) buck convertor - now motrix can handle 6-20V without firing anything 3 ultrasonic headers - especially for robosumo freaks, shared TRIG solves pincount problem problems i’ve faced through pincount problem - i had 3 options: sacrifice the debug LED sacrifice 2nd servo sacrifice 3rd ultrasonic o_o so i choose the 1st option. i mean, i can just make separate debug LED that works on analog, but who cares? looks like i care!"}]...
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Title: MOTRIX by @jesko | Stardance
Devlogs:
what Title: MOTRIX by @jesko | Stardance
Devlogs:
what are the changes? schematic redesign from schratch just for fun :) buck convertor - now motrix can handle 6-20V without firing anything 3 ultrasonic headers - especially for robosumo freaks, shared TRIG solves pincount problem problems i’ve faced through pincount problem - i had 3 options: sacrifice the debug LED sacrifice 2nd servo sacrifice 3rd ultrasonic o_o so i choose the 1st option. i mean, i can just make separate debug LED that works on analog, but who cares? looks like i care!
what are the changes? pcb re-design from scratch removed switch jumper, instead it will be directly connected to A0, user just starts his code with a function like motrix.enable() +1 CAP a little bit re-scheming AFTER STRUGGLING ENOUGH WITH ROUTING I DECIDED TO TOUCH SOME GRASS! i think i should consider using TB6612FNG module instead of smt
LOOKS LIKE IM CHANGING MY MIND SMT IC was the perfect plan for a tiny professional pcb but while routing this bs i’ve lost a lot of my braincels and time. plus i got zero tools to solder SMT components yet. im not a veteran so modules dont scare me that much. sure it’s a bitch pricey but comfort is worth it imo. 18mm x 21mm isnt that big anyway. im not mass producing Motrix so using raw IC is just nonsense, im just a learner. so switching to module. Motrix v2 -> v3 FOUND OUT THAT ARDUINO NANO A0-A5 CAN BOTH DO ANALOG AND DIGITAL!!!! THIS MEANS THAT WE DONT NEED SEPARATE DEBUG LED, WE CAN JUST USE NANO’S D13 MOVING ECHO3 TO OTHER ANALOG PINS! did some re-scheming made everything much simpler this schematic looks so clean and polished cuz i learned how to use something (idrk what its called) final note: wow this one took less time (+ braincells). why i didnt use module instead of SMT from day one? 00:52 aaaaaa. now the only thing that’s left is to finish the library tmrw.
did some debugging on pcb labeled eveything added some artwork + stardance and stasis logo this is the final product! everything went smooth this time, i think its because i’ve experienced enough with this the only thing left is firmware (library) and i’ll polish my github and submit my design
i’ve updated my github repo today and then… WHAT A FATAL MISTAKE!! so i was looking through lcsc.com to know if i can order some parts and found out that the slide switch that im using can only handle 100mA & 12V!! but no, im not finding better switch or removing it completely. im just keeping this as some kinda lore, i’ll just solder that 2 pins together and the problem solved. +1 ugly detail with its lore haha. took an advice from mimo. + it find a lot of mistakes. started updating the library, but i have to stop halfway here, its already 0:21, lets continue later.
today i’ve worked on library a little. fixed: a problem that motors can stop when used motorPower() twice with two different directions steering problem with motorSteer() new: now functions can be used without motrix. prefix. next priorities: debug the PCB, improve the debug() function, add wrappers for other libraries, submit! im being late to submit for stasis btw -_- day by day.
changed my mind and removed completely that switch which was limiting us to 100mA and 12V moved STBY from A7 to A4, and moved L pins accordingly. cuz i didnt knew that A7 cant output -_- next goal is to finish the library....
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