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5933
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My awesome macropad! by @sreevaishnavi | Stardance
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sreevaishnavi
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sreevaishnavi | St Title: My awesome macropad! by @sreevaishnavi | Stardance...
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1793523232.3583045
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1794128032.3583045
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7281
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My first slack bot! by @sreevaishnavi | Stardance
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sreevaishnavi
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @sreevaishnavi | Sta Title: My first slack bot! by @sreevaishnavi | Stardance...
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1793263878.6167586
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1793868678.6167586
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15887
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Wirelessly Controlled Door Lock by @sreevaibhav | Wirelessly Controlled Door Lock by @sreevaibhav | Stardance...
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sreevaibhav
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0
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0.0
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0
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[]
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Title: Wirelessly Controlled Door Lock by @sreevai Title: Wirelessly Controlled Door Lock by @sreevaibhav | Stardance...
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1793292970.6142728
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1793897770.6142728
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28096
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My very own WebOS by @sreerangshijoy3 | Stardance
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sreerangshijoy3
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2
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4.0
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2
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T10:55:47Z", "hours": 1.0, "multiplier": 2.69, "payout": 2, "blessing": "neutral", "text": "I updated my web OS by adding features, apps and I tried to improve the web OS. I faced many challenges when designing UI, iam proud to build and upgrade my own web os", "repo": "https://github.com/sreerangshijoy3-cloud/GOAT-OS", "demo": "https://goat-os-gamma.vercel.app/"}, {"ship_num": 2, "ts": "2026-08-04T10:24:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a web-based personal operating system GOAT OS using HTML, CSS, and JavaScript. It simulates a real desktop environment inside the browser, where users can open apps, move windows, and interact with different tools. I am proud that I was able to create a complete system that feels like a real operating system inside a browser.", "repo": "https://github.com/sreerangshijoy3-cloud/GOAT-OS", "demo": "https://goat-os-gamma.vercel.app/"}]...
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[{"post_id": 43216, "ts": "202 [{"post_id": 43216, "ts": "2026-08-08T10:52:50Z", "hours": 0.9069, "text": "I updated my web OS and add new features and apps I tried to improve the UI"}, {"post_id": 40649, "ts": "2026-08-04T10:21:52Z", "hours": 0.2567, "text": "I made the app in the os openable and dragable"}, {"post_id": 40641, "ts": "2026-08-04T10:02:16Z", "hours": 0.3275, "text": "In my web os I added application to it"}, {"post_id": 40631, "ts": "2026-08-04T09:37:42Z", "hours": 1.9558, "text": "This is my first step on my web os"}]...
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Title: My very own WebOS by @sreerangshijoy3 | Sta Title: My very own WebOS by @sreerangshijoy3 | Stardance
Devlogs:
This is my first step on my web os
In my web os I added application to it
I made the app in the os openable and dragable
I updated my web OS and add new features and apps I tried to improve the UI
Ships:
I built a web-based personal operating system GOAT OS using HTML, CSS, and JavaScript. It simulates a real desktop environment inside the browser, where users can open apps, move windows, and interact with different tools. I am proud that I was able to create a complete system that feels like a real operating system inside a browser.
I updated my web OS by adding features, apps and I tried to improve the web OS. I faced many challenges when designing UI, iam proud to build and upgrade my own web os...
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1793825401.168345
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1793911801.168345
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28097
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My awesome macropad! by @sreerangshijoy3 | Stardan My awesome macropad! by @sreerangshijoy3 | Stardance...
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sreerangshijoy3
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sreerangshijoy3 | Title: My awesome macropad! by @sreerangshijoy3 | Stardance...
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1793919101.5149033
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1794783101.5149033
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28098
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WarioWare Game by @sreerangshijoy3 | Stardance
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sreerangshijoy3
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0
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0.0
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0
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[]
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[]
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Title: WarioWare Game by @sreerangshijoy3 | Starda Title: WarioWare Game by @sreerangshijoy3 | Stardance...
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1793922835.7609487
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1794786835.7609487
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28099
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My first slack bot! by @sreerangshijoy3 | Stardanc My first slack bot! by @sreerangshijoy3 | Stardance...
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sreerangshijoy3
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @sreerangshijoy3 | S Title: My first slack bot! by @sreerangshijoy3 | Stardance...
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1793901249.4756067
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1794765249.4756067
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29307
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my APOD site by @sreerangshijoy3 | Stardance
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sreerangshijoy3
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T05:58:05Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that displays NASA’s Astronomy Picture of the Day using their public API. The most challenging part was setting up the deployment and handling the API key securely. This was my first time working with APIs,", "repo": "https://github.com/sreerangshijoy3-cloud/my-APOD-site", "demo": "https://my-apod-site-1.vercel.app/"}]...
|
[{"post_id": 39899, "ts": "202 [{"post_id": 39899, "ts": "2026-08-03T05:53:41Z", "hours": 0.1053, "text": "I built a website that displays NASA’s Astronomy Picture of the Day using their public API.In this project, I worked on setting up a frontend application using Vite, fetching data from an external API, and dynamically displaying content like images, titles, and descriptions using JavaScript."}]...
|
Title: my APOD site by @sreerangshijoy3 | Stardanc Title: my APOD site by @sreerangshijoy3 | Stardance
Devlogs:
I built a website that displays NASA’s Astronomy Picture of the Day using their public API.In this project, I worked on setting up a frontend application using Vite, fetching data from an external API, and dynamically displaying content like images, titles, and descriptions using JavaScript.
Ships:
I made a website that displays NASA’s Astronomy Picture of the Day using their public API. The most challenging part was setting up the deployment and handling the API key securely. This was my first time working with APIs,...
|
1793767966.155076
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1793854366.155076
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29380
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My own site! by @sreerangshijoy3 | Stardance
|
sreerangshijoy3
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1
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0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-02T06:37:14Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have created a personal digital portfolio, commonly referred to as a “digital garden.” It is a responsive, single-page website built with HTML5 and Tailwind CSS, designed to showcase your profile, tech stack, and contact information.", "repo": "https://github.com/sreerangshijoy3-cloud/Personal-portfolio", "demo": "https://personalsite-iota-mauve.vercel.app/"}]...
|
[{"post_id": 39285, "ts": "202 [{"post_id": 39285, "ts": "2026-08-02T04:53:34Z", "hours": 0.2231, "text": "I am working on my personal portfolio"}]...
|
Title: My own site! by @sreerangshijoy3 | Stardanc Title: My own site! by @sreerangshijoy3 | Stardance
Devlogs:
I am working on my personal portfolio
Ships:
I have created a personal digital portfolio, commonly referred to as a “digital garden.” It is a responsive, single-page website built with HTML5 and Tailwind CSS, designed to showcase your profile, tech stack, and contact information....
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1793868896.7869499
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1793955296.7869499
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44638
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automatic plant watering system by @sreerangshijoy automatic plant watering system by @sreerangshijoy3 | Stardance...
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sreerangshijoy3
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0
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0.0
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0
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[]
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[]
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Title: automatic plant watering system by @sreeran Title: automatic plant watering system by @sreerangshijoy3 | Stardance...
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1793285651.8169317
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1793890451.8169317
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47009
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Hackpad by @sreerangshijoy3 | Stardance
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sreerangshijoy3
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0
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0.0
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0
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[]
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[]
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Title: Hackpad by @sreerangshijoy3 | Stardance
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1793825400.250388
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1794430200.250388
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28095
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sree by @sreerang49 | Stardance
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sreerang49
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0
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0.0
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0
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[]
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[]
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Title: sree by @sreerang49 | Stardance
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1793638053.2356195
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1794242853.2356195
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33930
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SAI by @sreenivasaparthasarathy | Stardance
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sreenivasaparthasarathy
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0
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0.0
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0
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[]
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[]
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Title: SAI by @sreenivasaparthasarathy | Stardance
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1793411498.7281876
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1794016298.7281876
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15932
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My very own WebOS by @sreenidhi_dhanikonda | Stard My very own WebOS by @sreenidhi_dhanikonda | Stardance...
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sreenidhi_dhanikonda
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @sreenidhi_dhanikonda Title: My very own WebOS by @sreenidhi_dhanikonda | Stardance...
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1793562893.7560034
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1794167693.7560034
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42018
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Luna by @sreekarbatchu | Stardance
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sreekarbatchu
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0
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0.0
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0
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[]
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[]
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Title: Luna by @sreekarbatchu | Stardance
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1793814629.9804306
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1794419429.9804306
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23827
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My first slack bot! by @sreeharione | Stardance
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sreeharione
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @sreeharione | Stard Title: My first slack bot! by @sreeharione | Stardance...
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1793411365.1881456
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1794016165.1881456
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49783
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My awesome macropad! by @sreehari- | Stardance
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sreehari-
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0
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0.0
|
0
|
[]
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[]
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Title: My awesome macropad! by @sreehari- | Starda Title: My awesome macropad! by @sreehari- | Stardance...
|
1793303574.690396
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1793908374.690396
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26622
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My first slack bot! by @sreehannnn | Stardance
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sreehannnn
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0
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0.0
|
0
|
[]
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[]
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Title: My first slack bot! by @sreehannnn | Starda Title: My first slack bot! by @sreehannnn | Stardance...
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1793501418.5814342
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1794106218.5814342
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44569
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Floating Space Landing Page by @sreedev | Stardanc Floating Space Landing Page by @sreedev | Stardance...
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sreedev
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0
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0.0
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0
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[]
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[]
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Title: Floating Space Landing Page by @sreedev | S Title: Floating Space Landing Page by @sreedev | Stardance...
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1793282049.6869743
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1793886849.6869743
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14613
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a todo website by @sreeanay10 | Stardance
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sreeanay10
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0
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0.0
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0
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[]
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[]
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Title: a todo website by @sreeanay10 | Stardance
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1793534126.529938
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1794138926.529938
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11899
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My first slack bot! by @sree_guru_alla | Stardance
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sree_guru_alla
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0
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0.0
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0
|
[]
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[]
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Title: My first slack bot! by @sree_guru_alla | St Title: My first slack bot! by @sree_guru_alla | Stardance...
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1793368431.6289904
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1793973231.6289904
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11907
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Untitled by @sree_guru_alla | Stardance
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sree_guru_alla
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @sree_guru_alla | Stardance
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1793339416.635265
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1793944216.635265
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68595
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Game-remake by @sree0000000099 | Stardance
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sree0000000099
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0
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0.0
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0
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[]
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[]
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Title: Game-remake by @sree0000000099 | Stardance
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1793742956.5764704
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1794347756.5764704
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68609
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aliens by @sree0000000099 | Stardance
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sree0000000099
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0
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0.0
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0
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[]
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[]
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Title: aliens by @sree0000000099 | Stardance
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1793746082.1246047
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1794350882.1246047
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35697
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Jovic by @sreckoj943 | Stardance
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sreckoj943
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0
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0.0
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0
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[]
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[]
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Title: Jovic by @sreckoj943 | Stardance
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1793393395.4151814
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1793998195.4151814
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18889
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My awesome macropad! by @sravyamoparthiiii | Stard My awesome macropad! by @sravyamoparthiiii | Stardance...
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sravyamoparthiiii
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sravyamoparthiiii Title: My awesome macropad! by @sravyamoparthiiii | Stardance...
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1793886454.9496503
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1794491254.9496503
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17751
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Frictionless by @sravya | Stardance
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sravya
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0
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0.0
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0
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[]
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[]
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Title: Frictionless by @sravya | Stardance
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1793357578.02332
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1793962378.02332
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55014
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My own site! by @sravanteja65 | Stardance
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sravanteja65
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @sravanteja65 | Stardance
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1793771465.0739827
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1794376265.0739827
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58812
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Cyber Rider by @srauniyar311 | Stardance
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srauniyar311
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1
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4.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T12:01:33Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made physics based website explaning the concept of Electron in a interactive and beautiful way. Most of the the explaination is done in readme of how this website was build and what were its flaws and how it was fixed", "repo": "https://github.com/srauniyar-bit/Electron", "demo": "https://electron-gold.vercel.app/"}]...
|
[{"post_id": 71724, "ts": "202 [{"post_id": 71724, "ts": "2026-09-21T11:53:49Z", "hours": 3.7561, "text": "Its normal jump game , a first website game making it as simple and understanding the mechanics of the website game"}]...
|
Title: Cyber Rider by @srauniyar311 | Stardance
D Title: Cyber Rider by @srauniyar311 | Stardance
Devlogs:
Its normal jump game , a first website game making it as simple and understanding the mechanics of the website game
Ships:
I have made physics based website explaning the concept of Electron in a interactive and beautiful way. Most of the the explaination is done in readme of how this website was build and what were its flaws and how it was fixed...
|
1793807339.4363344
|
1793893739.4363344
|
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14847
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My very own WebOS by @srajkaran311 | Stardance
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srajkaran311
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @srajkaran311 | Starda Title: My very own WebOS by @srajkaran311 | Stardance...
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1793361350.979251
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1793966150.979251
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52261
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My awesome macropad! by @sr6516 | Stardance
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sr6516
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sr6516 | Stardance
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1793433332.0678065
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1794038132.0678065
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47784
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Polymarket Summarizer by @sr5434 | Stardance
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sr5434
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0
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1.14
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0
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[]
|
[{"post_id": 46896, "ts": "202 [{"post_id": 46896, "ts": "2026-08-14T13:15:40Z", "hours": 1.1397, "text": "I made my dataset! I generated 450 summaries using the Polymarket API and Qwen 3.5 397B A17B. Next, I will try to fine-tune a smaller model so I can run this on-device!"}]...
|
Title: Polymarket Summarizer by @sr5434 | Stardanc Title: Polymarket Summarizer by @sr5434 | Stardance
Devlogs:
I made my dataset! I generated 450 summaries using the Polymarket API and Qwen 3.5 397B A17B. Next, I will try to fine-tune a smaller model so I can run this on-device!...
|
1793912091.8569226
|
1794516891.8569226
|
|
26667
|
My first slack bot! by @sr33nika | Stardance
|
sr33nika
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0
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0.0
|
0
|
[]
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[]
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Title: My first slack bot! by @sr33nika | Stardanc Title: My first slack bot! by @sr33nika | Stardance...
|
1793825352.717387
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1794430152.717387
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10336
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Apple encryptor app by @sr | Stardance
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sr
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0
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0.0
|
0
|
[]
|
[]
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Title: Apple encryptor app by @sr | Stardance
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1793530245.6457994
|
1794135045.6457994
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16700
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q-store by @sqwark | Stardance
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sqwark
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0
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0.0
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0
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[]
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[]
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Title: q-store by @sqwark | Stardance
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1793562560.0175488
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1794167360.0175488
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66917
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My very own WebOS by @squidman | Stardance
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squidman
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0
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0.0
|
0
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[]
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[]
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Title: My very own WebOS by @squidman | Stardance
|
1793454539.3400319
|
1794318539.3400319
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|
66919
|
Babio-Ware by @squidman | Stardance
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squidman
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1
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35.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-29T03:57:38Z", "hours": 35.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I, under the very real corporate contract of Babio was commissioned by myself to create a video game for Babio’s corporation. I have curated five distinct microgames that are all functional and work. It was all coded in monogame, a framework with no visual editor. This made me unable to make an html version as I am not good at html in the first place so I deeply apologize. But suffice to say, my manager is NOT happy with me. Apparently, I was supposed to finish fifty microgames? Something about being busy. Either way, in actuality, I really hope that if you try it you can enjoy what I’ve made. It’s short fun, nothing revolutionary, but I wanted to see what I could make when I just coded things that came to my mind. See ya, squid on! If you are unable to download, provided on itch.io is a video of all the minigames, albeit, a bit jank because I had to force some values so they appeared in order.", "repo": "https://github.com/personmanperson/The-Babio-Ware", "demo": "https://someevilclone9.itch.io/babio-wares"}]...
|
[{"post_id": 84102, "ts": "202 [{"post_id": 84102, "ts": "2026-10-29T03:43:24Z", "hours": 4.4872, "text": "This is most likely my last devlog for Babio Ware. I can’t say that I’m the most happy with what I’ve completed here, so I’ll probably keep working on it, but I just wanted to get it out before it ends. If you could give it a try, thank you. I tried to make it html so you can play it on itch, but failed miserably. Sorry."}, {"post_id": 83445, "ts": "2026-10-27T23:42:16Z", "hours": 1.5661, "text": "I drew a custom font to meet quota today. I really hate the way it looks so I’m gonna have to redo it and spend more than 6 seconds on each letter, but at least it is partially legible and works! Next I’ll make it so it’s used in the minigames."}, {"post_id": 83132, "ts": "2026-10-27T00:29:48Z", "hours": 1.1478, "text": "For whatever reason, it took like an hour to get a font in and it looks awful. I kinda think its funny though. According to corporate they need me to “find the guy who keeps pushing slop to the repo daily and fire him.” So I hope they don’t find out."}, {"post_id": 82823, "ts": "2026-10-25T22:48:20Z", "hours": 1.0639, "text": "I did more boring porting from globals to actual managers that no one cares about. More updates on minigames will probably come sometime next week. Just for the record, about 4/50 complete and 1/50 wip."}, {"post_id": 82509, "ts": "2026-10-25T02:35:03Z", "hours": 1.3817, "text": "Boring one today. Just fixed the scene manager to actually rely on itself and not the globals."}, {"post_id": 82138, "ts": "2026-10-24T02:24:00Z", "hours": 0.7439, "text": "soon the unfurled paper will become the math paper. evil math paper.with preschool. math of preschool math."}, {"post_id": 81930, "ts": "2026-10-23T02:45:36Z", "hours": 0.7892, "text": "Implemented necessary music and background. Why did it take 45 minutes? It didn’t I don’t know where this number even came from. I guess I got sidetracked. Like tracked, on the side, because it wasn’t my main goal. It was a side goal. On the side. For Babio Ware. I can’t find the TM so I technically didn’t reference the actual game. That’s not how that works. Too much of a good squid is a bad squid. Squid. Squid stuff. I don’t have much to report today. Maybe next time I’ll make the MJ button do something."}, {"post_id": 81683, "ts": "2026-10-22T01:37:49Z", "hours": 1.2247, "text": "Babio Paint is a bit more fleshed out, added some weird cubes, some weird function, some weird thingamajigs, and Babio things and stuffs. Hold [RMB] to draw… this stuff."}, {"post_id": 81373, "ts": "2026-10-21T01:32:30Z", "hours": 0.7481, "text": "Have you ever had a bad day? Spent forty minutes on a whole lot of nothing. I have the idea but just not the feeling. The energy? Sometimes I think it’s unavoidable. And it can feel like you’re ungrateful when you know good things happen to you too. Welp, I felt a bit down today. Tried to write some stuff but I could only get this paper ball on screen. It looks funny. At least bad days don’t last forever. I hope when I am finished my jokes can take away some bad days. More tomorrow."}, {"post_id": 81121, "ts": "2026-10-19T23:45:45Z", "hours": 1.4011, "text": "Big props if you can guess what I’m making, mostly because I don’t really know myself. I didn’t really have any ideas today so I made this hand thingy. My plan is to have you pick up stuff. A very fun job. Given. To you. By me. I don’t know how to make a joke here. Anyway, probably more actual content tomorrow. Other than that, I worked a bit on making other systems actually work like I wanted them to. Although I should really just keep making more stuff before I go back to old stuff."}, {"post_id": 80854, "ts": "2026-10-19T01:00:03Z", "hours": 1.0289, "text": "I decided that the drawing wouldn’t really make for a good minigame, so, now introducing… Babio Paint! A very original and in development idea. I’m sure this is what all of us were desperately asking for, so don’t get all your eggs in a knot. Either way, Babio liked this idea SO MUCH, he asked for another button of his face, and now expects even more “eastered eggs” out of me. Cya!"}, {"post_id": 80841, "ts": "2026-10-18T23:49:25Z", "hours": 0.9094, "text": "While trying to code a way to cut 2D images into pieces, I accidentally made it so that you can draw? I guess I can actually make this into two minigames now so be fortunate for our happy accidents. Nevertheless, the little code snipper in the first two seconds is all of this scene so feel free to copy that if you want to do something with this. Babio says I shouldn’t share “company secrets” but it’s okay to break the rules sometimes, right?"}, {"post_id": 80518, "ts": "2026-10-17T23:55:07Z", "hours": 0.4031, "text": "Ok, so, there I was, hard at work and hardly working, when all of a sudden my manager, Mr. Babio, checks up on me. Kindly, he says “let me use your laptop for a sec, chump.” Now, I am not intimidated by someone who is 3’1” (94cm), but I didn’t feel like losing my job. So, in my infinite kindness, I handed it to him. However, upon receiving my laptop back, I was told by VSCode this bug, that my globals didn’t have a definition for “SpriteBatch.” Now, I wrote the code so I knew that it was called sb, which is why I typed sb, which is why I am utterly baffled at this bug. How on earth is it telling me that the bug is on the line where it literally isn’t? So, being upset, I immediately went straight back to Mr. Babio’s office to beat on him, meaning I cowered and politely asked what he could’ve done to my laptop. He tells me that he doesn’t know, and he “only wrote a few lines testing”, which isn’t true, because he just took it and stared at the screen for half an hour. Nevertheless, you can imagine my then and continued confusion when I was told by the terminal that there is an imaginary bug. This can only mean I am fighting fourth dimensional entities I cannot perceive, which is good content for a minigame, so maybe expect that. Content drops will return once I beat these beings and find my way back to the IDE."}, {"post_id": 80262, "ts": "2026-10-17T00:17:31Z", "hours": 0.3347, "text": "As far as news today goes… I hope that puns are good enough! If you can call them that. Either way, no need to wagyuu any fingers at me. Orange you glad you get to cook food in Babio Ware™? Are the jokes too corny for you? But you can’t be shellfish about it because I’m doing it for brie! Alright, alright… I walnut make any more food puns. I think this minigame will be pretty fun dough."}, {"post_id": 80059, "ts": "2026-10-16T03:21:44Z", "hours": 0.3006, "text": "I guess it’s a bit hard for me to get work done right now. A bit tired, had stuff to do. Sorry for a bad devlog today. You’re amazing, and you make Babio proud."}, {"post_id": 79669, "ts": "2026-10-15T00:51:58Z", "hours": 0.7761, "text": "Apparently, you AREN’T supposed to name your variables sentences. Babio informed me of this during his routine check in. He said, “if you don’t add at least 3 more demon types, you are fired!!!!” Which would be nice if “fired” meant I get be ignited and burn. But no, it means that I have to lose my game. No thanks Mr. Babio. That means 15 more frames of demons are coming soon."}, {"post_id": 79452, "ts": "2026-10-14T02:02:20Z", "hours": 0.4758, "text": "Okay, so basically, this is what it’s like in hell. And that’s the truth, love it or hate it. Yep, Neddy really is the Devil. I’d know, Babio and I went to hell on a trip to find a Toys R Us back in 2022, but it turns out they’d all shut down I thinks. Long story short, pokemon cards were on 75% sale and I managed to snag like a ton of boxes. Babio got nothing because he was broke, but he’s rolling in it after all the promotions. This minigame is a very accurate representation of a moment on our journey into hell, or as Babio said “tartarus.” Well Babio, the only “tar tar” I know is steak, and it’s pretty gross."}, {"post_id": 79449, "ts": "2026-10-14T01:26:55Z", "hours": 0.9703, "text": "I don’t have the energy for any puns or absurdity today. I added some sound effects, more stuff, 5/50 minigames are basically complete. When #50 is done the game will be public and free. Then I’ll just keep uploading minigames as updates from there. Please understand squids can get tired too… But hey, I understand the SoundEffect class as well as I can now, I think."}, {"post_id": 79081, "ts": "2026-10-12T16:16:29Z", "hours": 0.9586, "text": "Added a SUPER EVIL DEMON to be killed. The bullets aren’t really implemented yet but for some reason everything is becoming super jiggly. Babio was the one who said we needed animations because “who want’s to play a game with a bunch of static images”, but apparently these aren’t good enough? You let me know."}, {"post_id": 78903, "ts": "2026-10-11T23:55:52Z", "hours": 1.3467, "text": "It may not look it right now, but soon enough scary demons will come from this pit. They’re from when Babio tried to summon these unsavory creatures. No jokes today pal, it’s serious time."}, {"post_id": 78204, "ts": "2026-10-09T23:28:49Z", "hours": 0.6861, "text": "Apparently you need to make something a sound effect to adjust the pitch. I was teething with rage. (not typo). (it’s in context) (it makes sense if you know the context) (it’s because the joke is funny if you get the context). So making it an instance of a sound effect lets me make the pitch go up and down. Coming soon to the cinema, you can hear the blessed sounds of Babio’s game oscillating between a high and low pitch."}, {"post_id": 77961, "ts": "2026-10-09T00:04:08Z", "hours": 0.4828, "text": "Soon Babio will have me cooking his food. He really likes steak, raw on one side and well done on the other. No salt and heaps of mayo. Lookout for this, Babio might soon want you in his kitchen making some food for him. And the last time I was in there it had a little bit of an infestation problem, some roaches some mice, nothing a good chef can’t handle. No? I don’t really have a photo though. I also added a criminal to the court, but I might get a cheeky takedown so don’t expect this auspicious kind individual to remain."}, {"post_id": 77712, "ts": "2026-10-08T01:21:44Z", "hours": 1.1456, "text": "Apparently I’ve worked for like some friggin 1hr 8m, I didn’t know that. So allegedly, Babio likes basket ball. So I thought, logically, where do people play basketball? That’s right, the courthouse. My last time in court for vehicular manslaughter did NOT end well, so this time the judge (YOU 🫵🫵🫵) will decide who is guilty by “shooting hoops” and “shredding gnar.” Unfortunately, as a 96 year old man living in Wisconsin, I am no longer able to do these things, so please live out my dream for me."}, {"post_id": 77459, "ts": "2026-10-07T02:36:36Z", "hours": 0.3264, "text": "A lot of people think Babio won’t put his food in the game, but this actually very far from the truth. Babio’s food is what gives you the magic ability to survive any situation (but only once per food!!!!), which is actually how I survived many days out with Babio. So whenever you don’t die forever because you lost in a minigame, just remember to thank Babio’s snacks for the mystical magical marvelous mysterious market? I don’t know I ran out of M words, does anyone know any M-words? Anyway, Squid On."}, {"post_id": 77418, "ts": "2026-10-06T21:55:14Z", "hours": 1.1264, "text": "The courtroom is coming… and babio STILL hasn’t said thank you! Can you believe it?!? I code a whole game for this guy and he just asks for more. Apparently you get to judge people and you have to get 3 correct in 6 seconds or you fail or something. I don’t know."}, {"post_id": 76915, "ts": "2026-10-05T02:27:19Z", "hours": 2.5156, "text": "Apparently, when you pay TOO much for heat, they light your house on fire. This happened to Babio true story. We also met CeeLo that same day. This minigame is based off that day, where Babio and I put out the fires in his house. CeeLo will be added into the minigame too, soon."}, {"post_id": 76771, "ts": "2026-10-04T15:08:52Z", "hours": 0.6372, "text": "Today I spent a couple minutes to add Babio’s hands. Don’t hit them or else Babio gets pretty angry (spoiler, they turn RED in ANGER.) Babio said he was pleased, but this minigame needs a bit more polish before I can move onto the next."}, {"post_id": 76469, "ts": "2026-10-03T16:55:11Z", "hours": 1.5194, "text": "added some funny curtains because who doesn’t like curtains? I don’t have a picture, babio told me they look like bad. here is a picture of the curtain tho, thank you google"}, {"post_id": 76286, "ts": "2026-10-03T02:40:05Z", "hours": 1.7258, "text": "Implemented Babio’s flies better, now they can die, and they can move, and you can hit them. Babio wants me to add a cool number that floats when you hit them, so I will work on that next, and then after that he tells me I must work on the scene transitions so it doesn’t just cut. You ask for too much Mr. Babio, but it will be done."}, {"post_id": 76025, "ts": "2026-10-02T03:21:06Z", "hours": 3.1925, "text": "Today, Babio told me to make him a fly game, so I did. I coded it in an hour, and Babio was not happy with the quality, so I will continue with my work on it later to help Babio make his game. (Made in Monogame)"}]...
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Title: Babio-Ware by @squidman | Stardance
Devlog Title: Babio-Ware by @squidman | Stardance
Devlogs:
Today, Babio told me to make him a fly game, so I did. I coded it in an hour, and Babio was not happy with the quality, so I will continue with my work on it later to help Babio make his game. (Made in Monogame)
Implemented Babio’s flies better, now they can die, and they can move, and you can hit them. Babio wants me to add a cool number that floats when you hit them, so I will work on that next, and then after that he tells me I must work on the scene transitions so it doesn’t just cut. You ask for too much Mr. Babio, but it will be done.
added some funny curtains because who doesn’t like curtains? I don’t have a picture, babio told me they look like bad. here is a picture of the curtain tho, thank you google
Today I spent a couple minutes to add Babio’s hands. Don’t hit them or else Babio gets pretty angry (spoiler, they turn RED in ANGER.) Babio said he was pleased, but this minigame needs a bit more polish before I can move onto the next.
Apparently, when you pay TOO much for heat, they light your house on fire. This happened to Babio true story. We also met CeeLo that same day. This minigame is based off that day, where Babio and I put out the fires in his house. CeeLo will be added into the minigame too, soon.
The courtroom is coming… and babio STILL hasn’t said thank you! Can you believe it?!? I code a whole game for this guy and he just asks for more. Apparently you get to judge people and you have to get 3 correct in 6 seconds or you fail or something. I don’t know.
A lot of people think Babio won’t put his food in the game, but this actually very far from the truth. Babio’s food is what gives you the magic ability to survive any situation (but only once per food!!!!), which is actually how I survived many days out with Babio. So whenever you don’t die forever because you lost in a minigame, just remember to thank Babio’s snacks for the mystical magical marvelous mysterious market? I don’t know I ran out of M words, does anyone know any M-words? Anyway, Squid On.
Apparently I’ve worked for like some friggin 1hr 8m, I didn’t know that. So allegedly, Babio likes basket ball. So I thought, logically, where do people play basketball? That’s right, the courthouse. My last time in court for vehicular manslaughter did NOT end well, so this time the judge (YOU 🫵🫵🫵) will decide who is guilty by “shooting hoops” and “shredding gnar.” Unfortunately, as a 96 year old man living in Wisconsin, I am no longer able to do these things, so please live out my dream for me.
Soon Babio will have me cooking his food. He really likes steak, raw on one side and well done on the other. No salt and heaps of mayo. Lookout for this, Babio might soon want you in his kitchen making some food for him. And the last time I was in there it had a little bit of an infestation problem, some roaches some mice, nothing a good chef can’t handle. No? I don’t really have a photo though. I also added a criminal to the court, but I might get a cheeky takedown so don’t expect this auspicious kind individual to remain.
Apparently you need to make something a sound effect to adjust the pitch. I was teething with rage. (not typo). (it’s in context) (it makes sense if you know the context) (it’s because the joke is funny if you get the context). So making it an instance of a sound effect lets me make the pitch go up and down. Coming soon to the cinema, you can hear the blessed sounds of Babio’s game oscillating between a high and low pitch.
It may not look it right now, but soon enough scary demons will come from this pit. They’re from when Babio tried to summon these unsavory creatures. No jokes today pal, it’s serious time.
Added a SUPER EVIL DEMON to be killed. The bullets aren’t really implemented yet but for some reason everything is becoming super jiggly. Babio was the one who said we needed animations because “who want’s to play a game with a bunch of static images”, but apparently these aren’t good enough? You let me know.
I don’t have the energy for any puns or absurdity today. I added some sound effects, more stuff, 5/50 minigames are basically complete. When #50 is done the game will be public and free. Then I’ll just keep uploading minigames as updates from there. Please understand squids can get tired too… But hey, I understand the SoundEffect class as well as I can now, I think.
Okay, so basically, this is what it’s like in hell. And that’s the truth, love it or hate it. Yep, Neddy really is the Devil. I’d know, Babio and I went to hell on a trip to find a Toys R Us back in 2022, but it turns out they’d all shut down I thinks. Long story short, pokemon cards were on 75% sale and I managed to snag like a ton of boxes. Babio got nothing because he was broke, but he’s rolling in it after all the promotions. This minigame is a very accurate representation of a moment on our journey into hell, or as Babio said “tartarus.” Well Babio, the only “tar tar” I know is steak, and it’s pretty gross.
Apparently, you AREN’T supposed to name your variables sentences. Babio informed me of this during his routine check in. He said, “if you don’t add at least 3 more demon types, you are fired!!!!” Which would be nice if “fired” meant I get be ignited and burn. But no, it means that I have to lose my game. No thanks Mr. Babio. That means 15 more frames of demons are coming soon.
I guess it’s a bit hard for me to get work done right now. A bit tired, had stuff to do. Sorry for a bad devlog today. You’re amazing, and you make Babio proud.
As far as news today goes… I hope that puns are good enough! If you can call them that. Either way, no need to wagyuu any fingers at me. Orange you glad you get to cook food in Babio Ware™? Are the jokes too corny for you? But you can’t be shellfish about it because I’m doing it for brie! Alright, alright… I walnut make any more food puns. I think this minigame will be pretty fun dough.
Ok, so, there I was, hard at work and hardly working, when all of a sudden my manager, Mr. Babio, checks up on me. Kindly, he says “let me use your laptop for a sec, chump.” Now, I am not intimidated by someone who is 3’1” (94cm), but I didn’t feel like losing my job. So, in my infinite kindness, I handed it to him. However, upon receiving my laptop back, I was told by VSCode this bug, that my globals didn’t have a definition for “SpriteBatch.” Now, I wrote the code so I knew that it was called sb, which is why I typed sb, which is why I am utterly baffled at this bug. How on earth is it telling me that the bug is on the line where it literally isn’t? So, being upset, I immediately went straight back to Mr. Babio’s office to beat on him, meaning I cowered and politely asked what he could’ve done to my laptop. He tells me that he doesn’t know, and he “only wrote a few lines testing”, which isn’t true, because he just took it and stared at the screen for half an hour. Nevertheless, you can imagine my then and continued confusion when I was told by the terminal that there is an imaginary bug. This can only mean I am fighting fourth dimensional entities I cannot perceive, which is good content for a minigame, so maybe expect that. Content drops will return once I beat these beings and find my way back to the IDE.
While trying to code a way to cut 2D images into pieces, I accidentally made it so that you can draw? I guess I can actually make this into two minigames now so be fortunate for our happy accidents. Nevertheless, the little code snipper in the first two seconds is all of this scene so feel free to copy that if you want to do something with this. Babio says I shouldn’t share “company secrets” but it’s okay to break the rules sometimes, right?
I decided that the drawing wouldn’t really make for a good minigame, so, now introducing… Babio Paint! A very original and in development idea. I’m sure this is what all of us were desperately asking for, so don’t get all your eggs in a knot. Either way, Babio liked this idea SO MUCH, he asked for another button of his face, and now expects even more “eastered eggs” out of me. Cya!
Big props if you can guess what I’m making, mostly because I don’t really know myself. I didn’t really have any ideas today so I made this hand thingy. My plan is to have you pick up stuff. A very fun job. Given. To you. By me. I don’t know how to make a joke here. Anyway, probably more actual content tomorrow. Other than that, I worked a bit on making other systems actually work like I wanted them to. Although I should really just keep making more stuff before I go back to old stuff.
Have you ever had a bad day? Spent forty minutes on a whole lot of nothing. I have the idea but just not the feeling. The energy? Sometimes I think it’s unavoidable. And it can feel like you’re ungrateful when you know good things happen to you too. Welp, I felt a bit down today. Tried to write some stuff but I could only get this paper ball on screen. It looks funny. At least bad days don’t last forever. I hope when I am finished my jokes can take away some bad days. More tomorrow.
Babio Paint is a bit more fleshed out, added some weird cubes, some weird function, some weird thingamajigs, and Babio things and stuffs. Hold [RMB] to draw… this stuff.
Implemented necessary music and background. Why did it take 45 minutes? It didn’t I don’t know where this number even came from. I guess I got sidetracked. Like tracked, on the side, because it wasn’t my main goal. It was a side goal. On the side. For Babio Ware. I can’t find the TM so I technically didn’t reference the actual game. That’s not how that works. Too much of a good squid is a bad squid. Squid. Squid stuff. I don’t have much to report today. Maybe next time I’ll make the MJ button do something.
soon the unfurled paper will become the math paper. evil math paper.with preschool. math of preschool math.
Boring one today. Just fixed the scene manager to actually rely on itself and not the globals.
I did more boring porting from globals to actual managers that no one cares about. More updates on minigames will probably come sometime next week. Just for the record, about 4/50 complete and 1/50 wip.
For whatever reason, it took like an hour to get a font in and it looks awful. I kinda think its funny though. According to corporate they need me to “find the guy who keeps pushing slop to the repo daily and fire him.” So I hope they don’t find out.
I drew a custom font to meet quota today. I really hate the way it looks so I’m gonna have to redo it and spend more than 6 seconds on each letter, but at least it is partially legible and works! Next I’ll make it so it’s used in the minigames.
This is most likely my last devlog for Babio Ware. I can’t say that I’m the most happy with what I’ve completed here, so I’ll probably keep working on it, but I just wanted to get it out before it ends. If you could give it a try, thank you. I tried to make it html so you can play it on itch, but failed miserably. Sorry.
Ships:
I, under the very real corporate contract of Babio was commissioned by myself to create a video game for Babio’s corporation. I have curated five distinct microgames that are all functional and work. It was all coded in monogame, a framework with no visual editor. This made me unable to make an html version as I am not good at html in the first place so I deeply apologize. But suffice to say, my manager is NOT happy with me. Apparently, I was supposed to finish fifty microgames? Something about being busy. Either way, in actuality, I really hope that if you try it you can enjoy what I’ve made. It’s short fun, nothing revolutionary, but I wanted to see what I could make when I just coded things that came to my mind. See ya, squid on! If you are unable to download, provided on itch.io is a video of all the minigames, albeit, a bit jank because I had to force some values so they appeared in order....
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Ten slice pizza and a pingusphungus by @squidman | Ten slice pizza and a pingusphungus by @squidman | Stardance...
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Title: Ten slice pizza and a pingusphungus by @squ Title: Ten slice pizza and a pingusphungus by @squidman | Stardance...
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My own site! by @squidelish | Stardance
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Title: My own site! by @squidelish | Stardance
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My first slack bot! by @squiddy | Stardance
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Title: My first slack bot! by @squiddy | Stardance
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Raptor08 - Bipedal Robot by @squiddy | Stardance
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[{"post_id": 65702, "ts": "202 [{"post_id": 65702, "ts": "2026-09-11T01:08:39Z", "hours": 8.1667, "text": "OMG I’M SOO HAPPY IT FINALLY WALKS(in simulation) so basically a few days ago I started training with a faulty model but I locked in and spent a few hours fixing it and reuploading. I also tuned the reward gains and removed some rewards I felt were too complex. I took inspiration from the setup for the learning on the Unitree Go2 and their reward system and it seems to learn super fast, walking behavior exhibted by iteration 200-300, I’ll train the model overnight to see what it comes up with. I’m super happy how this turned out. full in depth devlog will be posted later when I have time."}, {"post_id": 63907, "ts": "2026-09-07T22:56:33Z", "hours": 7.7333, "text": "Reinforcement Learning is way harder than I thought… been reading tensor graphs for the past 10 hours and closely monitoring the training program and adjusting every single variable. There seems to be a constant issue of the model “cheating” the system by finding some way to minimize penalty while still getting some reward and it’s leading to very undesirable behavior such as crossing its legs. will do more research on this and try to improve the PPO algo"}, {"post_id": 63541, "ts": "2026-09-07T13:46:07Z", "hours": 10.5658, "text": "Finally… Parallel simulation without crazy bugs! Hi guys! This is my full devlog starting to do even more interesting software #9 Starting to get busier with school unfortunately but made a huge breakthrough recently Its fine though after senioritis hits I will lock tf in on this Change log: Previously there was an issue where the imported URDF would fall through the floor. This was caused by missing tags in the URDF file for each part. To fix it meant to add it into every part MANUALLY which sucks. Another issue with the URDF format was that the parallel linkage system for the knees was unsupported and required a TON of tweaks that I didn’t want to do. So upon further research I found that Genesis World also supported MJCF(MuJuCo’s format) and that it supported the parallel linkage with minor tweaking mainly involving renaming LOTS of joints and changing the config.json file for onshape-to-robot tool a lot. Edited config file and original CAD file to include where the imu is so the simulation would know as well as motor power, weight, and friction to ensure sim to real isn’t too hard to implement, this may require further tuning down the line. Created simple schematic for all electrically connected components. Imported to Genesis World and was able to position control each joint, one step closer to training it. Was able to get a parallel simulation running on amdgpu Had claude patch up my xml file since it had floating geometry for some reason and I ran out of onshape API tokens so I couldn’t convert anymore"}, {"post_id": 44646, "ts": "2026-08-10T15:32:33Z", "hours": 8.2842, "text": "Bill of Materials updated(for a single leg) may still contain some mistakes. Hi guys! This is my mini devlog starting to do more with the simulation Change log: Changed 3d model to be much more simplified to reduce computing power and get rid of texture issue from last time Uploaded and ran the physics ragdoll in the simulation and added collision tags to the URDF so everything would collide with the ground Use onshape-urdf tool to make more detailed changes to the joints, and add joint limits to the robot to maybe fix joint breakage. Issues log: For some reason the joints keep breaking in the simulation where it detaches from the original point after an impact into the ground for example"}, {"post_id": 34278, "ts": "2026-07-24T21:01:17Z", "hours": 10.3675, "text": "Hi guys! This is my full devlog starting to do interesting software also can someone tell me how to edit the devlog with bold letters and paragraph spacing? I can do it now but only after posting and editing. #7 Change log: Researched and settled on Genesis World as the tool I will use for the physics sim as as well as RL training. Would use Issac Lab but it has poor support for AMD GPUs at the moment, so I decided to use Genesis World instead, which is a relatively new tool that doesn’t have as much documentation as other choices such as Mujoco. I setup everything in windows using a WSL according to official documentation, but pytorch was giving me a hard time and there was so many work arounds i had to do to accommodate for ROCM(amd gpu architecture) as well as windows that I decided I would just download linux and dual boot it on my computer, cleared a lot of headaches. It technically worked on windows but it would only use the cpu and wasn’t able to utilize GPU for parallel computing, leading to slower training times. Set materials, joint limits etc to prepare for exporting as URDF using the tool Onshape to URDF Imported URDF into Genesis world to test out the physics Made a BOM will post soon Issues log: Yet to fix solder and fully finish soldering to a centralizedf power distribution Finding name? please suggest Need to fix URDF having no joints for some reason thanks for reading pookies"}, {"post_id": 30922, "ts": "2026-07-18T22:15:41Z", "hours": 8.5014, "text": "Hi guys! This is my full devlog #6 Change log: change from large branching power distribution to centralized power distribution due to the previous trunk and branch configuration being too prone to soldering breakage, Had to resolder joints multiple times was getting too annoying. 3D printed a xt60 power distribution central block. Wrapped electrical tape and ziptied wire joints to alleviate stress Made a crude wooden stand with scrap wood so its easier to work with the robot.Designed and 3d printed covers for the odrive motor controllers to protect the ports and solder joints Tested 36V li-ion battery scavenged from my broken hoverboard and it works but no noticeable difference from 6s(22.2V) lipo, will stick with 6s lipo for now Issue from last time where 4th motor wont work on CAN bus. Checked the CAN id’s for both axis(main and ghost) but all was correct. Must be a hardware issue related to the signal termination resistors. Fixed by removing two jumpers on the odrives that removed two 120ohm resistors from the parallel circuit, increasing resistance, so that the signal can successfully terminate. Issues log: Solder breaking off Noticeable backlash on joints, didn’t think it was that large at first but when mounted on a long joint it is noticeable, hopefully won’t impact performance that much Goals for next devlog:Inverse Kinematics test with leg in arduino IDE before figuring out motion reinforcement learning Wire everything for one leg cleanlyFind a name for the robot for more aura tell me if you have ideas"}, {"post_id": 26333, "ts": "2026-07-11T02:03:00Z", "hours": 4.4672, "text": "mini devlog #5 lots of issues today: 1st; ran into issues with transceiver. when the program ran in arduino ide the esp32 just wasn’t able to command the motors to do anything, turns out I set the wrong baud rate and wasted an hour of my life. there also seems to be an issue with signal termination whenever I plug in a fourth motor into the CAN chain the program stops working from the esp 32(anyone with experience with this please help). this is the biggest problem I will need to solve. 2nd; I suck at soldering so all the joints started to bend and break off, I will need to design a better case for the xdrive mini boards so the solder of the xt60 connector doesn’t take the brunt of the flexing force. will need to re-solder most of these joints in order to fix the cold solder joints from before. at some point some magic smoke started coming out from one of the boards, no clue what its from but it solved itself and everything worked after re-plugging power supply. Should probably investigate further but i didn’t see any obvious shorts and im too lazy. Thanks for reading <3"}, {"post_id": 25610, "ts": "2026-07-09T23:55:46Z", "hours": 1.4667, "text": "Mini devlog #4 tested can transceiver and IMU unit, took a lot of troubleshooting connecting them to esp32 and using them on arduinoIDE, will switch to VS code soon"}, {"post_id": 23774, "ts": "2026-07-06T22:12:21Z", "hours": 3.3667, "text": "Mini devlog #3: 1. finished up cad, widened frame to accomodate for free rotation of the hip joint and added ziptie mount(temperory while find a better solution and figure out the wiring) added esp32 mount, imu mount, CAN bus transiever mount in progress, and added the odrive models in the cad(not shown in screenshot oops). 2. finished setting up motor firmware and tuned all actuators, found and issue with one of them having too much friction internally so I need to open it up and fix it(perhaps I printed the old version of the axle with the new design?). I soldered all the motors to the controllers and all the power connectors as well and tested them individually while in the cycloidal gearboxes. big thanks to justlovescience for his video on how to set up the brushless controllers, had to tweak quite a few things and the UI wasn’t working for me but was helpful regardless. mostly fixing mechanical bugs today, next steps are finalizing v1 of the whole robot and v3 of the leg, and upload model to the physics simulation. BOM coming soon. Thanks for reading allat"}, {"post_id": 23549, "ts": "2026-07-06T16:04:51Z", "hours": 0.65, "text": "assembled both sides in CAD, debated on making a active ankle joint, but decided it would add too much weight and complexity since I would have to source a smaller motor. Keeps it simple to make all actuators the same. Working on electronics wiring and encasing soon"}, {"post_id": 23522, "ts": "2026-07-06T15:23:29Z", "hours": 0.5667, "text": "putting leg together in assembly"}]...
|
Title: Raptor08 - Bipedal Robot by @squiddy | Star Title: Raptor08 - Bipedal Robot by @squiddy | Stardance
Devlogs:
putting leg together in assembly
assembled both sides in CAD, debated on making a active ankle joint, but decided it would add too much weight and complexity since I would have to source a smaller motor. Keeps it simple to make all actuators the same. Working on electronics wiring and encasing soon
Mini devlog #3: 1. finished up cad, widened frame to accomodate for free rotation of the hip joint and added ziptie mount(temperory while find a better solution and figure out the wiring) added esp32 mount, imu mount, CAN bus transiever mount in progress, and added the odrive models in the cad(not shown in screenshot oops). 2. finished setting up motor firmware and tuned all actuators, found and issue with one of them having too much friction internally so I need to open it up and fix it(perhaps I printed the old version of the axle with the new design?). I soldered all the motors to the controllers and all the power connectors as well and tested them individually while in the cycloidal gearboxes. big thanks to justlovescience for his video on how to set up the brushless controllers, had to tweak quite a few things and the UI wasn’t working for me but was helpful regardless. mostly fixing mechanical bugs today, next steps are finalizing v1 of the whole robot and v3 of the leg, and upload model to the physics simulation. BOM coming soon. Thanks for reading allat
Mini devlog #4 tested can transceiver and IMU unit, took a lot of troubleshooting connecting them to esp32 and using them on arduinoIDE, will switch to VS code soon
mini devlog #5 lots of issues today: 1st; ran into issues with transceiver. when the program ran in arduino ide the esp32 just wasn’t able to command the motors to do anything, turns out I set the wrong baud rate and wasted an hour of my life. there also seems to be an issue with signal termination whenever I plug in a fourth motor into the CAN chain the program stops working from the esp 32(anyone with experience with this please help). this is the biggest problem I will need to solve. 2nd; I suck at soldering so all the joints started to bend and break off, I will need to design a better case for the xdrive mini boards so the solder of the xt60 connector doesn’t take the brunt of the flexing force. will need to re-solder most of these joints in order to fix the cold solder joints from before. at some point some magic smoke started coming out from one of the boards, no clue what its from but it solved itself and everything worked after re-plugging power supply. Should probably investigate further but i didn’t see any obvious shorts and im too lazy. Thanks for reading <3
Hi guys! This is my full devlog #6 Change log: change from large branching power distribution to centralized power distribution due to the previous trunk and branch configuration being too prone to soldering breakage, Had to resolder joints multiple times was getting too annoying. 3D printed a xt60 power distribution central block. Wrapped electrical tape and ziptied wire joints to alleviate stress Made a crude wooden stand with scrap wood so its easier to work with the robot.Designed and 3d printed covers for the odrive motor controllers to protect the ports and solder joints Tested 36V li-ion battery scavenged from my broken hoverboard and it works but no noticeable difference from 6s(22.2V) lipo, will stick with 6s lipo for now Issue from last time where 4th motor wont work on CAN bus. Checked the CAN id’s for both axis(main and ghost) but all was correct. Must be a hardware issue related to the signal termination resistors. Fixed by removing two jumpers on the odrives that removed two 120ohm resistors from the parallel circuit, increasing resistance, so that the signal can successfully terminate. Issues log: Solder breaking off Noticeable backlash on joints, didn’t think it was that large at first but when mounted on a long joint it is noticeable, hopefully won’t impact performance that much Goals for next devlog:Inverse Kinematics test with leg in arduino IDE before figuring out motion reinforcement learning Wire everything for one leg cleanlyFind a name for the robot for more aura tell me if you have ideas
Hi guys! This is my full devlog starting to do interesting software also can someone tell me how to edit the devlog with bold letters and paragraph spacing? I can do it now but only after posting and editing. #7 Change log: Researched and settled on Genesis World as the tool I will use for the physics sim as as well as RL training. Would use Issac Lab but it has poor support for AMD GPUs at the moment, so I decided to use Genesis World instead, which is a relatively new tool that doesn’t have as much documentation as other choices such as Mujoco. I setup everything in windows using a WSL according to official documentation, but pytorch was giving me a hard time and there was so many work arounds i had to do to accommodate for ROCM(amd gpu architecture) as well as windows that I decided I would just download linux and dual boot it on my computer, cleared a lot of headaches. It technically worked on windows but it would only use the cpu and wasn’t able to utilize GPU for parallel computing, leading to slower training times. Set materials, joint limits etc to prepare for exporting as URDF using the tool Onshape to URDF Imported URDF into Genesis world to test out the physics Made a BOM will post soon Issues log: Yet to fix solder and fully finish soldering to a centralizedf power distribution Finding name? please suggest Need to fix URDF having no joints for some reason thanks for reading pookies
Bill of Materials updated(for a single leg) may still contain some mistakes. Hi guys! This is my mini devlog starting to do more with the simulation Change log: Changed 3d model to be much more simplified to reduce computing power and get rid of texture issue from last time Uploaded and ran the physics ragdoll in the simulation and added collision tags to the URDF so everything would collide with the ground Use onshape-urdf tool to make more detailed changes to the joints, and add joint limits to the robot to maybe fix joint breakage. Issues log: For some reason the joints keep breaking in the simulation where it detaches from the original point after an impact into the ground for example
Finally… Parallel simulation without crazy bugs! Hi guys! This is my full devlog starting to do even more interesting software #9 Starting to get busier with school unfortunately but made a huge breakthrough recently Its fine though after senioritis hits I will lock tf in on this Change log: Previously there was an issue where the imported URDF would fall through the floor. This was caused by missing tags in the URDF file for each part. To fix it meant to add it into every part MANUALLY which sucks. Another issue with the URDF format was that the parallel linkage system for the knees was unsupported and required a TON of tweaks that I didn’t want to do. So upon further research I found that Genesis World also supported MJCF(MuJuCo’s format) and that it supported the parallel linkage with minor tweaking mainly involving renaming LOTS of joints and changing the config.json file for onshape-to-robot tool a lot. Edited config file and original CAD file to include where the imu is so the simulation would know as well as motor power, weight, and friction to ensure sim to real isn’t too hard to implement, this may require further tuning down the line. Created simple schematic for all electrically connected components. Imported to Genesis World and was able to position control each joint, one step closer to training it. Was able to get a parallel simulation running on amdgpu Had claude patch up my xml file since it had floating geometry for some reason and I ran out of onshape API tokens so I couldn’t convert anymore
Reinforcement Learning is way harder than I thought… been reading tensor graphs for the past 10 hours and closely monitoring the training program and adjusting every single variable. There seems to be a constant issue of the model “cheating” the system by finding some way to minimize penalty while still getting some reward and it’s leading to very undesirable behavior such as crossing its legs. will do more research on this and try to improve the PPO algo
OMG I’M SOO HAPPY IT FINALLY WALKS(in simulation) so basically a few days ago I started training with a faulty model but I locked in and spent a few hours fixing it and reuploading. I also tuned the reward gains and removed some rewards I felt were too complex. I took inspiration from the setup for the learning on the Unitree Go2 and their reward system and it seems to learn super fast, walking behavior exhibted by iteration 200-300, I’ll train the model overnight to see what it comes up with. I’m super happy how this turned out. full in depth devlog will be posted later when I have time....
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1793487125.9432697
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1794091925.9432697
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61535
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Hoverboard Onewheel by @squiddy | Stardance
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squiddy
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0
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21.17
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0
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[]
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[{"post_id": 71967, "ts": "202 [{"post_id": 71967, "ts": "2026-09-21T21:37:29Z", "hours": 11.9172, "text": "assembling 3d printed parts, realizing current pcb structure(dual board) won’t work because it uses two gyros"}, {"post_id": 69874, "ts": "2026-09-17T23:44:05Z", "hours": 9.2519, "text": "Turning a hoverboard into a Onewheel part 1: cad stuff and measuring, prototyping"}]...
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Title: Hoverboard Onewheel by @squiddy | Stardance Title: Hoverboard Onewheel by @squiddy | Stardance
Devlogs:
Turning a hoverboard into a Onewheel part 1: cad stuff and measuring, prototyping
assembling 3d printed parts, realizing current pcb structure(dual board) won’t work because it uses two gyros...
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1793649166.6206522
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1794253966.6206522
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9110
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Tin Sari by @squid2010 | Stardance
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squid2010
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0
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0.0
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0
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[]
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[]
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Title: Tin Sari by @squid2010 | Stardance
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1793361056.5069203
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1793965856.5069203
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|
20102
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Quell Backend by @squid2010 | Stardance
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squid2010
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0
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1.31
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0
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[]
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[{"post_id": 11693, "ts": "202 [{"post_id": 11693, "ts": "2026-06-19T01:42:30Z", "hours": 1.31, "text": "First Devlog I’ve started work on Quell again! Technically this isn’t the first version of the project, but the previous codebase had accumulated enough interesting choices that rewriting would be easier than fixing it (beautiful spaghetti code). The goal this time is to keep the soul of quell while remaking the project. What is Quell? Quell is a functional programming language designed to combine classical and quantum computing in a single language. Rather than using an existing quantum backend, I’m also building my own execution backend (fun :D). The plan is for it to contain both a quantum simulator and a classical virtual machine, which is either a great idea or a something that will cost me a lot of time. Programs will eventually compile from .ql source files into a low-level .q intermediate representation, which can then be executed by the backend. What got done? Most of this week was spent laying foundations: Set up the repository Created the CMake configuration Designed the initial backend instruction set Drafted the formal grammar for Quell The backend is currently my main focus. Before writing much of the compiler, I want the VM and quantum execution layer capable of executing .q programs directly. Qubit Implementation One decision I’ve been thinking about is how qubits should be represented. Internally, qubits will live inside registers. If a single qubit gets defined on its own, it’ll just be a register containing one qubit. Therefore: let q0: qubit = new qubit(); creates a new single-qubit register. Meanwhile: let q0: qubit = qreg[0]; doesn’t allocate anything. Instead, q0 becomes a reference to an existing qubit inside another register. This keeps allocation based around registers while still making individual qubits easy to work with if people want to. Backend Instruction Set The backend currently supports a small native gate set: I H, X, Y, Z S, SDG T, TDG RX, RY, RZ PHASE CX More complex gates such as CZ and SWAP will be lowered into simpler operations during compilation. The backend also includes measurement, reset operations, classical arithmetic, comparisons, branching, and a call stack capable of supporting recursive functions. What’s Next? The next major milestone is getting the backend to execute .q files correctly. After that, I want to: Finish dynamic qubit allocation Implement parsing and AST generation Begin lowering Quell source code into .q Start building out the type system and semantic analysis (much difficult) I’ve also linked the current grammar below, for those of you who like stuff like that. It’s still in progress, but it’s in a better place where I can start implementing it later (now is backend time). quell_formal_grammar.txt"}]...
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Title: Quell Backend by @squid2010 | Stardance
De Title: Quell Backend by @squid2010 | Stardance
Devlogs:
First Devlog I’ve started work on Quell again! Technically this isn’t the first version of the project, but the previous codebase had accumulated enough interesting choices that rewriting would be easier than fixing it (beautiful spaghetti code). The goal this time is to keep the soul of quell while remaking the project. What is Quell? Quell is a functional programming language designed to combine classical and quantum computing in a single language. Rather than using an existing quantum backend, I’m also building my own execution backend (fun :D). The plan is for it to contain both a quantum simulator and a classical virtual machine, which is either a great idea or a something that will cost me a lot of time. Programs will eventually compile from .ql source files into a low-level .q intermediate representation, which can then be executed by the backend. What got done? Most of this week was spent laying foundations: Set up the repository Created the CMake configuration Designed the initial backend instruction set Drafted the formal grammar for Quell The backend is currently my main focus. Before writing much of the compiler, I want the VM and quantum execution layer capable of executing .q programs directly. Qubit Implementation One decision I’ve been thinking about is how qubits should be represented. Internally, qubits will live inside registers. If a single qubit gets defined on its own, it’ll just be a register containing one qubit. Therefore: let q0: qubit = new qubit(); creates a new single-qubit register. Meanwhile: let q0: qubit = qreg[0]; doesn’t allocate anything. Instead, q0 becomes a reference to an existing qubit inside another register. This keeps allocation based around registers while still making individual qubits easy to work with if people want to. Backend Instruction Set The backend currently supports a small native gate set: I H, X, Y, Z S, SDG T, TDG RX, RY, RZ PHASE CX More complex gates such as CZ and SWAP will be lowered into simpler operations during compilation. The backend also includes measurement, reset operations, classical arithmetic, comparisons, branching, and a call stack capable of supporting recursive functions. What’s Next? The next major milestone is getting the backend to execute .q files correctly. After that, I want to: Finish dynamic qubit allocation Implement parsing and AST generation Begin lowering Quell source code into .q Start building out the type system and semantic analysis (much difficult) I’ve also linked the current grammar below, for those of you who like stuff like that. It’s still in progress, but it’s in a better place where I can start implementing it later (now is backend time). quell_formal_grammar.txt...
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1793552024.5787597
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1794156824.5787597
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16656
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Orbital (name is in progress) by @sqrilizz | Stard Orbital (name is in progress) by @sqrilizz | Stardance...
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sqrilizz
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0
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0.0
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0
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[]
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[]
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Title: Orbital (name is in progress) by @sqrilizz Title: Orbital (name is in progress) by @sqrilizz | Stardance...
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1793854096.42736
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1794718096.42736
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4293
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My awesome macropad! by @sqnder_ | Stardance
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sqnder_
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @sqnder_ | Stardanc Title: My awesome macropad! by @sqnder_ | Stardance...
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1793314453.0371711
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1793919253.0371711
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7040
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Volleyscores api by @sqnder_ | Stardance
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sqnder_
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2
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13.0
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112
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T05:13:19Z", "hours": 4.0, "multiplier": 6.1, "payout": 25, "blessing": "neutral", "text": "Welp I made some bugfixes and refactored scraper.py I made the responses easier/ more logical to read so it integrates better with my other app volleystats.", "repo": "https://github.com/sqnder0/volleyscoresapi", "demo": "https://volleyapi.sqnder.dev/docs"}, {"ship_num": 2, "ts": "2026-06-20T15:37:54Z", "hours": 9.0, "multiplier": 9.65, "payout": 87, "blessing": "neutral", "text": "volleyscores.be is the official source for Belgian volleyball data, but it doesn’t provide a public API. This project exposes that data through a modern REST API so developers can easily integrate it into their own applications without having to reverse engineer the website themselves. You can easily test it out on the swagger ui. First search for a club/team (examples in readme) then you can use that data to fetch data from that club/team.", "repo": "https://github.com/sqnder0/volleyscoresapi", "demo": "https://volleyapi.sqnder.dev/docs"}]...
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[{"post_id": 84734, "ts": "202 [{"post_id": 84734, "ts": "2026-10-30T05:12:17Z", "hours": 1.0289, "text": "Ok so whilst working on volleystats I updates some things in the api small bugfixes, documentation and yesterday I got a mail that I have to ship volleyscores api and I really don’t know in detail what I’ve changed but it are probably all small bug fixes. Looking at the docs I also added like this match function but It’s already over 2 months ago so don’t blame me XD!"}, {"post_id": 36844, "ts": "2026-07-29T05:05:47Z", "hours": 2.4444, "text": "Been refactoring scraper.py to handle seasons properly. Fixed a bunch of parsing bugs in get_team(), added get_ranking(), and ripped out the /history/{season}/ URL hack in favor of just passing a se param. Now it figures out the current season from the date so I don’t have to manually update a constant every summer. Pretty happy with it."}, {"post_id": 16351, "ts": "2026-06-26T16:32:39Z", "hours": 0.6736, "text": "While working on my other project volleystats I stumbeled upon some bugs that needed to be fixed regarding the json output, dates and times that where in the wrong place. These 40 mins also account for debugging that I did on volleystats."}, {"post_id": 12586, "ts": "2026-06-20T15:35:17Z", "hours": 0.9131, "text": "Fought with dokploy not wanting to start my container after I changed the swagger docs a little. Dokploy now does what it needs to do for deployment and my docs are up to date! (Image of me fighting dokploy)"}, {"post_id": 11767, "ts": "2026-06-19T04:42:10Z", "hours": 0.5908, "text": "Added a get team route. MVP is now ready!"}, {"post_id": 11103, "ts": "2026-06-18T05:00:42Z", "hours": 0.7661, "text": "Just finished a get_club function! You can now parse a club with the api!"}, {"post_id": 10779, "ts": "2026-06-17T18:08:26Z", "hours": 2.1753, "text": "Found the secret already existing not documented and very not easily readable api! I inplemented better api endpoints and better responses that are better documented. Glad I found this, this will speed up development so much!"}, {"post_id": 9951, "ts": "2026-06-16T14:07:28Z", "hours": 1.9142, "text": "Yipiee I updated all models and the database connector, everything works now. Test runs where OK. So I can move on!"}, {"post_id": 9285, "ts": "2026-06-15T16:17:08Z", "hours": 1.8242, "text": "Omd just learned some SQLalchemy it’s amazing. Made my first ever database mapped class, other then django models. Hopefully this works when I finish all other classes. (Gif of me looking at my sqlachemy class)"}, {"post_id": 1956, "ts": "2026-06-04T06:24:42Z", "hours": 1.095, "text": "Finished a search query function. You can now search the volleyscores web page. Next i’m working on unittests."}]...
|
Title: Volleyscores api by @sqnder_ | Stardance
D Title: Volleyscores api by @sqnder_ | Stardance
Devlogs:
Finished a search query function. You can now search the volleyscores web page. Next i’m working on unittests.
Omd just learned some SQLalchemy it’s amazing. Made my first ever database mapped class, other then django models. Hopefully this works when I finish all other classes. (Gif of me looking at my sqlachemy class)
Yipiee I updated all models and the database connector, everything works now. Test runs where OK. So I can move on!
Found the secret already existing not documented and very not easily readable api! I inplemented better api endpoints and better responses that are better documented. Glad I found this, this will speed up development so much!
Just finished a get_club function! You can now parse a club with the api!
Added a get team route. MVP is now ready!
Fought with dokploy not wanting to start my container after I changed the swagger docs a little. Dokploy now does what it needs to do for deployment and my docs are up to date! (Image of me fighting dokploy)
While working on my other project volleystats I stumbeled upon some bugs that needed to be fixed regarding the json output, dates and times that where in the wrong place. These 40 mins also account for debugging that I did on volleystats.
Been refactoring scraper.py to handle seasons properly. Fixed a bunch of parsing bugs in get_team(), added get_ranking(), and ripped out the /history/{season}/ URL hack in favor of just passing a se param. Now it figures out the current season from the date so I don’t have to manually update a constant every summer. Pretty happy with it.
Ok so whilst working on volleystats I updates some things in the api small bugfixes, documentation and yesterday I got a mail that I have to ship volleyscores api and I really don’t know in detail what I’ve changed but it are probably all small bug fixes. Looking at the docs I also added like this match function but It’s already over 2 months ago so don’t blame me XD!
Ships:
volleyscores.be is the official source for Belgian volleyball data, but it doesn’t provide a public API. This project exposes that data through a modern REST API so developers can easily integrate it into their own applications without having to reverse engineer the website themselves. You can easily test it out on the swagger ui. First search for a club/team (examples in readme) then you can use that data to fetch data from that club/team.
Welp I made some bugfixes and refactored scraper.py I made the responses easier/ more logical to read so it integrates better with my other app volleystats....
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1793879574.8929827
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1793965974.8929827
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25344
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Volleystats by @sqnder_ | Stardance
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sqnder_
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2
|
22.0
|
275
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T17:42:48Z", "hours": 4.0, "multiplier": 8.38, "payout": 32, "blessing": "neutral", "text": "Shipping my last changes for stardance Added: Home feed filter to pick a single favorite team when you have several Match reminders: a notification 2h before your favorite teams play Club favoriting Result notifications Win and loss coloring on match cards Shareable set scores bottom sheet Tests and CI Firebase Crashlytics, with uncaught errors reported automatically I left out the instant club detail pages (a speedup), the fixes (notification cancel bug, stale pull-to-refresh data, settings toggles), and the refactors (consolidated caching, single error logging helper), since they weren’t new additions. Say so if you want any of those in.", "repo": "https://github.com/sqnder0/volleystats/tree/master", "demo": "https://github.com/sqnder0/volleystats/releases"}, {"ship_num": 2, "ts": "2026-08-09T10:04:52Z", "hours": 18.0, "multiplier": 13.36, "payout": 243, "blessing": "neutral", "text": "I finished the app, for more details read the readme :P. It’s an app to view belgian volleyball data, because the current alternative (volleyscores.be) is a website and heavily relates on js, which makes it harder to navigate.", "repo": "https://github.com/sqnder0/volleystats/tree/master", "demo": "https://github.com/sqnder0/volleystats/releases"}]...
|
[{"post_id": 67859, "ts": "202 [{"post_id": 67859, "ts": "2026-09-14T04:20:56Z", "hours": 3.8753, "text": "Uhh okay so a lot happened the last couple days, let’s see if I remember it all. Club detail pages now render instantly from data the backend was already sending me, instead of firing off a fetch per team just to show one line. Added a filter on the home feed so you can pick a single favorite team when you’ve got a few, and match reminders, a notification 2h before your favorite teams play. Also found out my “cancel all notifications” call was silently wiping out those reminders every time daily summaries rescheduled. Fixed that. Shipped club favoriting, result notifications, win and loss coloring on match cards, and a set scores bottom sheet you can share. Also fixed a really annoying race condition where pull to refresh on club pages looked like it worked but was actually serving stale data. Then I paused feature work and finally added tests and CI, since somehow none existed until now. Consolidated the team and club caching into one thing instead of two almost identical copies, and put all my error logging behind one helper. Also found an embarrassing bug where none of the settings toggles responded when you tapped the switch itself, only when you tapped the text next to it. Last thing, I wired up Firebase Crashlytics. New Firebase project, uncaught errors now get reported automatically, tested it end to end on my phone and watched a fake error show up in the console with the right stack trace. No more finding out about crashes by accident."}, {"post_id": 43870, "ts": "2026-08-09T10:01:24Z", "hours": 0.97, "text": "Did some last bugfixes, wrote a readme and built the release apk"}, {"post_id": 41838, "ts": "2026-08-06T09:27:00Z", "hours": 6.1883, "text": "Uhh Appearently I forgot to log : (. Ok so I’ve been doing a lot but like a lot lot, first off all, the app is now almost ready. It now fetches all it’s data dynamically from my other project volleyscoresapi. I added some features, you can now sync matches with your calendar, get notifications for matches that are happening today. Change the app to a light mode. I created an app icon and a banner. I worked a little on caching for faster startup and I think it’s ready for production."}, {"post_id": 16349, "ts": "2026-06-26T16:29:48Z", "hours": 4.9703, "text": "What have I been doing the last 5 hours, well that’s actually a pretty good question. Let’s see how good my memory still works. (I recommend opening the video in a new tab) First off I added some new models: TeamModel GameModel After that, I had to fix my pages because I now had to fetch data to build these models via my api (checkout volleyscoresapi). Then I noticed some bugs in my api so I also fixed those. Short after I battled with some edge cases where suffixes, that sabotage the lookup of the team. Eventually I lost my patience waiting for models to load so I added a caching system for teams and clubs. Lastly I had to fix some issues where the matchdata of a team wasn’t correctly rendered. Now everything related to search works, I also have models so I don’t have to rely on static data. Next up I’ll be completely revamping the home page so that that also works dynamically, with a cache/ storage system to store your favorite teams."}, {"post_id": 15735, "ts": "2026-06-25T16:33:24Z", "hours": 1.6883, "text": "I made the search page now dynamically fetch club data. You can now easily look up a club and fetch it’s data. Next up is the team data. I’ll probably be creating a custom TeamModel for the ease of use."}, {"post_id": 15498, "ts": "2026-06-25T06:00:23Z", "hours": 4.4025, "text": "Wel uhm maybe I should have devlogged more. I created an app to view all belgian volleybal matches clubs etc… Currently only the search function uses the api I created (volleyscoresapi) and is also available in stardance. I think that this video would suffice what I’ve been doing the past 4h and 24mins."}]...
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Title: Volleystats by @sqnder_ | Stardance
Devlog Title: Volleystats by @sqnder_ | Stardance
Devlogs:
Wel uhm maybe I should have devlogged more. I created an app to view all belgian volleybal matches clubs etc… Currently only the search function uses the api I created (volleyscoresapi) and is also available in stardance. I think that this video would suffice what I’ve been doing the past 4h and 24mins.
I made the search page now dynamically fetch club data. You can now easily look up a club and fetch it’s data. Next up is the team data. I’ll probably be creating a custom TeamModel for the ease of use.
What have I been doing the last 5 hours, well that’s actually a pretty good question. Let’s see how good my memory still works. (I recommend opening the video in a new tab) First off I added some new models: TeamModel GameModel After that, I had to fix my pages because I now had to fetch data to build these models via my api (checkout volleyscoresapi). Then I noticed some bugs in my api so I also fixed those. Short after I battled with some edge cases where suffixes, that sabotage the lookup of the team. Eventually I lost my patience waiting for models to load so I added a caching system for teams and clubs. Lastly I had to fix some issues where the matchdata of a team wasn’t correctly rendered. Now everything related to search works, I also have models so I don’t have to rely on static data. Next up I’ll be completely revamping the home page so that that also works dynamically, with a cache/ storage system to store your favorite teams.
Uhh Appearently I forgot to log : (. Ok so I’ve been doing a lot but like a lot lot, first off all, the app is now almost ready. It now fetches all it’s data dynamically from my other project volleyscoresapi. I added some features, you can now sync matches with your calendar, get notifications for matches that are happening today. Change the app to a light mode. I created an app icon and a banner. I worked a little on caching for faster startup and I think it’s ready for production.
Did some last bugfixes, wrote a readme and built the release apk
Uhh okay so a lot happened the last couple days, let’s see if I remember it all. Club detail pages now render instantly from data the backend was already sending me, instead of firing off a fetch per team just to show one line. Added a filter on the home feed so you can pick a single favorite team when you’ve got a few, and match reminders, a notification 2h before your favorite teams play. Also found out my “cancel all notifications” call was silently wiping out those reminders every time daily summaries rescheduled. Fixed that. Shipped club favoriting, result notifications, win and loss coloring on match cards, and a set scores bottom sheet you can share. Also fixed a really annoying race condition where pull to refresh on club pages looked like it worked but was actually serving stale data. Then I paused feature work and finally added tests and CI, since somehow none existed until now. Consolidated the team and club caching into one thing instead of two almost identical copies, and put all my error logging behind one helper. Also found an embarrassing bug where none of the settings toggles responded when you tapped the switch itself, only when you tapped the text next to it. Last thing, I wired up Firebase Crashlytics. New Firebase project, uncaught errors now get reported automatically, tested it end to end on my phone and watched a fake error show up in the console with the right stack trace. No more finding out about crashes by accident.
Ships:
I finished the app, for more details read the readme :P. It’s an app to view belgian volleyball data, because the current alternative (volleyscores.be) is a website and heavily relates on js, which makes it harder to navigate.
Shipping my last changes for stardance Added: Home feed filter to pick a single favorite team when you have several Match reminders: a notification 2h before your favorite teams play Club favoriting Result notifications Win and loss coloring on match cards Shareable set scores bottom sheet Tests and CI Firebase Crashlytics, with uncaught errors reported automatically I left out the instant club detail pages (a speedup), the fixes (notification cancel bug, stale pull-to-refresh data, settings toggles), and the refactors (consolidated caching, single error logging helper), since they weren’t new additions. Say so if you want any of those in....
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1793933633.4715922
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1794020033.4715922
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69619
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Ferrari chrome by @sqnder_ | Stardance
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sqnder_
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1
|
1.0
|
0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T09:48:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a daily ferari generator. Every day it shows a diffrent ferrari, you can go back to past dates.", "repo": "https://github.com/sqnder0/ferrari-of-the-day", "demo": "https://sqnder0.github.io/ferrari-of-the-day/"}]...
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[{"post_id": 79496, "ts": "202 [{"post_id": 79496, "ts": "2026-10-14T09:47:34Z", "hours": 1.2575, "text": "This was a rather short project ‘cause I already have a lot of expierence developing frontend stuff. It was a rather interesting project ‘cause I didn’t now I could use vite for gh pages and haven’t really ever written a github workflow."}]...
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Title: Ferrari chrome by @sqnder_ | Stardance
Dev Title: Ferrari chrome by @sqnder_ | Stardance
Devlogs:
This was a rather short project ‘cause I already have a lot of expierence developing frontend stuff. It was a rather interesting project ‘cause I didn’t now I could use vite for gh pages and haven’t really ever written a github workflow.
Ships:
I built a daily ferari generator. Every day it shows a diffrent ferrari, you can go back to past dates....
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1793807752.4137597
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1793894152.4137597
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69903
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Angrybirds in Geogebra by @sqnder_ | Stardance
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sqnder_
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1
|
12.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-26T05:37:09Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Ok so I made like angrybirds but in geogebra a graphing calculator. Don’t ask me to many questions about my freetime uhm, … But yeah so if you click “try project” it takes you to a github release page with further instructions. Small note, this project was also shipped to the “Wrong tool” ysws.", "repo": "https://github.com/sqnder0/angrybirds-geogebra/", "demo": "https://github.com/sqnder0/angrybirds-geogebra/releases/tag/V1.0.0"}]...
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[{"post_id": 82893, "ts": "202 [{"post_id": 82893, "ts": "2026-10-26T05:26:28Z", "hours": 3.2908, "text": "Ok this is the last one and it’s a big one. The game is actually a game now. First I rewrote the hitboxes. Everything has a real hitbox now, circles, rectangles and triangles. Circles and rectangles were pretty doable but triangles were a pain, so for those I used the Separating Axis Theorem (basically if you can find a line between 2 shapes they don’t touch). Every hit gives back which way to push and how deep they’re inside each other, whait wha-, holdup, I didn’t just say that and uhm the push is split by mass so a bird doesn’t just shove a whole tower away. Then for the physics I added some stuff like: Stuff can stand on stuff without sinking or jittering Balls, pigs and the bird roll (and the image actually rotates) Rolling friction so they stop eventually Everything takes damage based on how hard it got hit Blocks and pigs get more and more broken images until they just despawn Then for the fancy pantsy parts: A slingshot with rubber bands that stretch while you aim Birds waiting in line doing little hops, and they jump onto the slingshot when it’s their turn (this is so cool) Pigs (small, medium, large, helmet, mustache and king) A score with stars and an end screen Levels in json so I can build towers without touching the code, or employ claude to write levels for me hehehe. Oh and fun fact, evalXML rebuilds the whole construction every time you call it. With every block having 4 images, loading a level took forever. So now everything gets queued and added in one go. But it still takes like 30s to load the game."}, {"post_id": 80764, "ts": "2026-10-18T18:35:05Z", "hours": 2.0922, "text": "Ok I refactored the whole game (only js) to use node so I can have multiple js files. Node then bundles them and automatically builds the .ggb file for me. Lof you node <3. Then for the physics I added some stuff like: Blocks Blocks can fall If you hit a falling block it flies further and you bounce back You can bounce on blocks This stuff is hella cool I won’t go in the technical details cause I would write a whole darn book about them. But I’ll go deeper into it on my readme."}, {"post_id": 80647, "ts": "2026-10-18T11:57:18Z", "hours": 7.0472, "text": "I’ve done a lot like a lot lot. First I had to figure out how I would even set the game up. After a lot of just playing around with geogebra. I got set up with a circle with inside a point, if I move that point inside, it makes a parabolic move around. That’s like the core mechanic of the game so it was nice to have that. I was doing that stuff with lapse and then I noticed I can unzip the .ggb files that geogebra provides you with when you press download, so I of course unzipped it to see for myself what’s in there. At it core it comes down to 2 files. geogebra.xml and geogebra_javascript.js the xml file just stores all your variables and stuff an the javascript file is used to run some javascript. I started coding in js and noticed that it’s running a sandboxed js which means I didn’t hat access to timer.setinterval and stuff. At a certain point the mechanic of making the image move over the curve was working, but I didn’t feel satisfied enough, so I moved everything over to js. All items are first seeded by js. Then I started to create classes for everything ’cause I have multiple entities etc for this. I had to use a slider that updates at ticks geogebra provides me but god nows how long such a tick takes so I need to calculate time between ticks with dates to get some sort of consistency in my physics engine. Currently when you launch the bird, it just sets it speed upwards and gives it a forward speed, then it always calculates the current position based on the previous position and the time elapsed during 2 ticks. So I can work with some kind of vectors. Next up is building a tower to hit and adding physics to destroy that tower. Oh btw I also added a timer when the bird is on the ground for 3s it just resets ‘cause otherwise the bird just lies down and you’d have to reopen the file to shoot again. Also keep in mind that this is a calculator and not even a complete html/css/js setup."}]...
|
Title: Angrybirds in Geogebra by @sqnder_ | Starda Title: Angrybirds in Geogebra by @sqnder_ | Stardance
Devlogs:
I’ve done a lot like a lot lot. First I had to figure out how I would even set the game up. After a lot of just playing around with geogebra. I got set up with a circle with inside a point, if I move that point inside, it makes a parabolic move around. That’s like the core mechanic of the game so it was nice to have that. I was doing that stuff with lapse and then I noticed I can unzip the .ggb files that geogebra provides you with when you press download, so I of course unzipped it to see for myself what’s in there. At it core it comes down to 2 files. geogebra.xml and geogebra_javascript.js the xml file just stores all your variables and stuff an the javascript file is used to run some javascript. I started coding in js and noticed that it’s running a sandboxed js which means I didn’t hat access to timer.setinterval and stuff. At a certain point the mechanic of making the image move over the curve was working, but I didn’t feel satisfied enough, so I moved everything over to js. All items are first seeded by js. Then I started to create classes for everything ’cause I have multiple entities etc for this. I had to use a slider that updates at ticks geogebra provides me but god nows how long such a tick takes so I need to calculate time between ticks with dates to get some sort of consistency in my physics engine. Currently when you launch the bird, it just sets it speed upwards and gives it a forward speed, then it always calculates the current position based on the previous position and the time elapsed during 2 ticks. So I can work with some kind of vectors. Next up is building a tower to hit and adding physics to destroy that tower. Oh btw I also added a timer when the bird is on the ground for 3s it just resets ‘cause otherwise the bird just lies down and you’d have to reopen the file to shoot again. Also keep in mind that this is a calculator and not even a complete html/css/js setup.
Ok I refactored the whole game (only js) to use node so I can have multiple js files. Node then bundles them and automatically builds the .ggb file for me. Lof you node <3. Then for the physics I added some stuff like: Blocks Blocks can fall If you hit a falling block it flies further and you bounce back You can bounce on blocks This stuff is hella cool I won’t go in the technical details cause I would write a whole darn book about them. But I’ll go deeper into it on my readme.
Ok this is the last one and it’s a big one. The game is actually a game now. First I rewrote the hitboxes. Everything has a real hitbox now, circles, rectangles and triangles. Circles and rectangles were pretty doable but triangles were a pain, so for those I used the Separating Axis Theorem (basically if you can find a line between 2 shapes they don’t touch). Every hit gives back which way to push and how deep they’re inside each other, whait wha-, holdup, I didn’t just say that and uhm the push is split by mass so a bird doesn’t just shove a whole tower away. Then for the physics I added some stuff like: Stuff can stand on stuff without sinking or jittering Balls, pigs and the bird roll (and the image actually rotates) Rolling friction so they stop eventually Everything takes damage based on how hard it got hit Blocks and pigs get more and more broken images until they just despawn Then for the fancy pantsy parts: A slingshot with rubber bands that stretch while you aim Birds waiting in line doing little hops, and they jump onto the slingshot when it’s their turn (this is so cool) Pigs (small, medium, large, helmet, mustache and king) A score with stars and an end screen Levels in json so I can build towers without touching the code, or employ claude to write levels for me hehehe. Oh and fun fact, evalXML rebuilds the whole construction every time you call it. With every block having 4 images, loading a level took forever. So now everything gets queued and added in one go. But it still takes like 30s to load the game.
Ships:
Ok so I made like angrybirds but in geogebra a graphing calculator. Don’t ask me to many questions about my freetime uhm, … But yeah so if you click “try project” it takes you to a github release page with further instructions. Small note, this project was also shipped to the “Wrong tool” ysws....
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1793846928.470436
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1793933328.470436
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