|
59179
|
WarioWare Game by @superhornet | Stardance
|
superhornet
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @superhornet | Stardance
|
1793537282.597836
|
1794142082.597836
|
|
22103
|
CoW Calc by @superheroyrr | Stardance
|
superheroyrr
|
1
|
16.0
|
302
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-14T01:02:41Z", "hours": 16.0, "multiplier": 18.84, "payout": 302, "blessing": "neutral", "text": "So here’s a summary of what I’ve done: CoW Calc is a battle calculator for the browser strategy game Call of War. The game involves complex battles between stacks of military units with different stats, doctrines, and HP values. Doing that math by hand mid-game is genuinely painful, sure as you get more experience you start to know automatically, but there will still be times when you aren’t sure. CoW Calc makes it fast and visual. The biggest challenge was making it approachable for players who’d never seen it before. My friend tried it cold and got completely lost, so I rebuilt the onboarding from scratch into an interactive guided tour that walks you through your first calculation step by step. I’m most proud of the community response. I posted it to r/CallOfWar and it hit #1 post of the day, and the Discord feedback directly shaped what I built next (mobile support was the #1 request and previously didn’t exist at all). To test it if you don’t play Call of War: The tutorial will walk you through everything. For a quick demo after the tutorial: imagine you’re attacking with 3 Infantry (level 1, Comintern doctrine, 100% HP) against 2 Artillery (level 1, Allies doctrine, 90% HP). Add those units to each side using the unit list, connect them on the battle map, and hit calculate. The website will show the predicted results, which are usually pretty accurate. You don’t need to know the game — the calculator applies its game knowledge for you.", "repo": "https://github.com/agokule/cow-calc", "demo": "https://cow-calc.vercel.app/"}]...
|
[{"post_id": 28018, "ts": "202 [{"post_id": 28018, "ts": "2026-07-14T00:28:29Z", "hours": 0.9553, "text": "Flashback to when I said: At the very least, I feel confident that this project is complete enough to be submitted now… Yeah clearly that did NOT happen. ㅤ So I tried using my own app for its intended purpose on my own, and I ran into a crazy weird bug: sometimes when switching between the main page and connection page, it would duplicate the units that were selected. ㅤ What’s weirder is that it seemed to only affect the enemy units and not the your list… ㅤ It took me about 2 hours of debugging (unfortunately most of which was on Chrome DevTools debugger, so it didn’t count for stardance 😞) to finally find out the root cause. ㅤ The root cause was in how React.js handles refreshing data. So basically, whenever the data in my program changes (ie: the user hits next or start calculation on the connections page), it gets saved to the sessionStorage, after being processed into certain format. It saved the “your” unit lists then the “enemy” unit lists to the sessionStorage. ㅤ In the function that saves it to the sessionStorage, it has a local variable that is supposed to have the current data, which is normal. How it works is that the it sort of takes local variable and overrides the specific changes on top of it, then saves the whole thing to sessionStorage. ㅤ However, because it was using a React method to get the current data, it doesn’t immediately update itself, only updates when a new frame is drawn to the screen… So when the higher level code then tried to save the your unit list, the local variable was out of date, and applied the changes on top of an out of date data and then saved that to the sessionStorage. ㅤ This caused problems when switching between tabs since sessionStorage is the lifeline of the communication between them. I got around this problem by basically saving all of the data in one go instead of saving one part then the next part. ㅤ This was very frustrating to debug by myself but it feels rewarding now that I’ve done it. NOW I will submit this. My family is starting a roadtrip tomorrow morning so I won’t be able to code for a few days, I really want to get this off my plate before then. ㅤ Here’s my debugging setup I used for this:"}, {"post_id": 27316, "ts": "2026-07-12T19:52:03Z", "hours": 0.2728, "text": "So immediately after deploying the previous change there was a simple type error that made the whole thing fail 🤦♂️. This could have been easily avoided if I just ran npm run build before pushing, I think I will do that from now on. ㅤ I also added a button on the connections page to go back to the main page, I had to go through 2 deployments for this change as well because on the first attempt, I accidentally put the button underneath the tutorial button on mobile lol. ㅤ At the very least, I feel confident that this project is complete enough to be submitted now, I am really excited to move on to another cooler project."}, {"post_id": 27303, "ts": "2026-07-12T19:23:33Z", "hours": 0.6044, "text": "Ok so now I fixed that bug which the guy from discord was talking about (at least probably). The problem they had was that when switching between the connections page and the main page, it would sometimes clear out all of the entered information. ㅤ This problem was not occurring for me or my friend, so I was a bit confused on why this could be. After a bit of research (basically talking to my friend gemini), it turns out that the previous method I was using for this, React.js context , was not designed for this use case and is fairly fragile about the data it holds. ㅤ A simple refresh will clear out the data, and sometimes mobile browsers can aggressively do this. The person who reported the bug was also one of the people who asked for mobile support, so they were probably on mobile and it happened. For some reason, my phone wouldn’t cause this to happen so I didn’t catch that bug. ㅤ So now, instead of React.js’s context api, I swapped to using the browser’s sessionStorage api , which is supposed to be much more reliable and also keeps the data intact after a fully refresh! I will now ask that guy if the problem is fixed."}, {"post_id": 26327, "ts": "2026-07-11T01:54:27Z", "hours": 1.3217, "text": "So for this devlog, I added information about how to report bugs and give feature requests. It is pretty low-tech, but it gets the job done. ㅤ I also made the handle bars of the connections page on mobile bigger, so it isn’t as annoying to use."}, {"post_id": 25495, "ts": "2026-07-09T20:06:51Z", "hours": 2.77, "text": "I just finished this really cool interactive tutorial!! ㅤ I’ll be honest, I vibe coded like 80% of this part, than made various tweaks and changed the wording of the different steps so that they make more sense (at one point Claude literally called the doctrines “numbers” lol if you played this game, you would know that they are NOT numbers. FYI they are the “Allies/Comintern/Axis/Pan-Asian” drop downs). ㅤ Somehow, I was able to get that 80% done with just the free tier of the Claude web app chat. It was REALLY annoying because I kept running into usage limits, which is why it took this long to make. If someone could suggest some other tool that’s free and is much easier that would be appreciated. ㅤ What’s really crazy is that I was able to just give it the link to the github repo, told it to make an interactive tutorial and it just started working on it, that too on the free tier! It was very surprising how good a result it created from the first go and how much critical thinking it showed. Now, I did say that I would be done with this once I made the tutorial, but I really want to do some other small things first and also add information about how to report bug/give feedback on the website. Also, someone on the game’s discord server pointed out what might be a bug, or a flaw in the app so I should fix that as well. ㅤ Jeez, I’ve been telling myself “oh wow, I’m so close, I should be able to finish it today” for what feels like a week now, but seriously, I should be done with this today or tomorrow. (hopefully I didn’t jinx it again)."}, {"post_id": 22539, "ts": "2026-07-05T01:57:49Z", "hours": 1.0308, "text": "So it turns out there is also level 2 and level 3 marines and snipers, along with level 2 flame tanks that exist in the game, which I didn’t realize earlier. ㅤ So in this session, I added those pieces of data to the app, and they can be used in calculations now. Holy this required 2,400 lines of code apparently ㅤ (I used the script at src/data/units/synthesiser.ts to estimate the statistics of the other doctrines, since I don’t have access to them, it’s usually pretty accurate with the predictions so it should be fine). ㅤ Now I will work on the tutorial tomorrow and I should be done with this!"}, {"post_id": 21489, "ts": "2026-07-03T13:54:22Z", "hours": 0.3128, "text": "It turns out that the Call of War devs added another new unit to the game: Marines. So I quickly added its data to the website. Now it can be used for calculations"}, {"post_id": 21166, "ts": "2026-07-02T23:37:44Z", "hours": 1.0028, "text": "So now I have added iconography to make the website less text-heavy and more visually appealing. It’s not a lot but it really makes things better ㅤ Now the only thing left is the tutorial!"}, {"post_id": 20462, "ts": "2026-07-02T01:46:53Z", "hours": 0.8294, "text": "So I have finished the doctrine thing today, this makes the website more convenient to use since it is VERY likely that all units in a stack are the same doctrine. Previously you would have had to set the doctrine for EVERY single unit if it wasn’t all Allies doctrine. I made the level and quantity inputs smaller, so that the doctrine selector can take up more space and it actually displays the full name with out the “…” ㅤ Now what’s next is: trying to display more iconography, and the tutorial!!"}, {"post_id": 19666, "ts": "2026-07-01T01:29:26Z", "hours": 1.725, "text": "So I added much better a much better slider system for inputting the hp of each unit. This system is much more intuitive and easy to understand than the previous one. ㅤ On the way, I learned about the ch unit in CSS , which was what I used to set the width of the number input with the up and down arrows. ㅤ Now you might be like “how did it take 1hr 41min to just do that??” So basically, I went through 2 prototypes to get to this point, and it’s been so long since I did web development, I ran into freaking syntax errors slowing me down!!! ㅤ Also, along with this change, I found a bunch of places where there were bad coding practices, like basically having copy pasted code with just a small change between them. Because this is bad practice, I felt obliged to fix them. Again, those syntax errors slowed me down on this part as well. ㅤ But tbh, yeah it should NOT have taken this long to finish this feature, but at least it created an improvement! Conclusion This was one of the things my friend told me I should fix up, and so I did, now there are only 3 other things I decided I would do before considering this project to be done. They are: the default doctrine being selected information displayed as icons instead of text the big thing: a proper tutorial I am closing in on the finish line, I can feel it!"}, {"post_id": 19274, "ts": "2026-06-30T15:25:25Z", "hours": 0.4478, "text": "So I have now color coded the enemy and allied nodes to be red and blue respectively in the node editor. ㅤ This makes it much easier to use the calculator if you have a lot of stacks here."}, {"post_id": 18789, "ts": "2026-06-30T00:12:38Z", "hours": 1.4469, "text": "So for this devlog, I have just added the Sniper, Flame Tank, and Amphibious Tank units that were previously missing from the calculator. I have also added a tag on the website so it stands out! ㅤ This was the first step in my todo list for this app."}, {"post_id": 18061, "ts": "2026-06-29T01:28:52Z", "hours": 0.3028, "text": "So this is more of a self-reflection of what I have done and what there is to do. Outside of coding So, I had previously left this app public for a long time (like a year) hoping that players would just somehow find it naturally, but it turns out that’s not how the world works. So I sent it to the discord server (mentioned earlier). Now I also sent as a reddit post and it got lots of traction, quickly becoming #1 post of the day. So clearly, what I’m doing is good and is solving the problem. What is there left to do So I got my friend who plays this game and never saw the calculator before try it and I quickly realized that the website is not very intuitive at all. I need to make a better tutorial (one where it shows where you should click, etc). ㅤ There are also some minor things I have on there that made sense when I was coding it, but now that I think of it don’t make sense at all (like the hp field and how it handles non percentage values). Not only that, but there are many quality of life features, like if you set the doctrine of the first item, it set the default doctrine to that one for everything following it. Also the “Your” stack and “Enemy” stacks should be color coded, and more info should be displayed as icons rather than text. ㅤ Also, devs added a new Sniper unit to the game, and I forgot to include flame tanks and amphibious tanks in my calculator. Overall, the app is basically done, just need to add the final touches that will make this truly helpful for anyone. ㅤ Summary of things to do (this is supposed to be a task list, but stardance formatting is not working): Add Sniper, Flame Tank, and Amphibious Tank Color Code “Your” and “Enemy” stacks Display more info as icons rather than text (such as doctrines, unit levels, etc) Set the default doctrine after one has been added to a stack Make the HP field make more sense And finally, the big task: Make a tutorial that really holds the player’s hand for the initial bit, so that they know what to do afterwards. So with that I will start on this transformation!"}, {"post_id": 15026, "ts": "2026-06-24T12:30:40Z", "hours": 0.3525, "text": "For this devlog, I just updated the tutorial to be more specific and have better wording. I also adjusted the UI of it so that it has a scrollbar, if not enough vertical room, etc."}, {"post_id": 12755, "ts": "2026-06-20T21:09:08Z", "hours": 2.7169, "text": "So I sent this app to the Call of War discord server and the overall feedback was pretty positive! It’s just that there was one complaint that came again and again: there is no mobile support! I had completely forgotten about that somehow, so I set out to change that in this devlog. I did the following in this devlog: added whole new way to edit unit lists, which better suits mobile made the UI on mobile look better"}]...
|
Title: CoW Calc by @superheroyrr | Stardance
Devl Title: CoW Calc by @superheroyrr | Stardance
Devlogs:
So I sent this app to the Call of War discord server and the overall feedback was pretty positive! It’s just that there was one complaint that came again and again: there is no mobile support! I had completely forgotten about that somehow, so I set out to change that in this devlog. I did the following in this devlog: added whole new way to edit unit lists, which better suits mobile made the UI on mobile look better
For this devlog, I just updated the tutorial to be more specific and have better wording. I also adjusted the UI of it so that it has a scrollbar, if not enough vertical room, etc.
So this is more of a self-reflection of what I have done and what there is to do. Outside of coding So, I had previously left this app public for a long time (like a year) hoping that players would just somehow find it naturally, but it turns out that’s not how the world works. So I sent it to the discord server (mentioned earlier). Now I also sent as a reddit post and it got lots of traction, quickly becoming #1 post of the day. So clearly, what I’m doing is good and is solving the problem. What is there left to do So I got my friend who plays this game and never saw the calculator before try it and I quickly realized that the website is not very intuitive at all. I need to make a better tutorial (one where it shows where you should click, etc). ㅤ There are also some minor things I have on there that made sense when I was coding it, but now that I think of it don’t make sense at all (like the hp field and how it handles non percentage values). Not only that, but there are many quality of life features, like if you set the doctrine of the first item, it set the default doctrine to that one for everything following it. Also the “Your” stack and “Enemy” stacks should be color coded, and more info should be displayed as icons rather than text. ㅤ Also, devs added a new Sniper unit to the game, and I forgot to include flame tanks and amphibious tanks in my calculator. Overall, the app is basically done, just need to add the final touches that will make this truly helpful for anyone. ㅤ Summary of things to do (this is supposed to be a task list, but stardance formatting is not working): Add Sniper, Flame Tank, and Amphibious Tank Color Code “Your” and “Enemy” stacks Display more info as icons rather than text (such as doctrines, unit levels, etc) Set the default doctrine after one has been added to a stack Make the HP field make more sense And finally, the big task: Make a tutorial that really holds the player’s hand for the initial bit, so that they know what to do afterwards. So with that I will start on this transformation!
So for this devlog, I have just added the Sniper, Flame Tank, and Amphibious Tank units that were previously missing from the calculator. I have also added a tag on the website so it stands out! ㅤ This was the first step in my todo list for this app.
So I have now color coded the enemy and allied nodes to be red and blue respectively in the node editor. ㅤ This makes it much easier to use the calculator if you have a lot of stacks here.
So I added much better a much better slider system for inputting the hp of each unit. This system is much more intuitive and easy to understand than the previous one. ㅤ On the way, I learned about the ch unit in CSS , which was what I used to set the width of the number input with the up and down arrows. ㅤ Now you might be like “how did it take 1hr 41min to just do that??” So basically, I went through 2 prototypes to get to this point, and it’s been so long since I did web development, I ran into freaking syntax errors slowing me down!!! ㅤ Also, along with this change, I found a bunch of places where there were bad coding practices, like basically having copy pasted code with just a small change between them. Because this is bad practice, I felt obliged to fix them. Again, those syntax errors slowed me down on this part as well. ㅤ But tbh, yeah it should NOT have taken this long to finish this feature, but at least it created an improvement! Conclusion This was one of the things my friend told me I should fix up, and so I did, now there are only 3 other things I decided I would do before considering this project to be done. They are: the default doctrine being selected information displayed as icons instead of text the big thing: a proper tutorial I am closing in on the finish line, I can feel it!
So I have finished the doctrine thing today, this makes the website more convenient to use since it is VERY likely that all units in a stack are the same doctrine. Previously you would have had to set the doctrine for EVERY single unit if it wasn’t all Allies doctrine. I made the level and quantity inputs smaller, so that the doctrine selector can take up more space and it actually displays the full name with out the “…” ㅤ Now what’s next is: trying to display more iconography, and the tutorial!!
So now I have added iconography to make the website less text-heavy and more visually appealing. It’s not a lot but it really makes things better ㅤ Now the only thing left is the tutorial!
It turns out that the Call of War devs added another new unit to the game: Marines. So I quickly added its data to the website. Now it can be used for calculations
So it turns out there is also level 2 and level 3 marines and snipers, along with level 2 flame tanks that exist in the game, which I didn’t realize earlier. ㅤ So in this session, I added those pieces of data to the app, and they can be used in calculations now. Holy this required 2,400 lines of code apparently ㅤ (I used the script at src/data/units/synthesiser.ts to estimate the statistics of the other doctrines, since I don’t have access to them, it’s usually pretty accurate with the predictions so it should be fine). ㅤ Now I will work on the tutorial tomorrow and I should be done with this!
I just finished this really cool interactive tutorial!! ㅤ I’ll be honest, I vibe coded like 80% of this part, than made various tweaks and changed the wording of the different steps so that they make more sense (at one point Claude literally called the doctrines “numbers” lol if you played this game, you would know that they are NOT numbers. FYI they are the “Allies/Comintern/Axis/Pan-Asian” drop downs). ㅤ Somehow, I was able to get that 80% done with just the free tier of the Claude web app chat. It was REALLY annoying because I kept running into usage limits, which is why it took this long to make. If someone could suggest some other tool that’s free and is much easier that would be appreciated. ㅤ What’s really crazy is that I was able to just give it the link to the github repo, told it to make an interactive tutorial and it just started working on it, that too on the free tier! It was very surprising how good a result it created from the first go and how much critical thinking it showed. Now, I did say that I would be done with this once I made the tutorial, but I really want to do some other small things first and also add information about how to report bug/give feedback on the website. Also, someone on the game’s discord server pointed out what might be a bug, or a flaw in the app so I should fix that as well. ㅤ Jeez, I’ve been telling myself “oh wow, I’m so close, I should be able to finish it today” for what feels like a week now, but seriously, I should be done with this today or tomorrow. (hopefully I didn’t jinx it again).
So for this devlog, I added information about how to report bugs and give feature requests. It is pretty low-tech, but it gets the job done. ㅤ I also made the handle bars of the connections page on mobile bigger, so it isn’t as annoying to use.
Ok so now I fixed that bug which the guy from discord was talking about (at least probably). The problem they had was that when switching between the connections page and the main page, it would sometimes clear out all of the entered information. ㅤ This problem was not occurring for me or my friend, so I was a bit confused on why this could be. After a bit of research (basically talking to my friend gemini), it turns out that the previous method I was using for this, React.js context , was not designed for this use case and is fairly fragile about the data it holds. ㅤ A simple refresh will clear out the data, and sometimes mobile browsers can aggressively do this. The person who reported the bug was also one of the people who asked for mobile support, so they were probably on mobile and it happened. For some reason, my phone wouldn’t cause this to happen so I didn’t catch that bug. ㅤ So now, instead of React.js’s context api, I swapped to using the browser’s sessionStorage api , which is supposed to be much more reliable and also keeps the data intact after a fully refresh! I will now ask that guy if the problem is fixed.
So immediately after deploying the previous change there was a simple type error that made the whole thing fail 🤦♂️. This could have been easily avoided if I just ran npm run build before pushing, I think I will do that from now on. ㅤ I also added a button on the connections page to go back to the main page, I had to go through 2 deployments for this change as well because on the first attempt, I accidentally put the button underneath the tutorial button on mobile lol. ㅤ At the very least, I feel confident that this project is complete enough to be submitted now, I am really excited to move on to another cooler project.
Flashback to when I said: At the very least, I feel confident that this project is complete enough to be submitted now… Yeah clearly that did NOT happen. ㅤ So I tried using my own app for its intended purpose on my own, and I ran into a crazy weird bug: sometimes when switching between the main page and connection page, it would duplicate the units that were selected. ㅤ What’s weirder is that it seemed to only affect the enemy units and not the your list… ㅤ It took me about 2 hours of debugging (unfortunately most of which was on Chrome DevTools debugger, so it didn’t count for stardance 😞) to finally find out the root cause. ㅤ The root cause was in how React.js handles refreshing data. So basically, whenever the data in my program changes (ie: the user hits next or start calculation on the connections page), it gets saved to the sessionStorage, after being processed into certain format. It saved the “your” unit lists then the “enemy” unit lists to the sessionStorage. ㅤ In the function that saves it to the sessionStorage, it has a local variable that is supposed to have the current data, which is normal. How it works is that the it sort of takes local variable and overrides the specific changes on top of it, then saves the whole thing to sessionStorage. ㅤ However, because it was using a React method to get the current data, it doesn’t immediately update itself, only updates when a new frame is drawn to the screen… So when the higher level code then tried to save the your unit list, the local variable was out of date, and applied the changes on top of an out of date data and then saved that to the sessionStorage. ㅤ This caused problems when switching between tabs since sessionStorage is the lifeline of the communication between them. I got around this problem by basically saving all of the data in one go instead of saving one part then the next part. ㅤ This was very frustrating to debug by myself but it feels rewarding now that I’ve done it. NOW I will submit this. My family is starting a roadtrip tomorrow morning so I won’t be able to code for a few days, I really want to get this off my plate before then. ㅤ Here’s my debugging setup I used for this:
Ships:
So here’s a summary of what I’ve done: CoW Calc is a battle calculator for the browser strategy game Call of War. The game involves complex battles between stacks of military units with different stats, doctrines, and HP values. Doing that math by hand mid-game is genuinely painful, sure as you get more experience you start to know automatically, but there will still be times when you aren’t sure. CoW Calc makes it fast and visual. The biggest challenge was making it approachable for players who’d never seen it before. My friend tried it cold and got completely lost, so I rebuilt the onboarding from scratch into an interactive guided tour that walks you through your first calculation step by step. I’m most proud of the community response. I posted it to r/CallOfWar and it hit #1 post of the day, and the Discord feedback directly shaped what I built next (mobile support was the #1 request and previously didn’t exist at all). To test it if you don’t play Call of War: The tutorial will walk you through everything. For a quick demo after the tutorial: imagine you’re attacking with 3 Infantry (level 1, Comintern doctrine, 100% HP) against 2 Artillery (level 1, Allies doctrine, 90% HP). Add those units to each side using the unit list, connect them on the battle map, and hit calculate. The website will show the predicted results, which are usually pretty accurate. You don’t need to know the game — the calculator applies its game knowledge for you....
|
1793721044.4864533
|
1793807444.4864533
|
|
24939
|
Noctalia v5 Contributions by @superheroyrr | Stard Noctalia v5 Contributions by @superheroyrr | Stardance...
|
superheroyrr
|
0
|
9.28
|
0
|
[]
|
[{"post_id": 45381, "ts": "202 [{"post_id": 45381, "ts": "2026-08-11T19:59:35Z", "hours": 1.0683, "text": "Let’s gooooo my PR got merged 2 days back. Now to finish the job, I just needed to write documentation about it, so I did that over here . The changes are live on Noctalia’s documentation website now! ㅤ Now that I think about it, I should probably start writing the docs when I am pretty confident the PR will be merged, so that I don’t have to wait a long time for the maintainers to review my code. ㅤ Nonetheless, it feels very good knowing that there was a feature which many people wanted (the original github issue got 8 likes, so it was highly requested), and I shipped it!!"}, {"post_id": 39174, "ts": "2026-08-01T23:16:43Z", "hours": 4.0192, "text": "So one of the maintainers left a comment with feedback for what I should do about 2 days ago. Today I finished addressing those issues in code. ㅤ The reason it took this long is because I was legit just spending 2 hours or so just wondering what I should do! Basically, the other PR that was about the calendar system I mentioned earlier got merged and made the ICS parsing function take in a C++ std::stop_token , which I was unfamiliar with. It turns out that it has to do with multi-threading and so I had a dilemma of whether I should make it parse the calendar data in a separate thread or not. I at first decided to make it multi-threaded but then changed my mind when I realized how hard it would be. ㅤ There is a lot more to this though, if you are curious you can see more details in my PR comment . ㅤ Also here’s a proper video of this feature in action!"}, {"post_id": 34814, "ts": "2026-07-25T20:25:25Z", "hours": 1.9733, "text": "Just finished my second contribution, sorry for not documenting it in more detail if you like that. Basically what I’ve done now is added for iCalendar files (*.ics) to be added to the calendar widget that is builtin. ㅤ iCalendar files are a pretty universal way to add event to different calendars, heck the “big 3” (Google Calendar, Apple Calendar, and Microsoft Outlook) of calendar apps all support it. So, it is a fairly important thing to have. ㅤ I was motivated to add this because I wanted to add my own *.ics files to the Noctalia calendar, but couldn’t due to this limitation. But not anymore! (that is if they merge my PR ) ㅤ What’s crazy is that while I was writing my PR, someone else literally made another PR that was also editing the calendar code, what a coincidence! I don’t think that our 2 PR’s will conflict with each other since we were editing different parts of it as well!"}, {"post_id": 18795, "ts": "2026-06-30T00:32:58Z", "hours": 0.2528, "text": "Ok the pull request got merged into the main source code, after just a small fixup! But I’m not done just yet, I still need to add to the documentation of the project. ㅤ So I did that. Now that was my first contribution to an open source project where I typed real code! It wasn’t a huge change, but you have to start somewhere!"}, {"post_id": 15986, "ts": "2026-06-25T23:14:27Z", "hours": 1.0039, "text": "I finally finished my first contribution!! So after browsing through the source code of Noctalia for a while, I found out where the internal monitor brightness code was and I made the necessary changes so that the monitor brightness is automatically synced! On the way… I somehow managed to wreck my local git history! Luckily this wasn’t a huge problem, and I was able to delete the local folder and clone my fork from github again. Still, it was a reminder of how it’s probably best to leave your local git clone alone. Now… Now I will make a PR on the Github and hopefully it gets merged! Edit: the Github PR is here now"}, {"post_id": 14765, "ts": "2026-06-23T23:59:28Z", "hours": 0.9631, "text": "My First Contribution So the first thing I am going to do is add a setting where you can make it so that when you can sync all of your monitors to the same brightness percent. What I did this devlog I have completed the first step of this by adding an option to the settings page (it even syncs with the config file and everything!) although it doesn’t do anything… yet!"}]...
|
Title: Noctalia v5 Contributions by @superheroyrr Title: Noctalia v5 Contributions by @superheroyrr | Stardance
Devlogs:
My First Contribution So the first thing I am going to do is add a setting where you can make it so that when you can sync all of your monitors to the same brightness percent. What I did this devlog I have completed the first step of this by adding an option to the settings page (it even syncs with the config file and everything!) although it doesn’t do anything… yet!
I finally finished my first contribution!! So after browsing through the source code of Noctalia for a while, I found out where the internal monitor brightness code was and I made the necessary changes so that the monitor brightness is automatically synced! On the way… I somehow managed to wreck my local git history! Luckily this wasn’t a huge problem, and I was able to delete the local folder and clone my fork from github again. Still, it was a reminder of how it’s probably best to leave your local git clone alone. Now… Now I will make a PR on the Github and hopefully it gets merged! Edit: the Github PR is here now
Ok the pull request got merged into the main source code, after just a small fixup! But I’m not done just yet, I still need to add to the documentation of the project. ㅤ So I did that. Now that was my first contribution to an open source project where I typed real code! It wasn’t a huge change, but you have to start somewhere!
Just finished my second contribution, sorry for not documenting it in more detail if you like that. Basically what I’ve done now is added for iCalendar files (*.ics) to be added to the calendar widget that is builtin. ㅤ iCalendar files are a pretty universal way to add event to different calendars, heck the “big 3” (Google Calendar, Apple Calendar, and Microsoft Outlook) of calendar apps all support it. So, it is a fairly important thing to have. ㅤ I was motivated to add this because I wanted to add my own *.ics files to the Noctalia calendar, but couldn’t due to this limitation. But not anymore! (that is if they merge my PR ) ㅤ What’s crazy is that while I was writing my PR, someone else literally made another PR that was also editing the calendar code, what a coincidence! I don’t think that our 2 PR’s will conflict with each other since we were editing different parts of it as well!
So one of the maintainers left a comment with feedback for what I should do about 2 days ago. Today I finished addressing those issues in code. ㅤ The reason it took this long is because I was legit just spending 2 hours or so just wondering what I should do! Basically, the other PR that was about the calendar system I mentioned earlier got merged and made the ICS parsing function take in a C++ std::stop_token , which I was unfamiliar with. It turns out that it has to do with multi-threading and so I had a dilemma of whether I should make it parse the calendar data in a separate thread or not. I at first decided to make it multi-threaded but then changed my mind when I realized how hard it would be. ㅤ There is a lot more to this though, if you are curious you can see more details in my PR comment . ㅤ Also here’s a proper video of this feature in action!
Let’s gooooo my PR got merged 2 days back. Now to finish the job, I just needed to write documentation about it, so I did that over here . The changes are live on Noctalia’s documentation website now! ㅤ Now that I think about it, I should probably start writing the docs when I am pretty confident the PR will be merged, so that I don’t have to wait a long time for the maintainers to review my code. ㅤ Nonetheless, it feels very good knowing that there was a feature which many people wanted (the original github issue got 8 likes, so it was highly requested), and I shipped it!!...
|
1793368075.192574
|
1793972875.192574
|
|
36597
|
Perihelion by @superheroyrr | Stardance
|
superheroyrr
|
1
|
81.73
|
1239
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-16T23:18:16Z", "hours": 76.0, "multiplier": 16.28, "payout": 1239, "blessing": "neutral", "text": "What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!", "repo": "https://github.com/agokule/perihelion", "demo": "https://agokule.github.io/perihelion/"}]...
|
[{"post_id": 82477, "ts": "202 [{"post_id": 82477, "ts": "2026-10-24T22:40:16Z", "hours": 5.7328, "text": "So my first ship got rejected because of 2 reasons: I generated my README with AI, which I didn’t know was not allowed They think I generated over 30% of code with AI I personally don’t think that’s the case, but ig I will have to follow it anyways. So in these 5.75 hours, I rewrote my github readme from scratch by hand. I also rewrote a bunch of my code so that it is by hand as well. ㅤ I’d like to specifically talk about the Spherical struct, since I feel it was most interesting. I previously vibe coded it because the math behind it (3D trigonometry) looked too scary. I tried rewriting it from scratch, and actually turns out it’s not too difficult. So in that case, I’m kind of glad my submission got flagged because now I learned something new! ㅤ While rewriting it, I found some weird choices in sort of architecture which the AI made. So I ended up moving things around to fix it. I also deleted the stupidly long comments that it made, like seriously they’re so long they really make the code worse for the most part. I also fixed two small bugs. So yeah, this will be the last devlog I make for sure."}, {"post_id": 76898, "ts": "2026-10-05T00:04:58Z", "hours": 4.1833, "text": "First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders."}, {"post_id": 61580, "ts": "2026-09-04T15:41:00Z", "hours": 2.1069, "text": "What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up."}, {"post_id": 59165, "ts": "2026-08-31T19:54:12Z", "hours": 3.4219, "text": "I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!"}, {"post_id": 48408, "ts": "2026-08-16T18:57:36Z", "hours": 6.3819, "text": "Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it."}, {"post_id": 47584, "ts": "2026-08-15T15:47:40Z", "hours": 3.3922, "text": "So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well."}, {"post_id": 47084, "ts": "2026-08-14T18:35:57Z", "hours": 2.6942, "text": "Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally."}, {"post_id": 46416, "ts": "2026-08-13T16:39:12Z", "hours": 2.6864, "text": "So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there."}, {"post_id": 45809, "ts": "2026-08-12T15:07:04Z", "hours": 3.995, "text": "In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve."}, {"post_id": 44655, "ts": "2026-08-10T15:53:11Z", "hours": 3.9903, "text": "Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object"}, {"post_id": 44048, "ts": "2026-08-09T15:47:51Z", "hours": 8.1869, "text": "You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!"}, {"post_id": 42195, "ts": "2026-08-06T20:10:57Z", "hours": 2.0506, "text": "Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do."}, {"post_id": 41540, "ts": "2026-08-05T20:16:31Z", "hours": 4.0603, "text": "So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here ."}, {"post_id": 40192, "ts": "2026-08-03T16:23:30Z", "hours": 4.4261, "text": "So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out."}, {"post_id": 39627, "ts": "2026-08-02T18:59:38Z", "hours": 1.8067, "text": "HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime."}, {"post_id": 38576, "ts": "2026-08-01T01:50:58Z", "hours": 4.5342, "text": "So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable."}, {"post_id": 37344, "ts": "2026-07-30T00:14:37Z", "hours": 3.7403, "text": "I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot."}, {"post_id": 36699, "ts": "2026-07-28T22:30:28Z", "hours": 1.6914, "text": "tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent."}, {"post_id": 34312, "ts": "2026-07-24T22:05:19Z", "hours": 1.655, "text": "For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet."}, {"post_id": 33545, "ts": "2026-07-23T16:10:55Z", "hours": 2.4864, "text": "These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways."}, {"post_id": 31887, "ts": "2026-07-20T17:16:08Z", "hours": 3.6044, "text": "So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol."}, {"post_id": 31203, "ts": "2026-07-19T12:36:42Z", "hours": 3.0122, "text": "I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…"}, {"post_id": 30702, "ts": "2026-07-18T14:29:09Z", "hours": 0.5217, "text": "So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now."}, {"post_id": 30452, "ts": "2026-07-18T00:26:26Z", "hours": 1.4753, "text": "So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while."}]...
|
Title: Perihelion by @superheroyrr | Stardance
De Title: Perihelion by @superheroyrr | Stardance
Devlogs:
So in this devlog, I have set up the project with all of its dependencies, it really can take that long when you’re using C++! Right now I just have a basic testing window, but I will quickly fill it in with a preset of the solar system soon, then I’ll be writing physics code for a while.
So I got this cool C library called adjust.h setup for hot code reloading. This means that I can update the code while it’s running , and the changes show up in real time! I know that I am making this a web app, but because the module doesn’t work on web, I will prototype the app on desktop for now.
I got gravity simulation working! Now the Earth is spinning around the Sun! ㅤ I know you can’t see it in the video I posted, but the Earth is there, it’s just that this simulation is drawn to scale, the Earth would actually barely be visible if you were looking from a spacecraft that far away. ㅤ This took quite a while because of this one really stupid bug: basically I store all the distance values in light minutes rather than kilometers or miles because otherwise those values would be too big. However, the physics equations that I’m using expect the values to be in meters, not light minutes. ㅤ So basically, I forgot to convert from light minutes to meters when calculating the gravity acceleration, so those values were too small to change the velocity of the Earth, causing it to go in a straight line forever. ㅤ But now that that is done, I will start adding the rest of the planets and maybe their moons as well to this simulation, then I can look purely at quality of life improvements to improve the interactivity of it. ㅤ This project is turning out to be easier than I expected! Hopefully another challenge doesn’t pop up…
So in this devlog I’ve done quite a few things to make the overall experience nicer: ㅤ Added a way to pin one object to the center of the screen. Added the Moon and the rest of the planets in the solar system Switched from using light minutes to light seconds for distance measurements because the light minutes values were WAY too small Another annoying bug I had to fix: So there was this bug where the moon would pretty much always just fly out into the abyss as if there was zero gravity applied to it. It was pretty annoying to find out that it because I was using C++‘s float type instead of double . ㅤ What’s the difference? Well basically float gives about 7 decimal points of precision, while double gives about 15. I initially started with float because it is half the memory size of double and in my experience, float gets the job done like 99% of the time. ㅤ However, it turns out I did need more than 7 decimal points. This is because the gravitational force experienced by the Moon is very small, like around 10^-12 (thats 0.(eleven zeroes…)1). Since float can’t hold that value, it just rounded it to zero, causing the moon to fly out in a straight line forever. I’ll be honest, it wasn’t me who figured that out, it was Gemini who did, but pretty much everything else in this devlog was made by me. ㅤ It’s crazy how such a small difference of like 10^-12 can make on a physics engine like this! I hope I don’t have to then switch to C++‘s long double , which has even more precision, that would be insane if I had to go that extreme. I probably would have had to if I didn’t switch from light minutes to light seconds lol.
These past ~2.5 hours have been spent on some quality of life features for the app. Mainly these 3: Made every object 5x bigger than its real life size because it turns out the solar system is such a big place, that you kind of have to. Otherwise everything looks too small. Made it so when you switch between planet it has a quick transition period. Added textures to every planet and the sun. This was actually the hardest part, I had to play around with the settings because it would usually apply the texture sideways, or distort it but I got it working anyways.
For this update, I have done 3 things: Added a small outline circle to distant objects so that they are more visible. made it so you can click inside of these circles or on the planet to zoom into it Added a trail behind each planet.
tbh, I haven’t been working on this a lot over the last few days because of other projects, but now I have. ㅤ Here’s what I got done: A major refactor on the codebase which will make it easier to later add a preset selection screen. A better selector for celestial objects at the bottom of the screen. ㅤ I’ll be honest, I did write most of the code for these with AI (yeah bummer ik, but really, who likes refactoring code on their own?). Although, I was closely inspecting everything it wrote. ㅤ Now the next thing I will do is make the grid warp with the gravitational field strength to represent space-time getting bent.
I have just made the grid in the background warp, representing the curvature of spacetime! ㅤ You will probably notice that the grid is smaller and follows you around if you watch the video. This is because I had to. The grid needs to be about this small, otherwise performance is bad. I could make it bigger by making it more spaced out, only if that’s something people would want though. ㅤ This took waaaaaaay too long since I made a very stupid mistake and C++ decided to harshly punish me for it. Well I did promise not to use AI in the next devlog, but I was dealing with a really weird issue with it for like 1.5 hours and I gave up and asked Claude code about it. So you see that screenshot right (you might need to click the next image button)? That was the solution!!!!! Just add = 0 to that line. ㅤ So basically in C++, if you don’t initialize a variable to a value, as I did there, the value of that variable will then basically be whatever happens to be at that memory address, which will initially be some random number. But as the function runs again and again, it will use that previous value, and later on I was doing y += ... so the y-coordinates of the grid were continuously increasing. ㅤ Visually, it looked like the grid wasn’t being drawn, since the y-value instantly went to a huge number. ㅤ Btw that was the only AI help I got for this part, except for the mathematical formula, which I got from Claude as you can see in the background of the screenshot.
So I fixed some bugs with the warped spacetime grid, and also added a way to add objects to the scene. I haven’t added collision detection yet, so it kind of looks weird but I’ll do that later. ㅤ The reason this took so long is because adding objects kind required a lot of refactoring. Basically, I had to write code for when my objects get copied around, because adding an element to a list in C++ might mean copying it around. This was difficult because raylib is a bit too high level for how it handles these GPU textures and models. ㅤ Now I will add an edit panel to make the new object changeable.
HEEELP!!!! I added a panel to edit the properties of objects, so I decided to add a bunch of mass to Mercury for fun, now the Sun is orbiting Mercury! This is so trippy especially how much it warped spacetime.
So I made it very easy to change the velocity of objects, you can just drag from the cone anywhere now! ㅤ Surprisingly, the hardest part about this was just getting the arrow to draw and also tuning how big it is so that it looks good, but once it was there, it was actually pretty easy to just hook up a click detection. ㅤ Funnily, this 3D library I’m using (Raylib if you’re curious) doesn’t have a builtin “DrawCone()” function. It turns out that to draw a cone, you are supposed to use the DrawCylinder() function and set one of the radiuses to 0! That was really weird to find out.
So I decided to spend a lot of time refining the velocity changing with the mouse. Also did a smaller refactor to make the code look cleaner. ㅤ The main issue I had previously was that it was jittery when the object was far from coordinates (0, 0, 0). It turns out it was another stupid float vs double precision problem in C++. Yes, very similar to what I faced earlier in this project. ㅤ I will admit that I did use AI to find these bugs and fix them, but I was supervising it very closely and testing it thoroughly. I am also starting to see the limits of AI. Claude now decided to flag a bug which didn’t exist, and when I asked it to refactor, it made the code look worse ironically. I ended up having to do that part myself. ㅤ However, AI was still more of a help than a hindrance, so I will still use it throughout this project. If you are curious, the git commits have more detail about these and they are here .
Huzzah! I added a skybox (basically the background image). I will admit that this part was basically AI’d, but it was really hard to do it by myself, since it would have required learning GLSL myself, which I didn’t want to do.
You might be thinking: “So there’s 8 hours in this devlog, surely there are some major visual changes, right?” Well unfortunately no. I meant to post a smaller devlog the day before yesterday, but I forgot about it yesterday. Now here I am cleaning up that mess. I basically did just the following 3 things: ㅤ Added Nerd Font icons to the UI. This took waaay too long (like 2 hours) since I was spending so much time figuring out how to scale specifically those icons, and nothing else and when I did figure it out, they were all of a sudden misaligned, towards the top left compared to regular text, so I had to realign them to be proper. After all of that, it seems like I might need to make my own font icons, since Nerd Font is mainly designed to be put in a coding IDE, not a random app like this. There are some space things which I want icons for, but aren’t available in Nerd Fonts. Oh well, that’s a problem for future me. ㅤ Now here’s the real timesink that made this devlog 8 hours: so I went on a long sidequest to basically implement CSS position property in this C++ UI library. This was mainly so that it would be way easier to position new UI elements. The next devlog will most likely be about adding new settings UI. Along with that, I also wrote a bunch of helper functions to make it even easier to write new UI components. So basically, the UI got a full refactor. ㅤ And finally, using that UI refactor from above, I added a playback controller at the bottom and moved the object selector to the top. Yes, it is an embarrassingly small amount of user facing changes coming out of this 8 hour devlog, but at least my UI code is easier to maintain!
Here’s what I did yesterday: Added a settings editor Added tooltips everywhere Added an intuitive button to deselect the current object
In these 4 hours, I have made the overall experience of switching between objects better by doing these things: Made the camera turn with constant angular speed. Previously, it would sort turn instantly if it needed to make a 180, and then freeze. The camera position is now smoothed out with an easing function instead of linearly moving it Made the grid in the background not jitter when viewing a single planet Set up debugging to work ㅤ The reason this took this long was because for some reason, I was previously using the frame count and a decimal calculated framerate to time out the animations. ㅤ Obviously, mixing decimal numbers with whole numbers wasn’t going to work well, so I had some really weird bugs that sometimes happened and sometimes didn’t. This was literally the motivation for me to setup the debugger! ㅤ Initially I tried to work with the system as it was, but it became tedious fairly quickly, with a lot of if statements, etc. So, I swapped to just using the system time, and it literally just fixed itself almost instantly! That and the code for it ended up being simpler than before! ㅤ The only thing I don’t really like is the grid, and how it kind of jitters, although that will a future problem to solve.
So I added an easy button to make celestial objects orbit another object. To demonstrate this, I recorded a video of me adding 2 moons to Jupiter! I also added a reverse velocity button which is self-explanatory, I didn’t include it in the video because I forgot. I also made it easier to add objects in a previous devlog, but I forgot to include it there.
Here’s what I’ve done: Made it possible to move the flat grid up and down Implemented custom camera controls so that I can better control the experience. This was very difficult at first… until I realized I could just copy paste the code from the library I’m using and just edit that instead 🤦. With this new camera system, I added a feature where you can hold shift and it will slow down for you. More internal refactoring!!! If you’ve been reading my devlogs, you’ll realize that this is like the 5th time or something that I did internal refactoring. To explain, this is my flagship project, as in I’m trying to reach like ~150 hours on this project so that I can get the Framework 13, so I want to take it slowly, so that I can be sure that I can build the features I want to build in an enjoyable manner. This is why I do these things occasionally.
So now you can add objects and change velocities going up and down in the y-axis using up/down arrow keys!! It also shows the flat grid temporarily for these. ㅤ The only thing is that I will probably change how the velocity y-value thing works, because I don’t like it. It’s ironic because that was the thing that took the most amount of time as well.
Now you can change the velocity and lock it to a specific axis!! Also I upgraded to C++23 from C++20. ㅤ Yeah that feature was a real nightmare to implement, with loads of bugs. That stupid float vs double thing came back to bite me again!!!! I swear bro these things annoy me a lot. How do I do this? I also initially had like no idea how this feature should be implemented, I was sitting there thinking and trying code out for a long time. I eventually decided to change the way velocities are changed entirely, now instead of just clicking and dragging, you press V on the keyboard and click with the mouse to confirm. ㅤ Even after that I had a dilemma about how exactly this axis locking feature should be implemented. I was initially going to cast a ray from the mouse and figure out where it is closest to the axis, however it turns out that is math that goes outside of high school altogether, so I had to scrap that. ㅤ Then I decided to open up Blender and see how it does it’s axis locking when you drag 3D objects around. From Blender I got inspiration for how it works in my program. ㅤ So now once you are editing the velocity, you can press X , Y , or Z to change the velocity going in those respective axes if you want. I also figured a much simpler way than that first method I thought of because of the testing with Blender. AI disclaimer Obviously there had to be some bugs with my code. After having spent a bunch of time struggling through writing the code only to reach some weird bugs, I gave up and did turn to AI. ㅤ I carefully supervised it while it tried to fix my code (I do NOT believe in vibe-coding) and it was actually able to fix it alright. I made a suggestion to edit the code to be cleaner and it listened. The ultimate plot twist I then asked it to add that sky-blue line thing. Now here’s the ultimate plot twist, so you know that float vs double precision error that keeps coming back to me? Well in every previous devlog where it happened, it was Claude who pointed out the issue. Well guess what? This time it was me who found it! The issue was with that line and how it was drawn on screen. ㅤ So yeah. That took a very long time, but it was worth it.
I’m back after 2 weeks!!! First I’ll explain why I took a break and then go over what I did in these 3.5 hours. Why I was gone for 2 weeks Basically, I was previously trying to force out 3.5 hours a day to get the FW13 laptop, along with trying to finish this online course so I can get my driver’s license (spending 2 hours a day on that). On top of that I had tuition classes so I can get ahead for next year’s chemistry and math curriculum (probably ~2 hours a day on that). This makes for 8 hours a day of scheduled work. Oh yeah and I wanted to do all of this while still maintaining my health (like going out for a walk everyday and things). ㅤ Obviously, this is a lot of time to commit, but I went ahead with it, thinking of it as a way for me to learn better time management, so that grade 12 will be easy for me. ㅤ However, it turned out to not go the way I thought it would in my mind. You see, no matter what I tried, I just couldn’t get all three of my priorities met. It’s not like a 9-5 job, where you really just have to stay at the office for that timeframe, but then only like 3-4 hours of that is actual focused work. This plan was demanding a full on 8 hours of high focus everyday, which is probably just not possible, without sacrificing too much in my opinion. ㅤ I also realized this was getting in the way my driver’s license and prepping for grade 12, which were probably more important. ㅤ Don’t get me wrong, Stardance is pretty cool and important, but the other 2 things are more important, I think. ㅤ The breaking point came when I finally did reach two of my priorities for 2 days (Stardance and driver’s course). But, it was a very grueling 2 days, and it wasn’t even including anything from tuition. I quickly realized that this was going need a lot more sacrifices than I bargained for. ㅤ So yeah, I took a break. I finished the online course, now I have to do in-car lessons, but the bottleneck for that is now the driving instructor’s availability, now mine. I also tried catching up to the tuition hw (yeah tbh, that didn’t go too well). And I still didn’t touch any of my projects for a bit after that because I was genuinely burnt out. ㅤ But now I’m back! I’m not fully quitting Stardance at all, but now I will work at a slower pace than before. A pace that feels natural to me, rather than forced. Honestly, it might turn out to be the same amount of time as before, just because a bunch of my time has been freed up by finished that driver’s course. But whatever happens, I will finish all of my projects in a way that isn’t so taxing to me mentally and physically. What I actually did in this devlog So for this devlog, I made it so you can edit the velocity using polar coordinates (basically change it via longitude/latitude), as an alternative to x/y/z. ㅤ I initially tried to do this myself by stitching together some math formulas from Reddit, but it didn’t work because I didn’t understand the physics behind them. ㅤ This stuff goes under a field called spherical trigonometry, which is something they don’t usually teach until university math, so I definitely didn’t learn it in grade 11. ㅤ Eventually I gave up and just used Claude to implement the rougher details. However, I have decided to learn a bit of this stuff myself, since it seems like just high school trig but in 3d. Also, because why not!
What would happen if a second Sun randomly spawned in our solar system? Well clearly chaos according to my simulation. So previously, I made a button that automatically sets a velocity so that one object orbits another object, allowing you to easily make planet-moon systems. ㅤ However, what if you wanted to create gravity systems where objects are similar masses, like binary stars, or something like the Pluto-Charon system where clearly they orbit a point outside of each other? ㅤ This is what I set out to implement in this devlog, other than fixing a bug in the spacetime curvature grid where it would jitter around. ㅤ So I’m gonna be honest here, I did basically get AI to do this part for me, that’s not to say I didn’t try at all because I really did. But it turns out this stuff is way outside of high school physics and goes into orbital mechanics. ㅤ I wrote a simple solution which I thought might work, but it didn’t quite. ㅤ So I tried to watch this video to understand how to do it, but couldn’t understand what kind of vector math he was doing. So I basically gave up and got Claude to do it. ㅤ Looking at Claude’s solution, it seems kind of simple in that it’s not using crazy long equations to do things, but at the same time, I don’t think I would have been able to come up with those on my own, so ig it was a good use of AI to speed things up.
First ship is incoming very soon! In these 4 hours spread out across a whole month (I was too busy with school), I got it deployed as a website! ㅤ You can try it out at https://agokule.github.io/perihelion/ . I’m too lazy rn to upload a proper video, so if you can’t figure out how to use the app, check out my other devlogs. Lmk what you think about the app in the comments! Would this be good to ship, or are there still some things you are dying to see before that happens? How was it? Not very nice tbh. A part of me regrets choosing Raylib instead of SDL3 for this project, bc in my experience it was super easy to just port over an SDL3 project to a website. ㅤ Here it was not that easy. I ended fully refactoring the main file (like just rearranging things into different functions) just for it to work the way I wanted. ㅤ In particular the way it handles keyboard/mouse inputs on a website is soooo weird!! You have to check for them at a specific point in your code between two certain functions, which is weird!! ㅤ There were also a lot of weird niche bugs that were so annoying to find, and it turns many of them were with the way Raylib deals with the web, and I only found out because Claude ended up closely reading the source code for these fixes! ㅤ These were mostly minor nitpicks which AI helped me solve. Now, that this thing is almost done I am very glad. It’s like a huge weight has been lifted off my shoulders.
So my first ship got rejected because of 2 reasons: I generated my README with AI, which I didn’t know was not allowed They think I generated over 30% of code with AI I personally don’t think that’s the case, but ig I will have to follow it anyways. So in these 5.75 hours, I rewrote my github readme from scratch by hand. I also rewrote a bunch of my code so that it is by hand as well. ㅤ I’d like to specifically talk about the Spherical struct, since I feel it was most interesting. I previously vibe coded it because the math behind it (3D trigonometry) looked too scary. I tried rewriting it from scratch, and actually turns out it’s not too difficult. So in that case, I’m kind of glad my submission got flagged because now I learned something new! ㅤ While rewriting it, I found some weird choices in sort of architecture which the AI made. So I ended up moving things around to fix it. I also deleted the stupidly long comments that it made, like seriously they’re so long they really make the code worse for the most part. I also fixed two small bugs. So yeah, this will be the last devlog I make for sure.
Ships:
What did I make? This is a gravity simulator written in C++. Right now, it only simulates the solar system, but I am planning on adding more to it in later ships. For detailed instructions on how to use it, see the README, but as a TLDR: when your mouse disappears, use the WASD , Shift , and Space keys to move around. To show your cursor, press Esc . Click anywhere to hide it again. Click on a planet’s outline to select it. When it’s selected, you can press V to change its velocity, then you can press X , Y , or Z to lock to the axis, and click with your mouse to confirm. You can also edit its properties in a window. To unselect it, press the × button in the top center Challenges I finished IB SL Physics with a level 7 (highest one possible), so I naively thought all the physics calculations would be easy enough that I could solve them completely alone. Tbh, it was at first, with the actual gravity part just being the F = Gmm/r^2 equation over and over again. However, with my other features like the spacetime curvature grid, and especially the “Orbit eachother” button, those features required things from university level physics and were complicated. So for these specific physics features, I ended up defaulting to AI to write them. Additionally, figuring out 3D graphics was a challenge and for this, AI and the internet were very useful in figuring those out. I am also glad I used Raylib to code this, since it makes 3D graphics much easier than it normally is. Roadmap for future ships I will consider adding the following in future ships: Black Holes Make the planets rotate Presets other than the solar system Optimize the gravity simulation, right now it lags at around 40 objects Add a bunch of the planets’ moons Add collision detection, so you can smash an asteroid at a planet and see what happens Simulate atmosphere of a planet? There’s probably a lot more that I could add as well, feel free to suggest some features when you vote for this project!...
|
1793810888.0205514
|
1793897288.0205514
|
|
40203
|
Google Classroom Calendar Sync by @superheroyrr | Google Classroom Calendar Sync by @superheroyrr | Stardance...
|
superheroyrr
|
0
|
2.85
|
0
|
[]
|
[{"post_id": 35905, "ts": "202 [{"post_id": 35905, "ts": "2026-07-27T17:11:14Z", "hours": 1.835, "text": "In these ~1.75hrs, I have done 3 things: Made the GitHub gist upload part of the app a separate command in the command line. Previously it just ran automatically with classroom-sync run if the environment variable was there. The app uses playwright, a sort of web browser simulator so that you can load websites and extract information from them using code. It only officially supports a few Linux distros (mainly Ubuntu and Fedora based I think), so I added a message to people not on those distros like myself to use a workaround. Converted the Javascript code to Typescript so that it can be maintained easier."}, {"post_id": 35291, "ts": "2026-07-26T16:31:15Z", "hours": 1.0167, "text": "Most of the app is done now, just need to fix some crazy edge cases, like right now, it doesn’t work if there is an event that is 2 weeks long, and cross year as well. I also need to test if the Github gist script actually works. So here’s the flow right now: One time setup: You run the save-session.js script, it will open a browser window Login to your school account Press enter in the terminal, the script will then save the cookies of the browser session so that it can use that to get calendar data later. I will put more details about why I chose this methodology later in the Github readme. ㅤ To generate the *.ics file: You run the fetch-ics.js script and wait patiently. If you set the MONTHS_TO_WALK constant in the file to a fairly big number, it can take a while. The script will go through each page of the “Public URL of the Calendar” (not very public) and webscrape each event that is there. Since it is using your credentials from the One time setup, it will get all of the events, not just the public ones. Done! Now you have a classroom.ics file that you can do whatever you want with!"}]...
|
Title: Google Classroom Calendar Sync by @superher Title: Google Classroom Calendar Sync by @superheroyrr | Stardance
Devlogs:
Most of the app is done now, just need to fix some crazy edge cases, like right now, it doesn’t work if there is an event that is 2 weeks long, and cross year as well. I also need to test if the Github gist script actually works. So here’s the flow right now: One time setup: You run the save-session.js script, it will open a browser window Login to your school account Press enter in the terminal, the script will then save the cookies of the browser session so that it can use that to get calendar data later. I will put more details about why I chose this methodology later in the Github readme. ㅤ To generate the *.ics file: You run the fetch-ics.js script and wait patiently. If you set the MONTHS_TO_WALK constant in the file to a fairly big number, it can take a while. The script will go through each page of the “Public URL of the Calendar” (not very public) and webscrape each event that is there. Since it is using your credentials from the One time setup, it will get all of the events, not just the public ones. Done! Now you have a classroom.ics file that you can do whatever you want with!
In these ~1.75hrs, I have done 3 things: Made the GitHub gist upload part of the app a separate command in the command line. Previously it just ran automatically with classroom-sync run if the environment variable was there. The app uses playwright, a sort of web browser simulator so that you can load websites and extract information from them using code. It only officially supports a few Linux distros (mainly Ubuntu and Fedora based I think), so I added a message to people not on those distros like myself to use a workaround. Converted the Javascript code to Typescript so that it can be maintained easier....
|
1793274744.9212606
|
1793879544.9212606
|
|
58231
|
Brainrot Super Smash Bros Game by @superheroyrr | Brainrot Super Smash Bros Game by @superheroyrr | Stardance...
|
superheroyrr
|
0
|
1.53
|
0
|
[]
|
[{"post_id": 61549, "ts": "202 [{"post_id": 61549, "ts": "2026-09-04T14:53:17Z", "hours": 1.5336, "text": "Today, I just setup the project and added a map editor to it. ㅤ The blue tiles represent sky, while the black ones are ground tiles, which the players can walk on. ㅤ For this devlog, I did use AI, but only to write the README.md file and nothing else. ㅤ I haven’t coded in python in quite a while, and never used pygame either, but it was surprisingly straightforward to setup the project and all!"}]...
|
Title: Brainrot Super Smash Bros Game by @superher Title: Brainrot Super Smash Bros Game by @superheroyrr | Stardance
Devlogs:
Today, I just setup the project and added a map editor to it. ㅤ The blue tiles represent sky, while the black ones are ground tiles, which the players can walk on. ㅤ For this devlog, I did use AI, but only to write the README.md file and nothing else. ㅤ I haven’t coded in python in quite a while, and never used pygame either, but it was surprisingly straightforward to setup the project and all!...
|
1793479925.7701888
|
1794084725.7701888
|
|
67327
|
Creepy voice by @superfood | Stardance
|
superfood
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Creepy voice by @superfood | Stardance
|
1793731738.559169
|
1794336538.559169
|
|
2700
|
SuperzStudios Project Hub by @supercooltylerfriend SuperzStudios Project Hub by @supercooltylerfriend | Stardance...
|
supercooltylerfriend
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: SuperzStudios Project Hub by @supercooltyle Title: SuperzStudios Project Hub by @supercooltylerfriend | Stardance...
|
1793371712.4417026
|
1793976512.4417026
|
|
341
|
WarioWare Game by @supercoolcodinggirl | Stardance
|
supercoolcodinggirl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: WarioWare Game by @supercoolcodinggirl | St Title: WarioWare Game by @supercoolcodinggirl | Stardance...
|
1793800572.8324296
|
1794664572.8324296
|
|
18077
|
Personal Website by @supercoolcodinggirl | Stardan Personal Website by @supercoolcodinggirl | Stardance...
|
supercoolcodinggirl
|
1
|
6.0
|
68
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-14T07:11:45Z", "hours": 6.0, "multiplier": 12.05, "payout": 68, "blessing": "neutral", "text": "My project is a simple portfolio website. I would recommend using a computer to look at the project, rather than a phone. I did not work on the phone display, so thats cooked. I struggled with design so bad. I wanted to push myself out my comfort zone of familiarity. Glad I did! C:", "repo": "https://github.com/zoebiscuit/personalWebsite", "demo": "https://zoebiscuit.github.io/personalWebsite/"}]...
|
[{"post_id": 8553, "ts": "2026 [{"post_id": 8553, "ts": "2026-06-14T06:50:26Z", "hours": 3.5628, "text": "FINISHED MI MASTERPIECE it is currently 3am and i stayed up finishing this. the style change quite a bit from the original design. however, the organization changed completely. i decided to keep the website as one whole page and to only focus on who i am and my projects. i added my music in there too, since i learned from my friend how to play around with spotify features on websites. im very proud of this project and it def is a unique take on a website for me. now im going to go to sleep."}, {"post_id": 8382, "ts": "2026-06-13T22:52:38Z", "hours": 1.0758, "text": "changed the vibe alert! i tried implementing the blue background and honestly it was just blurry. i was listening to the new olivia rodrigo album “you seem pretty sad for a girl so in love” while playing around with the website in vs code. i think i like how its going. it kinda reminds me of the album’s aesthetic. also my lapse kept recording black videos. sonion"}, {"post_id": 8167, "ts": "2026-06-13T16:40:52Z", "hours": 1.0111, "text": "Working on a personal website! The intended feeling is like cut out pictures and watercolors. I played around and designed this in Canva. I felt a rush of motivation to do this after being inspired to see a lot of people’s portfolio websites while reviewing for another ysws. One thing I and my friends always notice when I make websites is that they all feel the same. It’s the same style or layout. That’s why I tried to branch out and tried something that leans more into aesthetic + pinterest style rather than professionalism. feel free to comment suggestions!"}]...
|
Title: Personal Website by @supercoolcodinggirl | Title: Personal Website by @supercoolcodinggirl | Stardance
Devlogs:
Working on a personal website! The intended feeling is like cut out pictures and watercolors. I played around and designed this in Canva. I felt a rush of motivation to do this after being inspired to see a lot of people’s portfolio websites while reviewing for another ysws. One thing I and my friends always notice when I make websites is that they all feel the same. It’s the same style or layout. That’s why I tried to branch out and tried something that leans more into aesthetic + pinterest style rather than professionalism. feel free to comment suggestions!
changed the vibe alert! i tried implementing the blue background and honestly it was just blurry. i was listening to the new olivia rodrigo album “you seem pretty sad for a girl so in love” while playing around with the website in vs code. i think i like how its going. it kinda reminds me of the album’s aesthetic. also my lapse kept recording black videos. sonion
FINISHED MI MASTERPIECE it is currently 3am and i stayed up finishing this. the style change quite a bit from the original design. however, the organization changed completely. i decided to keep the website as one whole page and to only focus on who i am and my projects. i added my music in there too, since i learned from my friend how to play around with spotify features on websites. im very proud of this project and it def is a unique take on a website for me. now im going to go to sleep.
Ships:
My project is a simple portfolio website. I would recommend using a computer to look at the project, rather than a phone. I did not work on the phone display, so thats cooked. I struggled with design so bad. I wanted to push myself out my comfort zone of familiarity. Glad I did! C:...
|
1793785861.0297632
|
1793872261.0297632
|
|
19015
|
Terminal Wordle by @supercoolcodinggirl | Stardanc Terminal Wordle by @supercoolcodinggirl | Stardance...
|
supercoolcodinggirl
|
0
|
2.44
|
0
|
[]
|
[{"post_id": 9091, "ts": "2026 [{"post_id": 9091, "ts": "2026-06-15T06:01:12Z", "hours": 2.4372, "text": "Finished My Terminal Wordle I did this game to put the python skills i learned this spring to use. pretty much you have ten guesses to guess the word. guess it right to win. struggled a lot with switching out characters in a string. it takes a different thought process than the one i would use for java."}]...
|
Title: Terminal Wordle by @supercoolcodinggirl | S Title: Terminal Wordle by @supercoolcodinggirl | Stardance
Devlogs:
Finished My Terminal Wordle I did this game to put the python skills i learned this spring to use. pretty much you have ten guesses to guess the word. guess it right to win. struggled a lot with switching out characters in a string. it takes a different thought process than the one i would use for java....
|
1793811034.7708473
|
1794415834.7708473
|
|
24951
|
HeidiWare! by @supercoolcodinggirl | Stardance
|
supercoolcodinggirl
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 14772, "ts": "202 [{"post_id": 14772, "ts": "2026-06-24T00:07:10Z", "hours": 0.2853, "text": "Made the title screen for the WarioWare Mission I decided to keep this simple as I am just quickly testing out the warioware guide :3"}]...
|
Title: HeidiWare! by @supercoolcodinggirl | Starda Title: HeidiWare! by @supercoolcodinggirl | Stardance
Devlogs:
Made the title screen for the WarioWare Mission I decided to keep this simple as I am just quickly testing out the warioware guide :3...
|
1793303830.8577638
|
1793908630.8577638
|
|
41344
|
Project Showcase of Club by @supercoolcodinggirl | Project Showcase of Club by @supercoolcodinggirl | Stardance...
|
supercoolcodinggirl
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T14:03:56Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "created a simple website showing off the games and websites my club members made in the last year. intention is to show new members what they can do in my school’s hackclub.", "repo": "https://github.com/zoebiscuit/clubgames", "demo": "https://zoebiscuit.github.io/clubgames/"}]...
|
[{"post_id": 51035, "ts": "202 [{"post_id": 51035, "ts": "2026-08-20T14:59:36Z", "hours": 0.7178, "text": "I added a sunbeam announcement for my club. it pops up like an advertisement."}, {"post_id": 37007, "ts": "2026-07-29T13:42:32Z", "hours": 0.4989, "text": "Added a Websites section my magnificent friend told me i should show the websites people made in the club. so i did. you just scroll further down to see it C:"}, {"post_id": 36820, "ts": "2026-07-29T03:33:35Z", "hours": 1.4119, "text": "hi. i made dis. it is a website that shows all the cool projects people made in my club. the intention is that during freshman invasion, kids and parents can play the games and realize “wait hey, i can so make that” and “comp sci is so fun omg.” im shifting worlds with this projects. changing lives. changing landscapes. pivoting ecosystems. gn"}]...
|
Title: Project Showcase of Club by @supercoolcodin Title: Project Showcase of Club by @supercoolcodinggirl | Stardance
Devlogs:
hi. i made dis. it is a website that shows all the cool projects people made in my club. the intention is that during freshman invasion, kids and parents can play the games and realize “wait hey, i can so make that” and “comp sci is so fun omg.” im shifting worlds with this projects. changing lives. changing landscapes. pivoting ecosystems. gn
Added a Websites section my magnificent friend told me i should show the websites people made in the club. so i did. you just scroll further down to see it C:
I added a sunbeam announcement for my club. it pops up like an advertisement.
Ships:
created a simple website showing off the games and websites my club members made in the last year. intention is to show new members what they can do in my school’s hackclub....
|
1793699627.7522736
|
1793786027.7522736
|
|
51735
|
test by @supercoolcodinggirl | Stardance
|
supercoolcodinggirl
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: test by @supercoolcodinggirl | Stardance
|
1793404125.5774188
|
1794008925.5774188
|
|
28720
|
flyclock by @superabdelrahman2011 | Stardance
|
superabdelrahman2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: flyclock by @superabdelrahman2011 | Stardan Title: flyclock by @superabdelrahman2011 | Stardance...
|
1792943435.8780856
|
1793807435.8780856
|
|
29206
|
Untitled by @superabdelrahman2011 | Stardance
|
superabdelrahman2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled by @superabdelrahman2011 | Stardan Title: Untitled by @superabdelrahman2011 | Stardance...
|
1793839839.956166
|
1794703839.956166
|
|
31276
|
AeroGesture by @superabdelrahman2011 | Stardance
|
superabdelrahman2011
|
0
|
0.38
|
0
|
[]
|
[{"post_id": 32377, "ts": "202 [{"post_id": 32377, "ts": "2026-07-21T14:47:30Z", "hours": 0.3839, "text": "i am working on a drone controlled by hand it use pure hand gestures and camera"}]...
|
Title: AeroGesture by @superabdelrahman2011 | Star Title: AeroGesture by @superabdelrahman2011 | Stardance
Devlogs:
i am working on a drone controlled by hand it use pure hand gestures and camera...
|
1793274857.504156
|
1793879657.504156
|
|
42694
|
calcdeck by @superabdelrahman2011 | Stardance
|
superabdelrahman2011
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: calcdeck by @superabdelrahman2011 | Stardan Title: calcdeck by @superabdelrahman2011 | Stardance...
|
1793796656.7637823
|
1794660656.7637823
|
|
45756
|
StarPad by @super_soimon | Stardance
|
super_soimon
|
0
|
16.1
|
0
|
[]
|
[{"post_id": 50696, "ts": "202 [{"post_id": 50696, "ts": "2026-08-20T00:49:17Z", "hours": 5.8731, "text": "Was quite a busy day! Finished initial submission of StarPad, added Star Wars designs, and finished CAD design of case. Today was also dedicated to coding everything (used QMK), and it was a success! The 4 keys control up/down/left/right, and the rotary encoder controls volume. Haven’t coded the OLED yet, don’t know what to do… Can’t wait to see what revisions I get on StarPad."}, {"post_id": 49954, "ts": "2026-08-18T23:01:33Z", "hours": 8.1117, "text": "Mostly done work on the general design of the macropad. Want to turn it into a star-wars based macropad, but finished the general design. Had a couple of issues that took a bit more time to fix…. Firstly, accidentally forgot to save my kicad files, so they reverted to an old version… (-3 hours of work). Also, I struggled to align two holes in onshape, which I spent like 30 minutes trying to fix. On a good note, the entire PCB electrical section is done, and in the next devlog, I’m just going to do external adjustments!"}, {"post_id": 48615, "ts": "2026-08-17T02:36:06Z", "hours": 2.1108, "text": "Designed first PCB(!!!), so it’s a bit messy :( . Designed to work as a macropad, I didn’t have the time to CAD the shell for the actual one. Included is timelapse of my first practice PCB, following the “My awesome macropad” tutorial. Onshape CAD is included. Can’t wait to continue with this project tomorrow!"}]...
|
Title: StarPad by @super_soimon | Stardance
Devlo Title: StarPad by @super_soimon | Stardance
Devlogs:
Designed first PCB(!!!), so it’s a bit messy :( . Designed to work as a macropad, I didn’t have the time to CAD the shell for the actual one. Included is timelapse of my first practice PCB, following the “My awesome macropad” tutorial. Onshape CAD is included. Can’t wait to continue with this project tomorrow!
Mostly done work on the general design of the macropad. Want to turn it into a star-wars based macropad, but finished the general design. Had a couple of issues that took a bit more time to fix…. Firstly, accidentally forgot to save my kicad files, so they reverted to an old version… (-3 hours of work). Also, I struggled to align two holes in onshape, which I spent like 30 minutes trying to fix. On a good note, the entire PCB electrical section is done, and in the next devlog, I’m just going to do external adjustments!
Was quite a busy day! Finished initial submission of StarPad, added Star Wars designs, and finished CAD design of case. Today was also dedicated to coding everything (used QMK), and it was a success! The 4 keys control up/down/left/right, and the rotary encoder controls volume. Haven’t coded the OLED yet, don’t know what to do… Can’t wait to see what revisions I get on StarPad....
|
1793353895.1494508
|
1793958695.1494508
|
|
52154
|
Custom TKL Mechanical Keyboard by @super_soimon | Custom TKL Mechanical Keyboard by @super_soimon | Stardance...
|
super_soimon
|
0
|
23.8
|
0
|
[]
|
[{"post_id": 54892, "ts": "202 [{"post_id": 54892, "ts": "2026-08-26T03:27:22Z", "hours": 10.55, "text": "These 10 hours were filled with forgetfulness and pain, made lots of mistakes :)))) Finished the PCB, had a couple issues with unconnected pins, errors, and edge.cuts n stuff Coded keyboard in QMK, uploaded to git repo, pretty simple Most of time was spent designing the case/cover for the keyboard, had lots of roadblocks along the way though…. Firstly, I forgot how to actually sketch? I don’t know how it happened Then, I forgot that I need a top shell for my keyboard… Had a couple other issues with placing of switches and parts, but CAD is now Mostly done, just gotta figure out mounting/putting it all together, and making a slot for the MicroUSB cable"}, {"post_id": 53321, "ts": "2026-08-23T19:55:35Z", "hours": 13.2544, "text": "Started work on 80% keyboard! 1st attempt didn’t work to well - the wiring was a mess, so I ended up redoing the matrix and scaling down from 104 to 87. Working on CAD for it now, planning on doing something cool with wooden filament."}]...
|
Title: Custom TKL Mechanical Keyboard by @super_so Title: Custom TKL Mechanical Keyboard by @super_soimon | Stardance
Devlogs:
Started work on 80% keyboard! 1st attempt didn’t work to well - the wiring was a mess, so I ended up redoing the matrix and scaling down from 104 to 87. Working on CAD for it now, planning on doing something cool with wooden filament.
These 10 hours were filled with forgetfulness and pain, made lots of mistakes :)))) Finished the PCB, had a couple issues with unconnected pins, errors, and edge.cuts n stuff Coded keyboard in QMK, uploaded to git repo, pretty simple Most of time was spent designing the case/cover for the keyboard, had lots of roadblocks along the way though…. Firstly, I forgot how to actually sketch? I don’t know how it happened Then, I forgot that I need a top shell for my keyboard… Had a couple other issues with placing of switches and parts, but CAD is now Mostly done, just gotta figure out mounting/putting it all together, and making a slot for the MicroUSB cable...
|
1793425886.6005373
|
1794030686.6005373
|
|
65507
|
Minimalist Alarm Clock by @super_soimon | Stardanc Minimalist Alarm Clock by @super_soimon | Stardance...
|
super_soimon
|
0
|
5.08
|
0
|
[]
|
[{"post_id": 74253, "ts": "202 [{"post_id": 74253, "ts": "2026-09-27T02:08:22Z", "hours": 3.9336, "text": "Finished the whole project! Done the onshape case, it consists of 3 parts (top shell, bottom shell, middle shell). Decided to 3d print the keycaps aswell, to stay minimalist Everything is in a GitHub repository, finished BOM and README.md."}, {"post_id": 73385, "ts": "2026-09-25T01:33:52Z", "hours": 1.15, "text": "First Devlog for this project! Finished schematic and pcb layout, started work on case in onshape."}]...
|
Title: Minimalist Alarm Clock by @super_soimon | S Title: Minimalist Alarm Clock by @super_soimon | Stardance
Devlogs:
First Devlog for this project! Finished schematic and pcb layout, started work on case in onshape.
Finished the whole project! Done the onshape case, it consists of 3 parts (top shell, bottom shell, middle shell). Decided to 3d print the keycaps aswell, to stay minimalist Everything is in a GitHub repository, finished BOM and README.md....
|
1793702892.769438
|
1794307692.769438
|
|
66184
|
BEEF BOARD by @super_soimon | Stardance
|
super_soimon
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: BEEF BOARD by @super_soimon | Stardance
|
1793713840.3933444
|
1794318640.3933444
|
|
4984
|
Untitled project by @super_man2775 | Stardance
|
super_man2775
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @super_man2775 | Starda Title: Untitled project by @super_man2775 | Stardance...
|
1793396964.5601614
|
1794001764.5601614
|
|
18499
|
IT Learn by @super_man2775 | Stardance
|
super_man2775
|
0
|
2.06
|
0
|
[]
|
[{"post_id": 8692, "ts": "2026 [{"post_id": 8692, "ts": "2026-06-14T13:17:57Z", "hours": 2.0636, "text": "Today I made the landing page and login/signup pages for the new IT Learn. Everything is still subject to change, and we are probably not using this retro style, but the page content is probably gonna stay."}]...
|
Title: IT Learn by @super_man2775 | Stardance
Dev Title: IT Learn by @super_man2775 | Stardance
Devlogs:
Today I made the landing page and login/signup pages for the new IT Learn. Everything is still subject to change, and we are probably not using this retro style, but the page content is probably gonna stay....
|
1793480019.0701666
|
1794084819.0701666
|
|
19125
|
Web Shooter by @super_man2775 | Stardance
|
super_man2775
|
1
|
2.28
|
13
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T15:51:25Z", "hours": 2.0, "multiplier": 7.23, "payout": 13, "blessing": "neutral", "text": "I built an extension where you can shoot websites with your cute small little spacecraft and it’s big fat gun! I love doing this on any website and seeing my friends look weird at me lmao. In the picture you can see how I am shooting the Hack Club website.", "repo": "https://github.com/superman2775/web-shooter", "demo": "https://github.com/superman2775/web-shooter/releases/tag/2.0.0"}]...
|
[{"post_id": 9835, "ts": "2026 [{"post_id": 9835, "ts": "2026-06-16T09:09:29Z", "hours": 0.2769, "text": "The reviewer requested to remove the extensive AI usage in the CSS, so I did that 🥳🍔"}, {"post_id": 9268, "ts": "2026-06-15T15:49:16Z", "hours": 1.7889, "text": "I made the basic shooter thing. 😀 I am going to ship this now, with an eye on future improvements like leaderboards or something. In the screenshot you can see me absolutely destroying hack club’s website."}]...
|
Title: Web Shooter by @super_man2775 | Stardance
Title: Web Shooter by @super_man2775 | Stardance
Devlogs:
I made the basic shooter thing. 😀 I am going to ship this now, with an eye on future improvements like leaderboards or something. In the screenshot you can see me absolutely destroying hack club’s website.
The reviewer requested to remove the extensive AI usage in the CSS, so I did that 🥳🍔
Ships:
I built an extension where you can shoot websites with your cute small little spacecraft and it’s big fat gun! I love doing this on any website and seeing my friends look weird at me lmao. In the picture you can see how I am shooting the Hack Club website....
|
1793699851.774318
|
1793786251.774318
|
|
65254
|
My awesome macropad! by @super1201 | Stardance
|
super1201
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @super1201 | Starda Title: My awesome macropad! by @super1201 | Stardance...
|
1793699311.8537385
|
1794304111.8537385
|
|
60381
|
A game by @sunwaffleking | Stardance
|
sunwaffleking
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A game by @sunwaffleking | Stardance
|
1793641924.6839423
|
1794246724.6839423
|
|
9325
|
My first slack bot! by @suntae6940 | Stardance
|
suntae6940
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @suntae6940 | Starda Title: My first slack bot! by @suntae6940 | Stardance...
|
1793382872.3551323
|
1793987672.3551323
|
|
26129
|
aspen by @sunsuke | Stardance
|
sunsuke
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: aspen by @sunsuke | Stardance
|
1793227653.8408246
|
1793832453.8408246
|
|
13859
|
Untitled project by @sunshine | Stardance
|
sunshine
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sunshine | Stardance
|
1793267326.9648151
|
1793872126.9648151
|
|
47000
|
Hackpad by @sunshine | Stardance
|
sunshine
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Hackpad by @sunshine | Stardance
|
1793825355.5985606
|
1794430155.5985606
|
|
27904
|
Titan Methane Cycle Simulator by @sunsetaudrey | S Titan Methane Cycle Simulator by @sunsetaudrey | Stardance...
|
sunsetaudrey
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Titan Methane Cycle Simulator by @sunsetaud Title: Titan Methane Cycle Simulator by @sunsetaudrey | Stardance...
|
1793821779.399116
|
1794426579.399116
|
|
39336
|
Untitled project by @sunrise_hour | Stardance
|
sunrise_hour
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sunrise_hour | Stardan Title: Untitled project by @sunrise_hour | Stardance...
|
1793436873.3660653
|
1794041673.3660653
|
|
31067
|
My Personal Website by @sunnystew22 | Stardance
|
sunnystew22
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My Personal Website by @sunnystew22 | Stard Title: My Personal Website by @sunnystew22 | Stardance...
|
1793483413.2726357
|
1794088213.2726357
|
|
14733
|
Untitled project by @sunnyd | Stardance
|
sunnyd
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @sunnyd | Stardance
|
1793400749.3910334
|
1794005549.3910334
|
|
27884
|
My very own WebOS by @sunnnx | Stardance
|
sunnnx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @sunnnx | Stardance
|
1793379163.028755
|
1793983963.028755
|
|
18196
|
My very own WebOS by @sunkissed | Stardance
|
sunkissed
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @sunkissed | Stardance
|
1793498203.3856945
|
1794103003.3856945
|
|
37503
|
CS50x Problem Set Portfolio by @sunjasper123 | Sta CS50x Problem Set Portfolio by @sunjasper123 | Stardance...
|
sunjasper123
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CS50x Problem Set Portfolio by @sunjasper12 Title: CS50x Problem Set Portfolio by @sunjasper123 | Stardance...
|
1792929297.100244
|
1793793297.100244
|
|
44632
|
Arduino Reaction time tester by @sunjasper123 | St Arduino Reaction time tester by @sunjasper123 | Stardance...
|
sunjasper123
|
0
|
0.84
|
0
|
[]
|
[{"post_id": 42064, "ts": "202 [{"post_id": 42064, "ts": "2026-08-06T16:54:48Z", "hours": 0.8367, "text": "Starting my project!"}]...
|
Title: Arduino Reaction time tester by @sunjasper1 Title: Arduino Reaction time tester by @sunjasper123 | Stardance
Devlogs:
Starting my project!...
|
1793285637.1055505
|
1793890437.1055505
|
|
22030
|
Standard Model Simulator by @sunjae_choi710 | Star Standard Model Simulator by @sunjae_choi710 | Stardance...
|
sunjae_choi710
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T21:19:46Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a simulator where you can experiment with elementary particles in the Standard Model.", "repo": "https://github.com/sunjaechoi710-png/0th-element", "demo": "https://sunjaechoi710-png.github.io/0th-element/"}]...
|
[{"post_id": 13506, "ts": "202 [{"post_id": 13506, "ts": "2026-06-22T03:10:33Z", "hours": 2.0142, "text": "Standard Model Simulator I made a simulator where you can experiment with elementary particles in the Standard Model. You can merge quarks to create matter, watch different bosons decay, collide photons, and much more. Select the particles from the menu on the left. Drag them around or launch them. The details and scientific values are displayed on the menu, as well as a Feynman diagram for each interaction. If you’re stuck, refer to the recipes. Have fun and lemme know any errors! https://sunjaechoi710-png.github.io/0th-element/"}]...
|
Title: Standard Model Simulator by @sunjae_choi710 Title: Standard Model Simulator by @sunjae_choi710 | Stardance
Devlogs:
Standard Model Simulator I made a simulator where you can experiment with elementary particles in the Standard Model. You can merge quarks to create matter, watch different bosons decay, collide photons, and much more. Select the particles from the menu on the left. Drag them around or launch them. The details and scientific values are displayed on the menu, as well as a Feynman diagram for each interaction. If you’re stuck, refer to the recipes. Have fun and lemme know any errors! https://sunjaechoi710-png.github.io/0th-element/
Ships:
I made a simulator where you can experiment with elementary particles in the Standard Model....
|
1793746492.1001763
|
1793832892.1001763
|
|
1788
|
My first slack bot! by @sunilsujith1816a | Stardan My first slack bot! by @sunilsujith1816a | Stardance...
|
sunilsujith1816a
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sunilsujith1816a | Title: My first slack bot! by @sunilsujith1816a | Stardance...
|
1793177285.2922342
|
1793782085.2922342
|
|
67819
|
joypad by @sunidhi1422 | Stardance
|
sunidhi1422
|
0
|
5.51
|
0
|
[]
|
[{"post_id": 77387, "ts": "202 [{"post_id": 77387, "ts": "2026-10-06T19:11:55Z", "hours": 5.5142, "text": "i am working on a esp8266 based small handy gamepad fidgit toy with several games in it"}]...
|
Title: joypad by @sunidhi1422 | Stardance
Devlogs Title: joypad by @sunidhi1422 | Stardance
Devlogs:
i am working on a esp8266 based small handy gamepad fidgit toy with several games in it...
|
1793735434.0887403
|
1794340234.0887403
|
|
39691
|
FTC Basic Drivetrain by @sunflowerz7252 | Stardanc FTC Basic Drivetrain by @sunflowerz7252 | Stardance...
|
sunflowerz7252
|
1
|
3.51
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T21:42:37Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made an FTC Drivetrain. We need to make one for my First Lego League team. This was my first basic drivetrain through Onshape. The most challenging part was trying to attach the belts on since we had to make them with a certain size to make sure they fit without glitching out the design. I am most proud of being able to add advanced features on it such as odometry on the robot. To access this project you just have to open the onshape file link and see the robot!", "repo": "https://github.com/Sunflowerz72/FTC-Drivetrain-Base-V1", "demo": ""}]...
|
[{"post_id": 35466, "ts": "202 [{"post_id": 35466, "ts": "2026-07-26T22:17:08Z", "hours": 0.2561, "text": "Added Odometry Pods To Robot"}, {"post_id": 35459, "ts": "2026-07-26T21:58:27Z", "hours": 0.2558, "text": "Added Belt Onto My Wheels To Motors"}, {"post_id": 35453, "ts": "2026-07-26T21:35:41Z", "hours": 2.7683, "text": "Completed Main Drivetrain"}]...
|
Title: FTC Basic Drivetrain by @sunflowerz7252 | S Title: FTC Basic Drivetrain by @sunflowerz7252 | Stardance
Devlogs:
Completed Main Drivetrain
Added Belt Onto My Wheels To Motors
Added Odometry Pods To Robot
Ships:
I made an FTC Drivetrain. We need to make one for my First Lego League team. This was my first basic drivetrain through Onshape. The most challenging part was trying to attach the belts on since we had to make them with a certain size to make sure they fit without glitching out the design. I am most proud of being able to add advanced features on it such as odometry on the robot. To access this project you just have to open the onshape file link and see the robot!...
|
1793699563.5876098
|
1793785963.5876098
|
|
39772
|
MarketROI by @sunflowerz7252 | Stardance
|
sunflowerz7252
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-25T20:04:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Return On Investment website which can let you know how your business is doing. The most challenging part was getting the contact me to work since it had to open a separate email tab to contact. I am most proud of having exportable json and csv files. Below is the website link to open it and the source code on github.", "repo": "https://github.com/Sunflowerz72/MarketROI", "demo": "https://market-roi.vercel.app/"}]...
|
[{"post_id": 34792, "ts": "202 [{"post_id": 34792, "ts": "2026-07-25T19:45:35Z", "hours": 0.3286, "text": "Completed 2nd Update And Added More Options"}]...
|
Title: MarketROI by @sunflowerz7252 | Stardance
D Title: MarketROI by @sunflowerz7252 | Stardance
Devlogs:
Completed 2nd Update And Added More Options
Ships:
I made a Return On Investment website which can let you know how your business is doing. The most challenging part was getting the contact me to work since it had to open a separate email tab to contact. I am most proud of having exportable json and csv files. Below is the website link to open it and the source code on github....
|
1793692325.1035922
|
1793778725.1035922
|
|
6984
|
Cosmo-Arachnid by @sundeep | Stardance
|
sundeep
|
0
|
0.97
|
0
|
[]
|
[{"post_id": 2097, "ts": "2026 [{"post_id": 2097, "ts": "2026-06-04T12:55:13Z", "hours": 0.9708, "text": "Cosmo-arachnid devlog - 1 (Plan)"}]...
|
Title: Cosmo-Arachnid by @sundeep | Stardance
Dev Title: Cosmo-Arachnid by @sundeep | Stardance
Devlogs:
Cosmo-arachnid devlog - 1 (Plan)...
|
1793782515.9123394
|
1794387315.9123394
|
|
64384
|
My very own WebOS by @sundayonsaturday | Stardance
|
sundayonsaturday
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @sundayonsaturday | St Title: My very own WebOS by @sundayonsaturday | Stardance...
|
1793674289.43332
|
1794279089.43332
|
|
13519
|
postura by @sundaykig | Stardance
|
sundaykig
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: postura by @sundaykig | Stardance
|
1793530304.6948178
|
1794135104.6948178
|
|
24441
|
Frictionless by @sundaravarada_char | Stardance
|
sundaravarada_char
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Frictionless by @sundaravarada_char | Stard Title: Frictionless by @sundaravarada_char | Stardance...
|
1793566115.0573883
|
1794170915.0573883
|
|
1969
|
My first slack bot! by @sunbrrst | Stardance
|
sunbrrst
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sunbrrst | Stardanc Title: My first slack bot! by @sunbrrst | Stardance...
|
1793465751.148904
|
1794070551.148904
|
|
3767
|
My first slack bot! by @sunaykomarla | Stardance
|
sunaykomarla
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @sunaykomarla | Star Title: My first slack bot! by @sunaykomarla | Stardance...
|
1793814569.13415
|
1794419369.13415
|