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33811
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My first slack bot! by @yoanarekarska16 | Stardanc My first slack bot! by @yoanarekarska16 | Stardance...
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yoanarekarska16
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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 @yoanarekarska16 | S Title: My first slack bot! by @yoanarekarska16 | Stardance...
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1792507972.2206516
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1793112772.2206516
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18138
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RC Plane to help record meteorological data by @yo RC Plane to help record meteorological data by @yo0rfihh7 | Stardance...
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yo0rfihh7
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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: RC Plane to help record meteorological data Title: RC Plane to help record meteorological data by @yo0rfihh7 | Stardance...
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1792792128.5297604
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1793396928.5297604
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14762
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Theory Machine by @yo | Stardance
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yo
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1
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0.0
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T09:52:08Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What if gravity was stronger or light traveled slower? Theory Machine lets you create entirely new universes by tweaking the laws of physics and exploring the consequences.", "repo": "https://github.com/focused-asshu/Theory-Machine", "demo": "https://theory-machine.vercel.app/"}]...
|
[{"post_id": 6378, "ts": "2026 [{"post_id": 6378, "ts": "2026-06-10T18:54:32Z", "hours": 0.3469, "text": "made the basic structure and deployed it"}]...
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Title: Theory Machine by @yo | Stardance
Devlogs: Title: Theory Machine by @yo | Stardance
Devlogs:
made the basic structure and deployed it
Ships:
What if gravity was stronger or light traveled slower? Theory Machine lets you create entirely new universes by tweaking the laws of physics and exploring the consequences....
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1793001023.0025017
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1793087423.0025017
|
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60772
|
My own site! by @ynh | Stardance
|
ynh
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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 @ynh | Stardance
|
1792428623.0145097
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1793033423.0145097
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6822
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Buffet Patron Simulator by @ylu | Stardance
|
ylu
|
1
|
47.0
|
625
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T18:37:52Z", "hours": 47.0, "multiplier": 14.51, "payout": 625, "blessing": "neutral", "text": "I made a simulation game where you are at a buffet. You can put food on your plate and watch it realistically deform based on what’s underneath it. You can pour yourself a drink at the soda fountain and even mix drinks. This is technically my third Unity game, but it is the greatest in terms of originality and scope. I had little to no experience programming in C# for Unity before this. I’m proud of realizing some of my more technically challenging visions such as the food deformation and drink mixing. I’m also proud of learning how to model and paint foods and such in Blender. My project is fully playable on the web. The demo points to the itch.io page. A Windows executable is also available to download there.", "repo": "https://github.com/Why-Am/Buffet-Patron-Simulator", "demo": "https://yhlu.itch.io/buffet-patron-simulator"}]...
|
[{"post_id": 18467, "ts": "202 [{"post_id": 18467, "ts": "2026-06-29T17:06:12Z", "hours": 5.7625, "text": "New in Buffet Patron Simulator: Final Tweaks, a Video Trailer, and Ship Preparations In-Game Changes White UI text now has an outline for visibility New food item: chocolate cake slice ( watch me make it ) Changed the directional light from a realtime light to a mixed light (realtime + baked) so shadows would be higher quality on web Trailer I made a trailer for my game: https://youtu.be/KIWuaLkeX5Q ( watch me make it ) Updated README and Itch.io Page Finally, I updated my project’s README and Itch.io page for polish. Attached: frame from the trailer"}, {"post_id": 16030, "ts": "2026-06-26T01:06:25Z", "hours": 1.5383, "text": "Added some posters to my game"}, {"post_id": 15301, "ts": "2026-06-24T21:03:17Z", "hours": 3.9775, "text": "New in Buffet Patron Simulator: Realistic Sounds, Inspecting Drink Dispensers Adding sounds to the drink dispensers got me to rework the hold interactions. Now it uses the more sane method of checking key presses and releases (previously it just sent interact calls every frame a key was held). Anyways, with that alongside a new “liquid pouring” effect (which is just a moving cylinder), the dispensers are now more satisfying to use. Placing Food Placing food also gets a sound. So that not all foods sounded the same, I added a “weight” field to each food that determined the volume at which the sound would be played. Inspecting Your Food and Drink I added an inspect scene that’s basically just a copy-and-paste of the food placing scene but stripped down and with the glass present. It’s accessed by pressing i . Ship Soon? Next, I will focus on final optimizations and promotional materials (videos, images) to prepare to ship within a few days."}, {"post_id": 14012, "ts": "2026-06-23T00:03:49Z", "hours": 5.9614, "text": "New in Buffet Patron Simulator: Drinks You can mix drinks and the color of the glass’s contents changes accordingly. I also added the game’s first sounds - you should be able to hear them in the video - as well as 3 more foods: crab rangoon, General Tso’s chicken, and coconut shrimp. It was a challenge to get the glass to fill at a consistent rate, but I figured it out using a coroutine that restricts the rate of calls to add liquid (which occur every frame the E key is held). Next up is figuring out how to play a sound while it fills…"}, {"post_id": 11533, "ts": "2026-06-18T20:38:49Z", "hours": 2.7747, "text": "Added some scenery and lighting to my buffet game There are some tough tradeoffs to be made in terms of graphics, given that I want the game to look good but also be lean for the web. Skybox There aren’t actually any 3D buildings outside of the windows, it’s just a skybox I got from Polyhaven (a large repository of public domain 3D assets I found). I settled for a lower resolution version since it would have less impact on loading times. Lights The lights on the ceiling are baked area lights. The upside of that is a lower runtime cost. The downside is that it ignores moving objects like the player. Floor Then, thinking the room looked a little dull, I made a purple and yellow (green?) tile material for the floor. The texture is nice and small at only 128x128 px/156 bytes. I’ve been increasingly mindful of texture sizes as my game grows."}, {"post_id": 10238, "ts": "2026-06-16T21:22:18Z", "hours": 2.5369, "text": "Added eggs, baked beans, and green beans. I also made some other refinements, including making the displays easier to interact with by making their colliders bigger. Watch me model the foods: https://lapse.hackclub.com/timelapse/0VTNwczx4ETd"}, {"post_id": 9514, "ts": "2026-06-15T21:39:32Z", "hours": 6.2758, "text": "Since last devlog, I added burger ingredients and a settings menu. Here’s a time lapse of me making the models: https://lapse.hackclub.com/timelapse/OWkasEGkBTYV It’s also now playable enough that I decided to publish a web demo: https://yhlu.itch.io/buffet-patron-simulator"}, {"post_id": 7228, "ts": "2026-06-12T02:00:44Z", "hours": 6.4814, "text": "Since last devlog, there is now: a preliminary buffet scene with a first person movable character and interactive food displays new 3D models for the plate and the rice, made in Blender"}, {"post_id": 6013, "ts": "2026-06-10T02:35:20Z", "hours": 3.1494, "text": "Steak Added Also made some improvements to placing food. Modeling Issues It turns out that colorful textures on voxel models mess up when remeshing. The rice doesn’t have this problem because it’s grayscale. So I ended up trying sculpting and texture painting in Blender, and it was actually very intuitive. The steak in the video is made completely in Blender."}, {"post_id": 5307, "ts": "2026-06-09T01:18:55Z", "hours": 3.3122, "text": "A Pile of Rice New scene for placing food on a plate. Currently only rice available. It’s only now starting to dawn on me that this doesn’t really look like rice."}, {"post_id": 4497, "ts": "2026-06-07T20:35:00Z", "hours": 4.8922, "text": "I am working on making food pile up realistically using mesh deformation. The structural integrity is adjustable for different foods. Structural integrity is achieved in two ways: Only the bottom vertices are directly mapped onto the surface below; the rest are then moved relative to the bottom vertices. The amount a vertex moves is inversely related to its height. It could be tuned in terms of realism and optimization, but I’m currently happy with the result."}]...
|
Title: Buffet Patron Simulator by @ylu | Stardance Title: Buffet Patron Simulator by @ylu | Stardance
Devlogs:
I am working on making food pile up realistically using mesh deformation. The structural integrity is adjustable for different foods. Structural integrity is achieved in two ways: Only the bottom vertices are directly mapped onto the surface below; the rest are then moved relative to the bottom vertices. The amount a vertex moves is inversely related to its height. It could be tuned in terms of realism and optimization, but I’m currently happy with the result.
A Pile of Rice New scene for placing food on a plate. Currently only rice available. It’s only now starting to dawn on me that this doesn’t really look like rice.
Steak Added Also made some improvements to placing food. Modeling Issues It turns out that colorful textures on voxel models mess up when remeshing. The rice doesn’t have this problem because it’s grayscale. So I ended up trying sculpting and texture painting in Blender, and it was actually very intuitive. The steak in the video is made completely in Blender.
Since last devlog, there is now: a preliminary buffet scene with a first person movable character and interactive food displays new 3D models for the plate and the rice, made in Blender
Since last devlog, I added burger ingredients and a settings menu. Here’s a time lapse of me making the models: https://lapse.hackclub.com/timelapse/OWkasEGkBTYV It’s also now playable enough that I decided to publish a web demo: https://yhlu.itch.io/buffet-patron-simulator
Added eggs, baked beans, and green beans. I also made some other refinements, including making the displays easier to interact with by making their colliders bigger. Watch me model the foods: https://lapse.hackclub.com/timelapse/0VTNwczx4ETd
Added some scenery and lighting to my buffet game There are some tough tradeoffs to be made in terms of graphics, given that I want the game to look good but also be lean for the web. Skybox There aren’t actually any 3D buildings outside of the windows, it’s just a skybox I got from Polyhaven (a large repository of public domain 3D assets I found). I settled for a lower resolution version since it would have less impact on loading times. Lights The lights on the ceiling are baked area lights. The upside of that is a lower runtime cost. The downside is that it ignores moving objects like the player. Floor Then, thinking the room looked a little dull, I made a purple and yellow (green?) tile material for the floor. The texture is nice and small at only 128x128 px/156 bytes. I’ve been increasingly mindful of texture sizes as my game grows.
New in Buffet Patron Simulator: Drinks You can mix drinks and the color of the glass’s contents changes accordingly. I also added the game’s first sounds - you should be able to hear them in the video - as well as 3 more foods: crab rangoon, General Tso’s chicken, and coconut shrimp. It was a challenge to get the glass to fill at a consistent rate, but I figured it out using a coroutine that restricts the rate of calls to add liquid (which occur every frame the E key is held). Next up is figuring out how to play a sound while it fills…
New in Buffet Patron Simulator: Realistic Sounds, Inspecting Drink Dispensers Adding sounds to the drink dispensers got me to rework the hold interactions. Now it uses the more sane method of checking key presses and releases (previously it just sent interact calls every frame a key was held). Anyways, with that alongside a new “liquid pouring” effect (which is just a moving cylinder), the dispensers are now more satisfying to use. Placing Food Placing food also gets a sound. So that not all foods sounded the same, I added a “weight” field to each food that determined the volume at which the sound would be played. Inspecting Your Food and Drink I added an inspect scene that’s basically just a copy-and-paste of the food placing scene but stripped down and with the glass present. It’s accessed by pressing i . Ship Soon? Next, I will focus on final optimizations and promotional materials (videos, images) to prepare to ship within a few days.
Added some posters to my game
New in Buffet Patron Simulator: Final Tweaks, a Video Trailer, and Ship Preparations In-Game Changes White UI text now has an outline for visibility New food item: chocolate cake slice ( watch me make it ) Changed the directional light from a realtime light to a mixed light (realtime + baked) so shadows would be higher quality on web Trailer I made a trailer for my game: https://youtu.be/KIWuaLkeX5Q ( watch me make it ) Updated README and Itch.io Page Finally, I updated my project’s README and Itch.io page for polish. Attached: frame from the trailer
Ships:
I made a simulation game where you are at a buffet. You can put food on your plate and watch it realistically deform based on what’s underneath it. You can pour yourself a drink at the soda fountain and even mix drinks. This is technically my third Unity game, but it is the greatest in terms of originality and scope. I had little to no experience programming in C# for Unity before this. I’m proud of realizing some of my more technically challenging visions such as the food deformation and drink mixing. I’m also proud of learning how to model and paint foods and such in Blender. My project is fully playable on the web. The demo points to the itch.io page. A Windows executable is also available to download there....
|
1792975687.3821056
|
1793062087.3821056
|
|
41626
|
BoilermakerOS by @ylu | Stardance
|
ylu
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-09T23:00:19Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made BoilermakerOS, a Purdue University themed webOS. My biggest challenges were probably with the 3D renders. It took a lot of tweaks and re-renders until they looked close to what I wanted. I’m proud of the aesthetics, but I’m also proud of how I organized the code with modules and classes.", "repo": "https://github.com/Why-Am/BoilermakerOS", "demo": "https://why-am.github.io/BoilermakerOS/"}]...
|
[{"post_id": 44085, "ts": "202 [{"post_id": 44085, "ts": "2026-08-09T16:40:58Z", "hours": 0.8083, "text": "I added dark mode using the light-dark() CSS function. I also fixed an issue where the splash text in the bottom bar wasn’t properly centered. Beforehand I had tried using justify-content and flex-grow , but my final solution was as simple as setting the width of the bottom bar elements to 33% . Finally, I filled out my README with screenshots and information."}, {"post_id": 42213, "ts": "2026-08-06T20:37:08Z", "hours": 3.7481, "text": "I added 2 new apps: a weather app and a clock app, both showing information pertaining to West Lafayette (where Purdue University is). I also added a Minecraft-style splash text to the bottom bar that is randomly selected on site load. I finally fixed an issue where renaming a file from “window.js” to “Window.js” wasn’t being picked up by git, probably because in Windows file names are case insensitive. I fixed it by temporarily setting git config core.ignorecase false . Finally, I created a 3D rendered favicon for the website. I had to add a little drop shadow to improve contrast (see 2nd image)."}, {"post_id": 41067, "ts": "2026-08-05T00:55:11Z", "hours": 9.1792, "text": "I added desktop icons and a new “links” app that has a bunch of Purdue related links. I also wrote some code to make adding new apps simpler."}, {"post_id": 38903, "ts": "2026-08-01T14:17:18Z", "hours": 2.0478, "text": "New in my Purdue University themed webOS: Window dragging Gradients 3D rendered window close button Hover over the close button, and it lights up. I achieved this with the CSS :hover selector and two different button images, each rendered with a different light intensity."}, {"post_id": 37933, "ts": "2026-07-30T23:15:13Z", "hours": 1.88, "text": "I have started work on my Purdue University themed webOS, BoilermakerOS. So far I have a wallpaper, welcome window, and bottom bar. I’m most excited about the wallpaper, which I made fairly quickly in Blender. I think I will incorporate the glass material into my theme."}]...
|
Title: BoilermakerOS by @ylu | Stardance
Devlogs: Title: BoilermakerOS by @ylu | Stardance
Devlogs:
I have started work on my Purdue University themed webOS, BoilermakerOS. So far I have a wallpaper, welcome window, and bottom bar. I’m most excited about the wallpaper, which I made fairly quickly in Blender. I think I will incorporate the glass material into my theme.
New in my Purdue University themed webOS: Window dragging Gradients 3D rendered window close button Hover over the close button, and it lights up. I achieved this with the CSS :hover selector and two different button images, each rendered with a different light intensity.
I added desktop icons and a new “links” app that has a bunch of Purdue related links. I also wrote some code to make adding new apps simpler.
I added 2 new apps: a weather app and a clock app, both showing information pertaining to West Lafayette (where Purdue University is). I also added a Minecraft-style splash text to the bottom bar that is randomly selected on site load. I finally fixed an issue where renaming a file from “window.js” to “Window.js” wasn’t being picked up by git, probably because in Windows file names are case insensitive. I fixed it by temporarily setting git config core.ignorecase false . Finally, I created a 3D rendered favicon for the website. I had to add a little drop shadow to improve contrast (see 2nd image).
I added dark mode using the light-dark() CSS function. I also fixed an issue where the splash text in the bottom bar wasn’t properly centered. Beforehand I had tried using justify-content and flex-grow , but my final solution was as simple as setting the width of the bottom bar elements to 33% . Finally, I filled out my README with screenshots and information.
Ships:
I made BoilermakerOS, a Purdue University themed webOS. My biggest challenges were probably with the 3D renders. It took a lot of tweaks and re-renders until they looked close to what I wanted. I’m proud of the aesthetics, but I’m also proud of how I organized the code with modules and classes....
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1792994096.7030525
|
1793080496.7030525
|
|
18089
|
ReDucked-OS by @ykushhh | Stardance
|
ykushhh
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0
|
0.0
|
0
|
[]
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[]
|
Title: ReDucked-OS by @ykushhh | Stardance
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1792677090.7995257
|
1793281890.7995257
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36605
|
Frictionless by @ykgamer1974 | Stardance
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ykgamer1974
|
0
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0.0
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0
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[]
|
[]
|
Title: Frictionless by @ykgamer1974 | Stardance
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1792551257.6910164
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1793156057.6910164
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63979
|
My awesome macropad! by @ykarslioglu | Stardance
|
ykarslioglu
|
0
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0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @ykarslioglu | Star Title: My awesome macropad! by @ykarslioglu | Stardance...
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1792443301.8295052
|
1793048101.8295052
|
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3583
|
My first slack bot! by @yj | Stardance
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yj
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @yj | Stardance
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1792709393.4097812
|
1793314193.4097812
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22076
|
My very own WebOS by @yippieyapalex | Stardance
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yippieyapalex
|
0
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0.0
|
0
|
[]
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[]
|
Title: My very own WebOS by @yippieyapalex | Stard Title: My very own WebOS by @yippieyapalex | Stardance...
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1792565634.42059
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1793170434.42059
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6034
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Untitled project by @yipeeyipee67 | Stardance
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yipeeyipee67
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0
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0.0
|
0
|
[]
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[]
|
Title: Untitled project by @yipeeyipee67 | Stardan Title: Untitled project by @yipeeyipee67 | Stardance...
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1792705773.8265357
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1793310573.8265357
|
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3442
|
min c re a c t by @yingxin | Stardance
|
yingxin
|
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: min c re a c t by @yingxin | Stardance
|
1792795669.2446299
|
1793400469.2446299
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|
21503
|
My very own WebOS by @ying2 | Stardance
|
ying2
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0
|
0.0
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0
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[]
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[]
|
Title: My very own WebOS by @ying2 | Stardance
|
1792691307.6725898
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1793296107.6725898
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10157
|
quackpad by @ying | Stardance
|
ying
|
0
|
1.47
|
0
|
[]
|
[{"post_id": 53517, "ts": "202 [{"post_id": 53517, "ts": "2026-08-24T03:10:22Z", "hours": 0.3333, "text": "wip 2: removed extra switch / keypad to fit led and oled cleaned up schematic so its easier to read added backlights to match the number of keypads / switches whatever they called"}, {"post_id": 52612, "ts": "2026-08-22T20:28:31Z", "hours": 1.1411, "text": "wip 1: very lost and most likely not a legal “matrix”… will find out soon"}]...
|
Title: quackpad by @ying | Stardance
Devlogs:
wip Title: quackpad by @ying | Stardance
Devlogs:
wip 1: very lost and most likely not a legal “matrix”… will find out soon
wip 2: removed extra switch / keypad to fit led and oled cleaned up schematic so its easier to read added backlights to match the number of keypads / switches whatever they called...
|
1792695015.5170684
|
1793299815.5170684
|
|
39660
|
love at first site by @ying | Stardance
|
ying
|
1
|
11.11
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-03T19:27:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "would like to know how to make seperate webpages within a webpage", "repo": "https://github.com/ccceno/moebeamahundredwebsite", "demo": "https://ccceno.github.io/moebeamahundredwebsite/"}]...
|
[{"post_id": 43498, "ts": "202 [{"post_id": 43498, "ts": "2026-08-08T20:01:11Z", "hours": 4.2483, "text": "alrighty more updates: html layout (sidebar, header, and footer) will now consistent no matter the page (home, guestbook,etc) updated header image to be consistent no matter the window size more blinkies + cute graphics updated text + added links for personalization cleaned up code files to prepare for ship re-review I will prob continue to update this as im becoming addicted to making it look good ˙ᵕ˙"}, {"post_id": 43034, "ts": "2026-08-08T02:45:17Z", "hours": 4.8578, "text": "the topbar merges with the marquee (have to fix that) but finally figured out how to include other pages into the home (is that what we call it?) guys im losing it"}, {"post_id": 40325, "ts": "2026-08-03T19:22:26Z", "hours": 1.6108, "text": "attempting a website"}]...
|
Title: love at first site by @ying | Stardance
De Title: love at first site by @ying | Stardance
Devlogs:
attempting a website
the topbar merges with the marquee (have to fix that) but finally figured out how to include other pages into the home (is that what we call it?) guys im losing it
alrighty more updates: html layout (sidebar, header, and footer) will now consistent no matter the page (home, guestbook,etc) updated header image to be consistent no matter the window size more blinkies + cute graphics updated text + added links for personalization cleaned up code files to prepare for ship re-review I will prob continue to update this as im becoming addicted to making it look good ˙ᵕ˙
Ships:
would like to know how to make seperate webpages within a webpage...
|
1792997335.8127866
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1793083735.8127866
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46036
|
S-OS by @ying | Stardance
|
ying
|
0
|
0.0
|
0
|
[]
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[]
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Title: S-OS by @ying | Stardance
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1792648167.873781
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1793252967.873781
|
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3168
|
Untitled project by @yilangsu | Stardance
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yilangsu
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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: Untitled project by @yilangsu | Stardance
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1792580058.549195
|
1793184858.549195
|
|
25366
|
My awesome macropad! by @yikai | Stardance
|
yikai
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0
|
0.0
|
0
|
[]
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[]
|
Title: My awesome macropad! by @yikai | Stardance
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1792727509.5423472
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1793332309.5423472
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28023
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WarioWare Game by @yihang0215 | Stardance
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yihang0215
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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: WarioWare Game by @yihang0215 | Stardance
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1792759758.0229564
|
1793364558.0229564
|
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24379
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AI study planner by @yicheng | Stardance
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yicheng
|
0
|
1.22
|
0
|
[]
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[{"post_id": 41681, "ts": "202 [{"post_id": 41681, "ts": "2026-08-06T01:41:46Z", "hours": 0.7272, "text": "Dev log 2 Nothing much to show because this is backend logic. Because DeepSeek API can’t perform web searches for reliable learning materials, I added a Tavily API to the codebase. Now, the AI can generate keywords to be searched for each week. Then, DeepSeek picks out the best sources for each week and returns to create all the needed materials. I will start working on the CSS to make the web app visually presentable."}, {"post_id": 41076, "ts": "2026-08-05T01:11:27Z", "hours": 0.4953, "text": "Just started the AI study planner generator, Cochera. I have tried to use ChatGPT to learn 3d printing and Javascript, but, the lessons were hallucinated and unstructured. Therefore, I want to create a website where the learning uses reliable materials and utilizes AI as the tracker. My vision for the project will be like the following: 1) The user inputs a subject 2) The AI asks some questions to clarify 3) The AI generate a week by week topic list for the subject 4) The user edits and confirms 5) The website scrapes high quality articles and materials for that week 6) The website presents the URLs and track user learning. I just started the project, I have finished part of 1, 2 and 3, but it does require further polishing."}]...
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Title: AI study planner by @yicheng | Stardance
D Title: AI study planner by @yicheng | Stardance
Devlogs:
Just started the AI study planner generator, Cochera. I have tried to use ChatGPT to learn 3d printing and Javascript, but, the lessons were hallucinated and unstructured. Therefore, I want to create a website where the learning uses reliable materials and utilizes AI as the tracker. My vision for the project will be like the following: 1) The user inputs a subject 2) The AI asks some questions to clarify 3) The AI generate a week by week topic list for the subject 4) The user edits and confirms 5) The website scrapes high quality articles and materials for that week 6) The website presents the URLs and track user learning. I just started the project, I have finished part of 1, 2 and 3, but it does require further polishing.
Dev log 2 Nothing much to show because this is backend logic. Because DeepSeek API can’t perform web searches for reliable learning materials, I added a Tavily API to the codebase. Now, the AI can generate keywords to be searched for each week. Then, DeepSeek picks out the best sources for each week and returns to create all the needed materials. I will start working on the CSS to make the web app visually presentable....
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1792525912.6009848
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My very own WebOS by @yhani360 | Stardance
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Title: My very own WebOS by @yhani360 | Stardance
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My very own WebOS by @yh889559 | Stardance
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Title: My very own WebOS by @yh889559 | Stardance
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THOUSAND SUNNY MODLE by @ygpatil2107 | Stardance
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Title: THOUSAND SUNNY MODLE by @ygpatil2107 | Star Title: THOUSAND SUNNY MODLE by @ygpatil2107 | Stardance...
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Heat controll system by @ygpatil2107 | Stardance
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Title: Heat controll system by @ygpatil2107 | Star Title: Heat controll system by @ygpatil2107 | Stardance...
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My awesome macropad! by @ygokharu | Stardance
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Title: My awesome macropad! by @ygokharu | Stardan Title: My awesome macropad! by @ygokharu | Stardance...
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Frictionless by @yf_ragaa | Stardance
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Title: Frictionless by @yf_ragaa | Stardance
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WASPS by @yf | Stardance
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[{"post_id": 18143, "ts": "202 [{"post_id": 18143, "ts": "2026-06-29T04:58:56Z", "hours": 4.1203, "text": "Minor Update (v.0.5.1.) I added an inspirational message at the start. Also i realised that app.js was so messy and approaching 2000 lines so I did major reformatting and restructuring. Nothing much else was added, but I did do some stylistic edits to make the UI more approachable and remove the dumb gradients and stuff like that."}, {"post_id": 13035, "ts": "2026-06-21T10:03:07Z", "hours": 4.9822, "text": "Major update (v0.5.0) (new features) Not really many But, it’s now on Github! Most stuff in this log is preparation for critical system generating step (Bug fixes) Star pos is at y=0 now so yay No more weird popups that I implemented and forgot existed UI refined asteroid clusters generate naturally now (to fix) Collision detection with asteroids Makes stars more massive, or make the ring more spread Replacing old filthy looking UI with my own more sleek one"}, {"post_id": 9010, "ts": "2026-06-15T00:57:50Z", "hours": 2.9028, "text": "Minor Update (v0.4.1) Sorry for the delay! Most bugs are now fixed. I provided a better screenshot so you can see the asteroids a bit better!"}, {"post_id": 5949, "ts": "2026-06-09T23:08:50Z", "hours": 3.3983, "text": "Major Update (v.0.4.0) (added) Asteroid generation! Yay! (Just perlin noise with isohahedron geometry) Asteroid belts, fields and rings Improved UI functionality (with overflows, so it is usable now) (new bugs) I realised star’s y is actually ABOVE that of the planet, so the asteroid rings for smaller stars will give you really weird results. Easy fix, though: just reset pos to y=0 and recode the belt around the star so it accurately reflects the new position. (in the image the small rock things are the asteroids; sorry if they’re not very clear!) No bug fixes for this update unfortunately. I know in the last one I said there would be an intermediate minor update for bug fixes but I guess I made this instead. Next time, I probably (?) will fix the bugs."}, {"post_id": 5236, "ts": "2026-06-08T22:59:19Z", "hours": 5.4483, "text": "Major Update (v0.3.0) (added): Gas giant generation! That took way longer than expected, but it was ultimately mediocre, and I really want to improve the shaders still. There’s 4 main types of gas giants, each generated on seeds, and the shaders should be dynamic. With gas giants, we also have ring-like generation! We can generate saturn-like rings now. Small spaceships that tour the system! So it doesn’t feel that lonely. Basic pathfinding for those spaceships. Nerf up the player’s spaceship speed and thrust. (so you can zoom round the system) Moons are now optional. (Bug fixes) Fixed spaceship glitching problem wherein orientation was flipped. (new bugs) Moon does not go away when you regenerate without the moon parameter FOV too wide for spaceship leading to clipping issues (again) [easy fix] Idk, Gas Giant shader needs to look better Annoying nonfunctioning orbit parameter at the start. Sorry for the long delay, but I think it was worth it. I aim to improve the gas giant shader by adding localised spiral storms and etc. and fix the above bugs for the next devlog and minor update. Heck, I have plans for this to become a game now, given its satisfactory results: stay tuned!"}, {"post_id": 2692, "ts": "2026-06-05T11:57:09Z", "hours": 0.575, "text": "Minor Update (v0.2.1) (Bug fixes) We fixed the shader issue, yay! Turns out the near plane of camera was too small, affecting depth buffer precision so we changed that and now it works very well. Next step: more planet typessss, for the next big update. I will begin versioning now and I have edited my previous devlogs to reflect this. C y’all very soon!"}, {"post_id": 2146, "ts": "2026-06-04T14:15:14Z", "hours": 2.4722, "text": "Major Update (again!) (v0.2.0) We added stars! Woo! But the shaders are now broken again. :( (Bug fixes) Reduced size of spacecraft. Now lighting works, it’s from the star! Not from a random light anymore! (Added) Procedural star generation given seed. My favourite is the Class Bs. Fresnel+complementary shader. (A bug): aliasing of liquid???"}, {"post_id": 2048, "ts": "2026-06-04T10:33:17Z", "hours": 1.3986, "text": "Major Update! v0.1.0 I aim to be a bit more serious when posting this stuff now, but I have officially: (Bug fixes) resolved all of the shader issues (that I’ve identified) made it more aesthetically pleasing (i.e. darker colours, etc.) (after spaceship mode) used a transformFactor on top of OrbitControls since for some reason when I transfer from third to first person the camera goes from front to back. (Added) A flyby (spaceship mode) so you can explore the system! (in the future) Our second celestial body: a moon! Now it looks like our earth. :) wrote shaders (mostly copy paste the main planet’s) + noise generated moon and put it in perfect circular orbit around the earth added an inspirational message at the start (quote-worthy) as an orientation screen. That’s all for now. I also added some more screenshots and a recording, hope y’all like it."}, {"post_id": 793, "ts": "2026-06-02T13:46:14Z", "hours": 1.2619, "text": "First Update (v0.0.0) Got the basic system up n running. Prolly this is going to be my shortest devlog because I got the easy stuff done… Oh well it looks OK for starters. Need to improve water shader though in top priority. It does not work as good as the land shaders, it’s not dynamic so need to change that too."}]...
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Title: WASPS by @yf | Stardance
Devlogs:
First Up Title: WASPS by @yf | Stardance
Devlogs:
First Update (v0.0.0) Got the basic system up n running. Prolly this is going to be my shortest devlog because I got the easy stuff done… Oh well it looks OK for starters. Need to improve water shader though in top priority. It does not work as good as the land shaders, it’s not dynamic so need to change that too.
Major Update! v0.1.0 I aim to be a bit more serious when posting this stuff now, but I have officially: (Bug fixes) resolved all of the shader issues (that I’ve identified) made it more aesthetically pleasing (i.e. darker colours, etc.) (after spaceship mode) used a transformFactor on top of OrbitControls since for some reason when I transfer from third to first person the camera goes from front to back. (Added) A flyby (spaceship mode) so you can explore the system! (in the future) Our second celestial body: a moon! Now it looks like our earth. :) wrote shaders (mostly copy paste the main planet’s) + noise generated moon and put it in perfect circular orbit around the earth added an inspirational message at the start (quote-worthy) as an orientation screen. That’s all for now. I also added some more screenshots and a recording, hope y’all like it.
Major Update (again!) (v0.2.0) We added stars! Woo! But the shaders are now broken again. :( (Bug fixes) Reduced size of spacecraft. Now lighting works, it’s from the star! Not from a random light anymore! (Added) Procedural star generation given seed. My favourite is the Class Bs. Fresnel+complementary shader. (A bug): aliasing of liquid???
Minor Update (v0.2.1) (Bug fixes) We fixed the shader issue, yay! Turns out the near plane of camera was too small, affecting depth buffer precision so we changed that and now it works very well. Next step: more planet typessss, for the next big update. I will begin versioning now and I have edited my previous devlogs to reflect this. C y’all very soon!
Major Update (v0.3.0) (added): Gas giant generation! That took way longer than expected, but it was ultimately mediocre, and I really want to improve the shaders still. There’s 4 main types of gas giants, each generated on seeds, and the shaders should be dynamic. With gas giants, we also have ring-like generation! We can generate saturn-like rings now. Small spaceships that tour the system! So it doesn’t feel that lonely. Basic pathfinding for those spaceships. Nerf up the player’s spaceship speed and thrust. (so you can zoom round the system) Moons are now optional. (Bug fixes) Fixed spaceship glitching problem wherein orientation was flipped. (new bugs) Moon does not go away when you regenerate without the moon parameter FOV too wide for spaceship leading to clipping issues (again) [easy fix] Idk, Gas Giant shader needs to look better Annoying nonfunctioning orbit parameter at the start. Sorry for the long delay, but I think it was worth it. I aim to improve the gas giant shader by adding localised spiral storms and etc. and fix the above bugs for the next devlog and minor update. Heck, I have plans for this to become a game now, given its satisfactory results: stay tuned!
Major Update (v.0.4.0) (added) Asteroid generation! Yay! (Just perlin noise with isohahedron geometry) Asteroid belts, fields and rings Improved UI functionality (with overflows, so it is usable now) (new bugs) I realised star’s y is actually ABOVE that of the planet, so the asteroid rings for smaller stars will give you really weird results. Easy fix, though: just reset pos to y=0 and recode the belt around the star so it accurately reflects the new position. (in the image the small rock things are the asteroids; sorry if they’re not very clear!) No bug fixes for this update unfortunately. I know in the last one I said there would be an intermediate minor update for bug fixes but I guess I made this instead. Next time, I probably (?) will fix the bugs.
Minor Update (v0.4.1) Sorry for the delay! Most bugs are now fixed. I provided a better screenshot so you can see the asteroids a bit better!
Major update (v0.5.0) (new features) Not really many But, it’s now on Github! Most stuff in this log is preparation for critical system generating step (Bug fixes) Star pos is at y=0 now so yay No more weird popups that I implemented and forgot existed UI refined asteroid clusters generate naturally now (to fix) Collision detection with asteroids Makes stars more massive, or make the ring more spread Replacing old filthy looking UI with my own more sleek one
Minor Update (v.0.5.1.) I added an inspirational message at the start. Also i realised that app.js was so messy and approaching 2000 lines so I did major reformatting and restructuring. Nothing much else was added, but I did do some stylistic edits to make the UI more approachable and remove the dumb gradients and stuff like that....
|
1792702202.2272475
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1793307002.2272475
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27897
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Astilbe by @yf | Stardance
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yf
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0
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238.2
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0
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[]
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[{"post_id": 76951, "ts": "202 [{"post_id": 76951, "ts": "2026-10-05T05:22:41Z", "hours": 8.2967, "text": "Docs r out. Just b4 release, I will compile a windows compatible exe too, since I am unsigned on mac!"}, {"post_id": 71715, "ts": "2026-09-21T11:24:18Z", "hours": 3.6139, "text": "The dmg is ready! now, website for product before final shipping…"}, {"post_id": 70967, "ts": "2026-09-20T04:05:02Z", "hours": 6.1125, "text": "Prepping for final checks before shipping! Made some assets as well."}, {"post_id": 70076, "ts": "2026-09-18T12:26:23Z", "hours": 4.3944, "text": "26/26 pass! Mutex connections and database sanitisation is certified and up and running. SO far on the release checklist, half of everything is done!"}, {"post_id": 70002, "ts": "2026-09-18T08:00:35Z", "hours": 8.1869, "text": "Did comprehensive backend stress testing especially on the health+integrity of backend database structures by forcefully inserting malformed data. Identified around 2-3 vulnerabilities and 2 blunt failures and I will resolve that in the backend by force-sanitising all data that is to be entered"}, {"post_id": 69833, "ts": "2026-09-17T21:26:08Z", "hours": 8.4408, "text": "Made the search bar in toolkits functional and debugged the css-bug in which the model-detail was not aligned with the styles of model-card classes among other bug hunting work"}, {"post_id": 69590, "ts": "2026-09-17T11:27:50Z", "hours": 8.6647, "text": "Major housekeeping, css bug fixing too"}, {"post_id": 69453, "ts": "2026-09-17T02:40:52Z", "hours": 9.1756, "text": "Added comprehensive error coding (documentation website tba)"}, {"post_id": 68530, "ts": "2026-09-15T08:32:20Z", "hours": 9.7789, "text": "Stopping logic refined, huge unification of toolcall/send direct logic and further housekeeping incl/ with deletion of target/ recompilation, and headless testing (heterogeneous AI testing) and major user testing"}, {"post_id": 67674, "ts": "2026-09-13T20:42:48Z", "hours": 8.8681, "text": "Now toolkits are enable-able (they are too premature for production, they are a beta-feature for the alpha release, I couldn’t really be bothered with more hours of edge case testing and fixing of this specific singular function) and I also added a search bar."}, {"post_id": 67261, "ts": "2026-09-13T10:15:00Z", "hours": 10.5817, "text": "Housekeeping is taking way too long… did some style unifying, etc. Did minor structural edits for edge casing, next devlog I will delete my cache and re-do it to test the full experience! Also, collapsable sidebar!"}, {"post_id": 66942, "ts": "2026-09-12T22:21:49Z", "hours": 15.5981, "text": "Did a lot of housekeeping and stylistic edits! Preparing for alpha release! (Accidentally coded for too long before a devlog, oopsies.)"}, {"post_id": 66366, "ts": "2026-09-12T05:05:04Z", "hours": 5.4525, "text": "yay first in australia (55h this week). Anyway did a bunch of stuff including housekeeping and error catching, introducing error codes E04 and E05; more info will come as we get closer to github release and alpha release."}, {"post_id": 65666, "ts": "2026-09-10T23:30:12Z", "hours": 8.535, "text": "Did bug hunting, Error handling and housekeeping. Be tuned for the alpha release, the second next devlog!"}, {"post_id": 65389, "ts": "2026-09-10T14:28:24Z", "hours": 4.4897, "text": "Implemented a search (wikipedia) tool! Second last stage before alpha release!"}, {"post_id": 65275, "ts": "2026-09-10T08:50:27Z", "hours": 9.8061, "text": "Added tool calls! Now assistants can read your system specs and remember what you said (if you ask it to)"}, {"post_id": 64755, "ts": "2026-09-09T12:07:17Z", "hours": 7.2394, "text": "Added toolkit skeleton, and added chat branching + regeneration!"}, {"post_id": 64546, "ts": "2026-09-09T01:32:09Z", "hours": 7.5061, "text": "Theme chooser and auto-titler implemented! Auto-titler automatically uses the loaded model to generate a title for your conversation (I did implement using smallest model, but the current model is shown to be much faster due to cache anyway) in the backend. I also implemented a little orientation tour. This time it’s all light mode, to make up for my silly mistake last devlog of posting a darkmode with my light mode update."}, {"post_id": 64170, "ts": "2026-09-08T12:02:50Z", "hours": 2.3167, "text": "Added a light theme and some icons (svg)!"}, {"post_id": 63935, "ts": "2026-09-08T00:38:20Z", "hours": 9.3778, "text": "Streamlined the onboarding experience, now onboarding preferences do save properly! Model recommendations also dynamically updated. I started a git to prepare for major feature additions but it is not yet uploaded to GitHub. Stay tuned!"}, {"post_id": 63510, "ts": "2026-09-07T12:39:34Z", "hours": 2.4556, "text": "Devlog X? Hi all, Astilbe is approaching YAGNI full basic functionality. I’m really excited! Anyhow I apologise for taking this long to write a proper devlog. However, I will accordingly update all my previous devlogs with the detail we all deserve very soon as I finish the polish. This devlog will be a summary of the previous devlogs combined: CSS is standardised. I have to concur that it is substantially, the new styling, is AI-generated; however, a lot of details were manually tweaked. I also ensured standardisation of styling and tested edge cases personally. (Animations were also comprehensively standardised and implemented) Settings is now separated into basic and advanced settings. Advanced settings is enable-able with a toggle. If you ask why, it’s because Astilbe is designed to be grandma-friendly and useful for people who are not necessarily computer savvy. Model Library is now fully functional. Basically, you can now download any model from the library, and you can adjust your tiers to the models that you like. (Tiers is just the models set for the “fast”, “balanced” and “advanced” modes.) Error handling is unified now. Catch-alls are implemented more comprehensively and I have been doing manual edge-case testing to ensure polish for every single function added. In this devlog, I added smart conversation ranking and infinite scroll, in order to save compute from being wasted by displaying EVERY SINGLE old conversation in the scrollbar, similar to how Claude does it. Conversations are now also ranked by the last_used time. Anyhow, that’s all for now. Thank you for reading!"}, {"post_id": 63441, "ts": "2026-09-07T09:12:28Z", "hours": 10.9264, "text": "Implemented model library, did a LOT of debugging, separated settings, resolved the Qwen-model printing."}, {"post_id": 62900, "ts": "2026-09-06T13:06:59Z", "hours": 4.0383, "text": "#Major stylistic update!"}, {"post_id": 34590, "ts": "2026-07-25T13:24:16Z", "hours": 8.7214, "text": "We implemented popups and did bug hunting"}, {"post_id": 30062, "ts": "2026-07-17T10:45:46Z", "hours": 8.5508, "text": "Model Library is fully implemented now!"}, {"post_id": 29890, "ts": "2026-07-17T01:40:15Z", "hours": 2.4431, "text": "Now model choosing is available"}, {"post_id": 28822, "ts": "2026-07-15T10:07:36Z", "hours": 1.2228, "text": "Multi-model downloading now enabled!"}, {"post_id": 28208, "ts": "2026-07-14T11:02:23Z", "hours": 1.0669, "text": "Did some algorithm efficienticising for a more balanced algorithm! More details to come…"}, {"post_id": 28131, "ts": "2026-07-14T07:07:27Z", "hours": 7.5458, "text": "Model suggestions are ready!"}, {"post_id": 26267, "ts": "2026-07-10T23:24:52Z", "hours": 11.1003, "text": "Tried to use WebLLM; reverted. Coding binge"}, {"post_id": 25905, "ts": "2026-07-10T12:16:06Z", "hours": 1.8692, "text": "Error handling and basic chat finalised"}, {"post_id": 25848, "ts": "2026-07-10T10:23:07Z", "hours": 4.5439, "text": "Major updates to Astilbe! More info to come when core functionality is implemented and I have time to start recordign detailed devlogs."}, {"post_id": 25234, "ts": "2026-07-09T11:13:31Z", "hours": 2.0533, "text": "Updates to come when my devlogs are formatted properly in ~3 days"}, {"post_id": 25071, "ts": "2026-07-09T01:01:36Z", "hours": 9.5983, "text": "More updates to come soon (I definitely did not rewrite the entire architecture)"}, {"post_id": 18281, "ts": "2026-06-29T11:40:03Z", "hours": 0.9589, "text": "Devlog 4"}, {"post_id": 18132, "ts": "2026-06-29T04:30:15Z", "hours": 1.2342, "text": "Devlog 3: Settings and Customisation Hello everybody! @yf here with the third devlog. Thankfully, there was not much change to the project purpose (phew) so I can jump straight into what I did. A quick snapshot: I implemented a working settings panel that allows users to customise their experience and saves it to a temp file in the app via tauri-plugin-store . What did I do? I: Created a settings panel that allows customisation of the following values: (For Dev mode:) temperature (float, 0.0-1.0) top_p (float, 0.0-1.0) top_k (int, 1-100) (For the everyday user, dev mode values are hidden, and the following values are the changeable ones:) streaming (bool, true/false) thinking (bool, true/false) theme (string, not implemented yet) I then stored the values as a single json structure options structured in the following way: { \"temperature\" : 0.7 , \"top_p\" : 0.9 , \"top_k\" : 40 , \"streaming\" : true , \"thinking\" : true , \"theme\" : \"default\" , \"model\" : \"Qwen3.5:0.8/2/4B\" } (i.e.) Then, I ditched yet again the rust backend message structure to make way for this new chat structure. I basically added a new key-value pair to the ChatMessage struct, which is options: ChatOptions , and fed it into ollama by flattening it using serde’s flatten attribute, structured the same way as the json above. Models cannot be changed as of the moment. Made the settings panel collapsible via the simple classList toggling. Implemented a simple tauri-plugin-store to save the settings to a temp file in the app, and then read it back on app start. This allows users to have their settings persist across sessions. What’s next? Of course, to truly streamline the user experience, I will have to install Ollama with the application. My next priorities are: To bundle Ollama bin with the application and install it on the user’s machine WITH the model. (This will use quite a lot of space, but I guess the installer file will be small enough to accomodate this.) To spawn the ollama process automatically rather than user required, and to kill it when the app is closed. I will do this all in the backend for security purposes. I could realistically just use ollama.cpp, but this means users have to download models themselves, so I think, at least for now, I will stick with the ollama binary. I will consider this in the future."}, {"post_id": 18046, "ts": "2026-06-29T00:42:02Z", "hours": 0.8717, "text": "Devlog 2: Streaming Responses Hello everybody! I’m back very quickly with the second devlog. As promised, Oh! Chat is: IN THE MODERN DIGITAL AGE, it has become increasingly difficult to control one’s exposure to the internet, regardless of how reserved one may be or what precautions one may take. With the advent of the large language model era, where people could discuss confidential information with chatbots, this problem - our inability to control the flow of our own data, relying on vague promises of ‘privacy’ that cloud-based services claim but never prove - has become more relevant than ever. Oh! Chat aims to combat this by giving users the premium UX that one experiences on existing AI chatbot applications and interfaces, retaining as much AI functionality as possible, while facilitating user operation, installation, and guaranteeing data privacy. (from a readme draft) Anyhow, let’s get to the point. Since we want everyday users to feel comfortable, we want to replicate the experience of existing AI chatbots. An important part of this is the text streaming feature, which allows users to see the response as it is being generated: a typing-like effect, and it is also a good method to verify that the model is working. This is what I did in this devlog. What did I do? I: Implemented a streaming response feature in the backend. Firstly, we ditch the original old logic with match request.await . This is because the await means we have to WAIT for the entire response to output before continued function execution (which is unideal). Instead, we use reqwest::Client to send a POST request to the Ollama instance, and then we use response.bytes_stream() to get a stream of bytes from the response. We then iterate over the stream using while let Some(chunk) = stream.next().await , and each chunk we convert it to a string and send it back to the frontend using emit_all(\"chunk\", chunk_str) . And the client gets it in real time via the listen(\"chunk\", (event) => { ... }) function as an initialised await in main.js . Finally, at the end of the response, a rust event response_end is emitted, and the frontend can accordingly adjust. A very simple implementation, but it works effectively. Drafted a basic readme . … That’s it. (It was quite hard to implement, but it is necessary for user experience.) What’s next? I plan on: Allowing chat customisation (to some degree) via settings. More details to come later. UI overhaul no. 1 and replacing the boilerplate html structure with a more well-defined one. Anyhow, thanks for reading! Watch for the next devlog."}, {"post_id": 17972, "ts": "2026-06-28T22:40:29Z", "hours": 2.5644, "text": "Devlog 1: The Start Hello everybody! This is the very first devlog for Oh! Chat. Well, we have to begin somewhere, right? And for us, we begin in this devlog. For the first entry, I can’t really expect not to do all the dirty work of setting up, dependency checking, and all the other mess that comes with starting. A quick overview: I built the initial bridge between front/backend, and established communication with the local Ollama instance. Also, a personal goal for me: maintain a level of professionalism when logging devlogs (so no more heavy slang, etc.). What is this? (Due to word limits please refer to the next devlog) What did I do? Let’s first talk about what we needed to finish before we could even start. Ollama & a local LLM As the top-tier consumer-grade inference engine for LLMs, Ollama is a good choice for the project. I also used the Qwen3.5:0.8/2/4B models for testing, as excellent edge models for testing. Tauri v2 Tauri is a great framework for building cross-platform desktop applications with html, css and js which I am familiar with. It also uses rust for backend, and though I am not proficient in rust (I have written some basic things in rust before, but not a full backend yet), I aim to use this project to further develop my skills. We now pivot to what I did in the first devlog: Environment & Project Initialization Created the core project structure utilizing the Tauri v2 CLI framework. (Following this tutorial ) Frontend Layout & Boilerplate Architecture Initialised a boilerplate frontend chat template with minimal css and html, and I wired main.js to the backend via invoke and listen commands. Local IPC & The Ollama Localhost Bridge Edited the Rust backend inside src-tauri/src/lib.rs. Creating async commands (#[tauri::command]) to handle inter-process communication (IPC): A hello world tester command; Mapping out the communication layer targeting localhost:11434 (the Ollama api server address for the local instance) to talk directly to the local Ollama instance running on the host machine with reqwest and tokio async libraries.: check_status : checks status (obviously) send_msg(message: ChatMessage) : sends a message to the Ollama instance and sends the response back directly using match request.await to handle the response as a single coherent string. (This is temporary for the moment as I will be implementing streaming soon). The message struct is also super simple: a simple json-like key-value pair: role: String, message: String . We use serde to serialize and deserialize the JSON data sent to and from the Ollama instance. What’s next? Well, there’s a lot to do. I have not yet done a lot of stuff, and I have many priorities with respect to this application, so I won’t be able to describe to you what I will do next; I guess you can just wait for the next devlog. But I can say that the following will definitely be likely to be done in the next update: Allowing slight chat customisation (Building on 1) giving users a settings panel to allow them to customise their experience. Drafting a basic readme . (non priority) Improve UI? Anyhow, thanks for reading and I hope you are eager for the next devlog (Cause I am!)"}]...
|
Title: Astilbe by @yf | Stardance
Devlogs:
Devlog Title: Astilbe by @yf | Stardance
Devlogs:
Devlog 1: The Start Hello everybody! This is the very first devlog for Oh! Chat. Well, we have to begin somewhere, right? And for us, we begin in this devlog. For the first entry, I can’t really expect not to do all the dirty work of setting up, dependency checking, and all the other mess that comes with starting. A quick overview: I built the initial bridge between front/backend, and established communication with the local Ollama instance. Also, a personal goal for me: maintain a level of professionalism when logging devlogs (so no more heavy slang, etc.). What is this? (Due to word limits please refer to the next devlog) What did I do? Let’s first talk about what we needed to finish before we could even start. Ollama & a local LLM As the top-tier consumer-grade inference engine for LLMs, Ollama is a good choice for the project. I also used the Qwen3.5:0.8/2/4B models for testing, as excellent edge models for testing. Tauri v2 Tauri is a great framework for building cross-platform desktop applications with html, css and js which I am familiar with. It also uses rust for backend, and though I am not proficient in rust (I have written some basic things in rust before, but not a full backend yet), I aim to use this project to further develop my skills. We now pivot to what I did in the first devlog: Environment & Project Initialization Created the core project structure utilizing the Tauri v2 CLI framework. (Following this tutorial ) Frontend Layout & Boilerplate Architecture Initialised a boilerplate frontend chat template with minimal css and html, and I wired main.js to the backend via invoke and listen commands. Local IPC & The Ollama Localhost Bridge Edited the Rust backend inside src-tauri/src/lib.rs. Creating async commands (#[tauri::command]) to handle inter-process communication (IPC): A hello world tester command; Mapping out the communication layer targeting localhost:11434 (the Ollama api server address for the local instance) to talk directly to the local Ollama instance running on the host machine with reqwest and tokio async libraries.: check_status : checks status (obviously) send_msg(message: ChatMessage) : sends a message to the Ollama instance and sends the response back directly using match request.await to handle the response as a single coherent string. (This is temporary for the moment as I will be implementing streaming soon). The message struct is also super simple: a simple json-like key-value pair: role: String, message: String . We use serde to serialize and deserialize the JSON data sent to and from the Ollama instance. What’s next? Well, there’s a lot to do. I have not yet done a lot of stuff, and I have many priorities with respect to this application, so I won’t be able to describe to you what I will do next; I guess you can just wait for the next devlog. But I can say that the following will definitely be likely to be done in the next update: Allowing slight chat customisation (Building on 1) giving users a settings panel to allow them to customise their experience. Drafting a basic readme . (non priority) Improve UI? Anyhow, thanks for reading and I hope you are eager for the next devlog (Cause I am!)
Devlog 2: Streaming Responses Hello everybody! I’m back very quickly with the second devlog. As promised, Oh! Chat is: IN THE MODERN DIGITAL AGE, it has become increasingly difficult to control one’s exposure to the internet, regardless of how reserved one may be or what precautions one may take. With the advent of the large language model era, where people could discuss confidential information with chatbots, this problem - our inability to control the flow of our own data, relying on vague promises of ‘privacy’ that cloud-based services claim but never prove - has become more relevant than ever. Oh! Chat aims to combat this by giving users the premium UX that one experiences on existing AI chatbot applications and interfaces, retaining as much AI functionality as possible, while facilitating user operation, installation, and guaranteeing data privacy. (from a readme draft) Anyhow, let’s get to the point. Since we want everyday users to feel comfortable, we want to replicate the experience of existing AI chatbots. An important part of this is the text streaming feature, which allows users to see the response as it is being generated: a typing-like effect, and it is also a good method to verify that the model is working. This is what I did in this devlog. What did I do? I: Implemented a streaming response feature in the backend. Firstly, we ditch the original old logic with match request.await . This is because the await means we have to WAIT for the entire response to output before continued function execution (which is unideal). Instead, we use reqwest::Client to send a POST request to the Ollama instance, and then we use response.bytes_stream() to get a stream of bytes from the response. We then iterate over the stream using while let Some(chunk) = stream.next().await , and each chunk we convert it to a string and send it back to the frontend using emit_all("chunk", chunk_str) . And the client gets it in real time via the listen("chunk", (event) => { ... }) function as an initialised await in main.js . Finally, at the end of the response, a rust event response_end is emitted, and the frontend can accordingly adjust. A very simple implementation, but it works effectively. Drafted a basic readme . … That’s it. (It was quite hard to implement, but it is necessary for user experience.) What’s next? I plan on: Allowing chat customisation (to some degree) via settings. More details to come later. UI overhaul no. 1 and replacing the boilerplate html structure with a more well-defined one. Anyhow, thanks for reading! Watch for the next devlog.
Devlog 3: Settings and Customisation Hello everybody! @yf here with the third devlog. Thankfully, there was not much change to the project purpose (phew) so I can jump straight into what I did. A quick snapshot: I implemented a working settings panel that allows users to customise their experience and saves it to a temp file in the app via tauri-plugin-store . What did I do? I: Created a settings panel that allows customisation of the following values: (For Dev mode:) temperature (float, 0.0-1.0) top_p (float, 0.0-1.0) top_k (int, 1-100) (For the everyday user, dev mode values are hidden, and the following values are the changeable ones:) streaming (bool, true/false) thinking (bool, true/false) theme (string, not implemented yet) I then stored the values as a single json structure options structured in the following way: { "temperature" : 0.7 , "top_p" : 0.9 , "top_k" : 40 , "streaming" : true , "thinking" : true , "theme" : "default" , "model" : "Qwen3.5:0.8/2/4B" } (i.e.) Then, I ditched yet again the rust backend message structure to make way for this new chat structure. I basically added a new key-value pair to the ChatMessage struct, which is options: ChatOptions , and fed it into ollama by flattening it using serde’s flatten attribute, structured the same way as the json above. Models cannot be changed as of the moment. Made the settings panel collapsible via the simple classList toggling. Implemented a simple tauri-plugin-store to save the settings to a temp file in the app, and then read it back on app start. This allows users to have their settings persist across sessions. What’s next? Of course, to truly streamline the user experience, I will have to install Ollama with the application. My next priorities are: To bundle Ollama bin with the application and install it on the user’s machine WITH the model. (This will use quite a lot of space, but I guess the installer file will be small enough to accomodate this.) To spawn the ollama process automatically rather than user required, and to kill it when the app is closed. I will do this all in the backend for security purposes. I could realistically just use ollama.cpp, but this means users have to download models themselves, so I think, at least for now, I will stick with the ollama binary. I will consider this in the future.
Devlog 4
More updates to come soon (I definitely did not rewrite the entire architecture)
Updates to come when my devlogs are formatted properly in ~3 days
Major updates to Astilbe! More info to come when core functionality is implemented and I have time to start recordign detailed devlogs.
Error handling and basic chat finalised
Tried to use WebLLM; reverted. Coding binge
Model suggestions are ready!
Did some algorithm efficienticising for a more balanced algorithm! More details to come…
Multi-model downloading now enabled!
Now model choosing is available
Model Library is fully implemented now!
We implemented popups and did bug hunting
#Major stylistic update!
Implemented model library, did a LOT of debugging, separated settings, resolved the Qwen-model printing.
Devlog X? Hi all, Astilbe is approaching YAGNI full basic functionality. I’m really excited! Anyhow I apologise for taking this long to write a proper devlog. However, I will accordingly update all my previous devlogs with the detail we all deserve very soon as I finish the polish. This devlog will be a summary of the previous devlogs combined: CSS is standardised. I have to concur that it is substantially, the new styling, is AI-generated; however, a lot of details were manually tweaked. I also ensured standardisation of styling and tested edge cases personally. (Animations were also comprehensively standardised and implemented) Settings is now separated into basic and advanced settings. Advanced settings is enable-able with a toggle. If you ask why, it’s because Astilbe is designed to be grandma-friendly and useful for people who are not necessarily computer savvy. Model Library is now fully functional. Basically, you can now download any model from the library, and you can adjust your tiers to the models that you like. (Tiers is just the models set for the “fast”, “balanced” and “advanced” modes.) Error handling is unified now. Catch-alls are implemented more comprehensively and I have been doing manual edge-case testing to ensure polish for every single function added. In this devlog, I added smart conversation ranking and infinite scroll, in order to save compute from being wasted by displaying EVERY SINGLE old conversation in the scrollbar, similar to how Claude does it. Conversations are now also ranked by the last_used time. Anyhow, that’s all for now. Thank you for reading!
Streamlined the onboarding experience, now onboarding preferences do save properly! Model recommendations also dynamically updated. I started a git to prepare for major feature additions but it is not yet uploaded to GitHub. Stay tuned!
Added a light theme and some icons (svg)!
Theme chooser and auto-titler implemented! Auto-titler automatically uses the loaded model to generate a title for your conversation (I did implement using smallest model, but the current model is shown to be much faster due to cache anyway) in the backend. I also implemented a little orientation tour. This time it’s all light mode, to make up for my silly mistake last devlog of posting a darkmode with my light mode update.
Added toolkit skeleton, and added chat branching + regeneration!
Added tool calls! Now assistants can read your system specs and remember what you said (if you ask it to)
Implemented a search (wikipedia) tool! Second last stage before alpha release!
Did bug hunting, Error handling and housekeeping. Be tuned for the alpha release, the second next devlog!
yay first in australia (55h this week). Anyway did a bunch of stuff including housekeeping and error catching, introducing error codes E04 and E05; more info will come as we get closer to github release and alpha release.
Did a lot of housekeeping and stylistic edits! Preparing for alpha release! (Accidentally coded for too long before a devlog, oopsies.)
Housekeeping is taking way too long… did some style unifying, etc. Did minor structural edits for edge casing, next devlog I will delete my cache and re-do it to test the full experience! Also, collapsable sidebar!
Now toolkits are enable-able (they are too premature for production, they are a beta-feature for the alpha release, I couldn’t really be bothered with more hours of edge case testing and fixing of this specific singular function) and I also added a search bar.
Stopping logic refined, huge unification of toolcall/send direct logic and further housekeeping incl/ with deletion of target/ recompilation, and headless testing (heterogeneous AI testing) and major user testing
Added comprehensive error coding (documentation website tba)
Major housekeeping, css bug fixing too
Made the search bar in toolkits functional and debugged the css-bug in which the model-detail was not aligned with the styles of model-card classes among other bug hunting work
Did comprehensive backend stress testing especially on the health+integrity of backend database structures by forcefully inserting malformed data. Identified around 2-3 vulnerabilities and 2 blunt failures and I will resolve that in the backend by force-sanitising all data that is to be entered
26/26 pass! Mutex connections and database sanitisation is certified and up and running. SO far on the release checklist, half of everything is done!
Prepping for final checks before shipping! Made some assets as well.
The dmg is ready! now, website for product before final shipping…
Docs r out. Just b4 release, I will compile a windows compatible exe too, since I am unsigned on mac!...
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1792630367.8264303
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1793235167.8264303
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36686
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Tauri & Dragons by @yf | Stardance
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yf
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0
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17.09
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0
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[]
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[{"post_id": 34587, "ts": "202 [{"post_id": 34587, "ts": "2026-07-25T13:18:29Z", "hours": 17.0894, "text": "Tauri & Dragons"}]...
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Title: Tauri & Dragons by @yf | Stardance
Dev Title: Tauri & Dragons by @yf | Stardance
Devlogs:
Tauri & Dragons...
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1792666320.4048705
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1793271120.4048705
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67794
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TeenyTinyStories by @yf | Stardance
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yf
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0
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30.16
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0
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[]
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[{"post_id": 78495, "ts": "202 [{"post_id": 78495, "ts": "2026-10-10T23:27:58Z", "hours": 4.4483, "text": "Evals are done Finally, after two days of tweaking values and rewriting evaluation prompts, the eval is all done. As per the original paper I employed a GPT-Eval adjacent score (albeit with Ministral-14B) as the LLM judge) and an Elo system (with GPT 5.6 Luna as the judge). The results did significantly corroborate with each other, which validates our conclusion that TTS-1M did as well or exceeded (slightly) as TS-1M whilst TTS-33M was poorer in performance compared to TS-33M though still competitive. Both the 33M models significantly outcompeted the 1M models, as expected and serves as an auxiliary validation."}, {"post_id": 77963, "ts": "2026-10-09T00:54:28Z", "hours": 4.7397, "text": "While we’re waiting…"}, {"post_id": 77744, "ts": "2026-10-08T04:38:53Z", "hours": 4.0003, "text": "Models are finished The models have officially been fully trained and are ready for evaluation. I trained a 1M and a 33M (nominal) parameter model on the TTS dataset; at validation, shows much promise. I also drafted the Methods section and the Related Works section. I will continue to work on the evaluation section and the discussion section, before writing the final paper."}, {"post_id": 77443, "ts": "2026-10-07T00:58:48Z", "hours": 4.3611, "text": "On the Models The 1M model is finished training with tts 1.9870 / 7.29 (4.02M tok), ts_cap 2.3691 / 10.69, ts_full 2.3852 / 10.86 . It cost me around 10 USD but I am happy with its results. The 33M model is now undergoing training with ETA in around 10 hours. The models themselves use a GPT-Neo architecture with the EleutherAI/GPT-Neo-125M tokenizer, as per the original paper. I also worked on the paper, namely the methodology section. I don’t know if I can do the 3/9/28M models however due to budget constraints but I will try."}, {"post_id": 76948, "ts": "2026-10-05T05:10:19Z", "hours": 3.3178, "text": "Devlog 3 Full corpus generation finished ASAP on 4090. You can find the TTS corpus on ableian/teenytinystories on Huggingface. Now, I followed the architecture specified by Eldan and Li and started training the 1M/3M and 9M models. Will finish in 16 hours, so I’m excited!"}, {"post_id": 76665, "ts": "2026-10-04T09:26:41Z", "hours": 3.1161, "text": "Devlog 2 In here, I introduce you to the official generation pipeline.I used the TinyStories-Instruct-33M checkpoint as the progenitor model. It accepts a structured header as follows: Words: verb, noun, adjective Features: X, Y [optional] Story: The words were chosen from the original TS word list from TinyStories-Instruct-valid.txt . The features were derived from an optional feature set, sampled from the empirical distributions in the same TinyStories-Instruct data. Quality control was also enforced by rejecting incomplete stories and stories that were too long or too short. I wrote an .ipynb and began generating stories in batches of 1024 on a rented 4090 (CUDA) and my M1 MacBook Pro (MPS)! Should be ready in around 8 hours."}, {"post_id": 76587, "ts": "2026-10-04T02:34:54Z", "hours": 6.1778, "text": "1 On TinyStories TinyStories (Eldan & Li, 2023) represented a significant breakthrough in the field of language model training, providing evidence that an synthetic (i.e. LLM-generated) corpus could be used to efficiently train a Small Language Model (SLM) fluent in English and basic story generation. The pipeline is direct: Eldan and Li seeded ChatGPT (3.5 and 4) with story generation prompts, generating over 470 M tokens (~2.1 million stories), before training a 1, 3, 9, 28 and 33M SLM. Through a range of evaluation metrics, they demonstrated that these models could output fluent English, and for larger and more layered models, could generate semi-coherent stories. 2 On TeenyTinyStories Now, I propose a step further: what happens if we take the Instruct variant of the official checkpoint, TinyStories-Instruct-33M instead of a frontier model like the GPT series, to generate a new corpus of data and train the same models on this corpus instead? This is the core of this project.Note: I understand that this is fundamentally a research project rather than produce-a-usable-software type thing you see on Stardance, so I will produce a bunch of usables, including a conversation-tuned instruct variant of the 33M which you can chat with in your browser in the form of a website. The core results, however, will be in the form of an ArXiV preprint before I submit to NHSJS. What I did After I skimmed through the 2023 paper, I summarised their corpus generation pipeline as follows:The generator used GPT-3.5 and GPT-4 via the OpenAI APIPrompt composition composed of a list of required words (one verb, one noun, one adjective), and an (optional) story feature (i.e. dialogue, bad ending, moral value, plot twist…) to generate a story. Example: “Write a short story (3-5 paragraphs) which only uses very simple words that a 3 year old child would likely understand.The story should use the verb “decorate”,the noun “thunder”and the adjective “ancient”.The story should have the following features:the story should contain at least one dialogue,the story has a bad ending.Remember to only use simple words!”Accordingly, I wrote the draft introduction and the Related Works section, and planned the Methodology."}]...
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Title: TeenyTinyStories by @yf | Stardance
Devlog Title: TeenyTinyStories by @yf | Stardance
Devlogs:
1 On TinyStories TinyStories (Eldan & Li, 2023) represented a significant breakthrough in the field of language model training, providing evidence that an synthetic (i.e. LLM-generated) corpus could be used to efficiently train a Small Language Model (SLM) fluent in English and basic story generation. The pipeline is direct: Eldan and Li seeded ChatGPT (3.5 and 4) with story generation prompts, generating over 470 M tokens (~2.1 million stories), before training a 1, 3, 9, 28 and 33M SLM. Through a range of evaluation metrics, they demonstrated that these models could output fluent English, and for larger and more layered models, could generate semi-coherent stories. 2 On TeenyTinyStories Now, I propose a step further: what happens if we take the Instruct variant of the official checkpoint, TinyStories-Instruct-33M instead of a frontier model like the GPT series, to generate a new corpus of data and train the same models on this corpus instead? This is the core of this project.Note: I understand that this is fundamentally a research project rather than produce-a-usable-software type thing you see on Stardance, so I will produce a bunch of usables, including a conversation-tuned instruct variant of the 33M which you can chat with in your browser in the form of a website. The core results, however, will be in the form of an ArXiV preprint before I submit to NHSJS. What I did After I skimmed through the 2023 paper, I summarised their corpus generation pipeline as follows:The generator used GPT-3.5 and GPT-4 via the OpenAI APIPrompt composition composed of a list of required words (one verb, one noun, one adjective), and an (optional) story feature (i.e. dialogue, bad ending, moral value, plot twist…) to generate a story. Example: “Write a short story (3-5 paragraphs) which only uses very simple words that a 3 year old child would likely understand.The story should use the verb “decorate”,the noun “thunder”and the adjective “ancient”.The story should have the following features:the story should contain at least one dialogue,the story has a bad ending.Remember to only use simple words!”Accordingly, I wrote the draft introduction and the Related Works section, and planned the Methodology.
Devlog 2 In here, I introduce you to the official generation pipeline.I used the TinyStories-Instruct-33M checkpoint as the progenitor model. It accepts a structured header as follows: Words: verb, noun, adjective Features: X, Y [optional] Story: The words were chosen from the original TS word list from TinyStories-Instruct-valid.txt . The features were derived from an optional feature set, sampled from the empirical distributions in the same TinyStories-Instruct data. Quality control was also enforced by rejecting incomplete stories and stories that were too long or too short. I wrote an .ipynb and began generating stories in batches of 1024 on a rented 4090 (CUDA) and my M1 MacBook Pro (MPS)! Should be ready in around 8 hours.
Devlog 3 Full corpus generation finished ASAP on 4090. You can find the TTS corpus on ableian/teenytinystories on Huggingface. Now, I followed the architecture specified by Eldan and Li and started training the 1M/3M and 9M models. Will finish in 16 hours, so I’m excited!
On the Models The 1M model is finished training with tts 1.9870 / 7.29 (4.02M tok), ts_cap 2.3691 / 10.69, ts_full 2.3852 / 10.86 . It cost me around 10 USD but I am happy with its results. The 33M model is now undergoing training with ETA in around 10 hours. The models themselves use a GPT-Neo architecture with the EleutherAI/GPT-Neo-125M tokenizer, as per the original paper. I also worked on the paper, namely the methodology section. I don’t know if I can do the 3/9/28M models however due to budget constraints but I will try.
Models are finished The models have officially been fully trained and are ready for evaluation. I trained a 1M and a 33M (nominal) parameter model on the TTS dataset; at validation, shows much promise. I also drafted the Methods section and the Related Works section. I will continue to work on the evaluation section and the discussion section, before writing the final paper.
While we’re waiting…
Evals are done Finally, after two days of tweaking values and rewriting evaluation prompts, the eval is all done. As per the original paper I employed a GPT-Eval adjacent score (albeit with Ministral-14B) as the LLM judge) and an Elo system (with GPT 5.6 Luna as the judge). The results did significantly corroborate with each other, which validates our conclusion that TTS-1M did as well or exceeded (slightly) as TS-1M whilst TTS-33M was poorer in performance compared to TS-33M though still competitive. Both the 33M models significantly outcompeted the 1M models, as expected and serves as an auxiliary validation....
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1792468286.262683
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1793073086.262683
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60505
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My first slack bot! by @yeyovl26 | Stardance
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yeyovl26
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0
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0.0
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Title: My first slack bot! by @yeyovl26 | Stardanc Title: My first slack bot! by @yeyovl26 | Stardance...
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1792425132.2354987
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1793029932.2354987
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34389
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cntour by @yevheniimazepa | Stardance
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yevheniimazepa
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Title: cntour by @yevheniimazepa | Stardance
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1792802886.5470307
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1793407686.5470307
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55094
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My awesome macropad! by @yeturilikithkumar | Stard My awesome macropad! by @yeturilikithkumar | Stardance...
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yeturilikithkumar
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0
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0.0
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Title: My awesome macropad! by @yeturilikithkumar Title: My awesome macropad! by @yeturilikithkumar | Stardance...
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1792482553.5765011
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1793087353.5765011
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5566
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Mouse by @yetanotherkevin | Stardance
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yetanotherkevin
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0
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54.42
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[]
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[{"post_id": 52802, "ts": "202 [{"post_id": 52802, "ts": "2026-08-23T04:35:44Z", "hours": 5.5692, "text": "devlog 7 behold. the mouse now exists. in flesh and blood. (it’s printed out of PLA actually but you get the idea) I’ve actually tried using this mouse in place of a normal mouse for a little while, and it isn’t that bad. (unless you count the issues where it randomly disconnects, bad ergonomics, inability to drag click, etc) i have designed version 2 already with several upgrades including: battery mount proper lens alignment custom mouse wheel middle click supprot but unfortunately i have lost access to my 3d printer for a while so I can’t actually print it yet."}, {"post_id": 50650, "ts": "2026-08-19T22:19:13Z", "hours": 9.9086, "text": "devlog 6 i have finally finished version 1 of the mouse enclosure. yes, this took me 10 hours. no, I am not very good at CAD. a lot of the time was spent towards trying to make the curves work better, but onshape really hates 3d curves for some reason. Half the time when I tried to make some major change I had to revert it because the changes completely broke everything. anyways here’s the model (so far). Now i have to CAD a custom scroll wheel and the side buttons. I am really going to hate onshape by the end of this."}, {"post_id": 47290, "ts": "2026-08-15T04:36:59Z", "hours": 6.7444, "text": "i have been in the cad trenches. I don’t have too much experience with CAD, and especially with making something as complex as a whole mouse. Learning how to make the curves properly was a bit of a learning….. curve (laugh at my funny joke please) after much trial and error, I got this prototype of a mouse baseplate done. I 3d printed it as well to get a better sense of scale + check my lens height alignment"}, {"post_id": 45459, "ts": "2026-08-11T22:48:06Z", "hours": 4.3697, "text": "The software part of the mouse is done! (mostly) I managed to finally finish up the software portion of this project after fixing all the bugs from last devlog. It now functions almost entirely like a regular bluetooth mouse. Things I did: Changed the code to enable just-works Bluetooth connection (automatic connection when powered on) Soldered on buttons and scroll wheel Fixed the previous lag issue (no noticeable latency now) There are still a few things I’d like to work on in software, but now I’ll be shifting my main focus towards designing the enclosure for this mouse. There are a few things I want to add still: Configurable side buttons: I haven’t figured out how these will work yet. I’m trying to figure out what I can actually do with them first Improving power efficiency (will figure it out later) I haven’t done CAD in quite a bit, so I expect the enclosure design to be a bit of a trial-and-error process. For the time being, I’m just glad I don’t have to deal with software bugs anymore….."}, {"post_id": 43494, "ts": "2026-08-08T19:55:16Z", "hours": 9.2133, "text": "This was supposed to be a short devlog. (9 hours of coding time later….) Unfortunately, not that much actual progress has been made. It’s just how things go sometimes in embedded development. Here’s what happened: My SPI implementation for my mouse sensor decided to stop working randomly. Therefore, I had to spend a couple hours to figure out what caused it and to replace it with an entire new SPI implementation. (My current best theory on what happened was that I was trying to run my sensor’s 3 wire SPI using Zephyr’s 4 wire SPI library, which led to problems whenever I increased the frequency.) Right after I fixed this, all my old PREVIOUSLY WORKING mouse code suddenly stopped working. I then spent another several hours fixing this as well. I eventually narrowed it down to some kind of problem with the bootloader, but I still have no idea what it is. I’m just using some workarounds for now. So that’s how i spent 9 hours (+ more unlogged time bc my logging and stuff isn’t actually on VSCode) getting back to where I was last devlog. I LOVE EMBEDDED! YIPPEEEE also here’s a video of the mouse movement actually working"}, {"post_id": 40597, "ts": "2026-08-04T07:52:38Z", "hours": 9.7519, "text": "Major progress has been made. Things done: Wrote the code for the mouse scroll wheel Integrated the scroll wheel code into the actual mouse code Fixed the evil bug in the motion sensor (see past devlog for my unhinged rant about it. the real issue was very different.) I won’t elaborate on what caused it because I’m very superstitious at this point and if i talk about it more it may come back. Right now i have clicking, scrolling, and mouse movement all working independently, but I haven’t integrated all three together yet. The finished mouse PCB (on the hardware side) should be ready by next devlog. Future things to work on: Making mouse movement smoother in some way because there is some lag currently and it is quite annoying Power efficiency optimizations in software (don’t know what to do for this quite yet but will look into it) Testing the mouse under battery power Designing and 3D Printing a case Attached below is a screenshot of my terrible testing setup. I’m so glad that this project (started in January of this year btw) is finally somewhat close to being finished."}, {"post_id": 7357, "ts": "2026-06-12T08:17:38Z", "hours": 8.8631, "text": "I am proud to announce that after 9 hours of coding, I have… still not solved the SECOND MOST EVIL FUCKING BUG I HAVE EVER ENCOUNTERED IN MY ENTIRE LIFE. the rundown of my project is that I am making an entirely custom mouse. I started this way before stardance, and by the time it started I already had the PCB designed + ordered and a bluetooth mouse connection working. I began logging time around when I started implementing the motion tracking on the mouse sensor through SPI. communicating with the sensor through SPI took 30 minutes of coding. The problem was the aforementioned evil ass bug I encountered after this, which was basically that the sensor kills itself every time it even barely gets lifted off of the table, and it requires a power cycle to get it back to normal operation. obviously not a very good thing to be happening in a mouse. now here is the fun part, as I spiral into the depths of insanity: after changing every software setting in my code that could reasonably fix this issue (sensor force awake mode, SPI transaction issues, SPI clock timings, etc), I decided to test the sensor with some old, verified working code that I had written a month or two prior. One thing to note is that my code so far was written in Zephyr OS while the working code was in Arduino, so I had to make a really jank connection to a different microcontroller board just to run it. As it turns out, the verified working code.. worked properly. So i made more changes to the Zephyr code, and I still can’t fix the bug. At this point, my Zephyr code is basically a 1-1 recreation of the Arduino code, so I decide to test the Arduino code again to make sure I’m not going insane. THE VERIFIED WORKING CODE STOPPED WORKING. I HAVE NO IDEA WHY STILL. THE BUG SOMEHOW SPREAD????? this is what I meant when I said it was evil. i could feel the MALICIOUS INTENT behind this issue as it attempted to destroy EVERY LAST BIT OF MY SANITY. At this point, I was pretty sure it was a hardware issue, so i re-soldered all the connections, continuity tested them with the multimeter, etc. it was not a hardware issue. IT WAS AN OPTICS ISSUE????? the issue was with the lens that came with my sensor the entire time. I still don’t know what the exact issue is, all I know is that everything works if I take off the lens. how exactly am I supposed to solve this??? i’m a programmer who knows some hardware stuff. i can’t debug the laws of optics. I did ask AI to help me out (can you blame me at this point?) but it was kind of stupid as per usual. has any one of u smart people here worked with mouse sensors before??? please send help if you can thank you. I have already ordered a new lens (in case i got unlucky and the one I have is defective) and I am currently considering hiring an exorcist to purge my PCBs of evil spirits. I was originally going to post a devlog once I got X and Y movement readings on the sensor, but as you can see, I’m a bit stuck at the moment. Another note I’d like to add is that the 9 hours I’ve spent trying to fix this is only the software debugging time. The actual time spent trying to fix this is probably more than double that. I’m too lazy to timelapse me crashing out for several hours. attached are photos of the sensor lens and my pcb testing rig. tldr: unfortunately, no progress has been made. evil demons are infesting my project. please send help"}]...
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Title: Mouse by @yetanotherkevin | Stardance
Devl Title: Mouse by @yetanotherkevin | Stardance
Devlogs:
I am proud to announce that after 9 hours of coding, I have… still not solved the SECOND MOST EVIL FUCKING BUG I HAVE EVER ENCOUNTERED IN MY ENTIRE LIFE. the rundown of my project is that I am making an entirely custom mouse. I started this way before stardance, and by the time it started I already had the PCB designed + ordered and a bluetooth mouse connection working. I began logging time around when I started implementing the motion tracking on the mouse sensor through SPI. communicating with the sensor through SPI took 30 minutes of coding. The problem was the aforementioned evil ass bug I encountered after this, which was basically that the sensor kills itself every time it even barely gets lifted off of the table, and it requires a power cycle to get it back to normal operation. obviously not a very good thing to be happening in a mouse. now here is the fun part, as I spiral into the depths of insanity: after changing every software setting in my code that could reasonably fix this issue (sensor force awake mode, SPI transaction issues, SPI clock timings, etc), I decided to test the sensor with some old, verified working code that I had written a month or two prior. One thing to note is that my code so far was written in Zephyr OS while the working code was in Arduino, so I had to make a really jank connection to a different microcontroller board just to run it. As it turns out, the verified working code.. worked properly. So i made more changes to the Zephyr code, and I still can’t fix the bug. At this point, my Zephyr code is basically a 1-1 recreation of the Arduino code, so I decide to test the Arduino code again to make sure I’m not going insane. THE VERIFIED WORKING CODE STOPPED WORKING. I HAVE NO IDEA WHY STILL. THE BUG SOMEHOW SPREAD????? this is what I meant when I said it was evil. i could feel the MALICIOUS INTENT behind this issue as it attempted to destroy EVERY LAST BIT OF MY SANITY. At this point, I was pretty sure it was a hardware issue, so i re-soldered all the connections, continuity tested them with the multimeter, etc. it was not a hardware issue. IT WAS AN OPTICS ISSUE????? the issue was with the lens that came with my sensor the entire time. I still don’t know what the exact issue is, all I know is that everything works if I take off the lens. how exactly am I supposed to solve this??? i’m a programmer who knows some hardware stuff. i can’t debug the laws of optics. I did ask AI to help me out (can you blame me at this point?) but it was kind of stupid as per usual. has any one of u smart people here worked with mouse sensors before??? please send help if you can thank you. I have already ordered a new lens (in case i got unlucky and the one I have is defective) and I am currently considering hiring an exorcist to purge my PCBs of evil spirits. I was originally going to post a devlog once I got X and Y movement readings on the sensor, but as you can see, I’m a bit stuck at the moment. Another note I’d like to add is that the 9 hours I’ve spent trying to fix this is only the software debugging time. The actual time spent trying to fix this is probably more than double that. I’m too lazy to timelapse me crashing out for several hours. attached are photos of the sensor lens and my pcb testing rig. tldr: unfortunately, no progress has been made. evil demons are infesting my project. please send help
Major progress has been made. Things done: Wrote the code for the mouse scroll wheel Integrated the scroll wheel code into the actual mouse code Fixed the evil bug in the motion sensor (see past devlog for my unhinged rant about it. the real issue was very different.) I won’t elaborate on what caused it because I’m very superstitious at this point and if i talk about it more it may come back. Right now i have clicking, scrolling, and mouse movement all working independently, but I haven’t integrated all three together yet. The finished mouse PCB (on the hardware side) should be ready by next devlog. Future things to work on: Making mouse movement smoother in some way because there is some lag currently and it is quite annoying Power efficiency optimizations in software (don’t know what to do for this quite yet but will look into it) Testing the mouse under battery power Designing and 3D Printing a case Attached below is a screenshot of my terrible testing setup. I’m so glad that this project (started in January of this year btw) is finally somewhat close to being finished.
This was supposed to be a short devlog. (9 hours of coding time later….) Unfortunately, not that much actual progress has been made. It’s just how things go sometimes in embedded development. Here’s what happened: My SPI implementation for my mouse sensor decided to stop working randomly. Therefore, I had to spend a couple hours to figure out what caused it and to replace it with an entire new SPI implementation. (My current best theory on what happened was that I was trying to run my sensor’s 3 wire SPI using Zephyr’s 4 wire SPI library, which led to problems whenever I increased the frequency.) Right after I fixed this, all my old PREVIOUSLY WORKING mouse code suddenly stopped working. I then spent another several hours fixing this as well. I eventually narrowed it down to some kind of problem with the bootloader, but I still have no idea what it is. I’m just using some workarounds for now. So that’s how i spent 9 hours (+ more unlogged time bc my logging and stuff isn’t actually on VSCode) getting back to where I was last devlog. I LOVE EMBEDDED! YIPPEEEE also here’s a video of the mouse movement actually working
The software part of the mouse is done! (mostly) I managed to finally finish up the software portion of this project after fixing all the bugs from last devlog. It now functions almost entirely like a regular bluetooth mouse. Things I did: Changed the code to enable just-works Bluetooth connection (automatic connection when powered on) Soldered on buttons and scroll wheel Fixed the previous lag issue (no noticeable latency now) There are still a few things I’d like to work on in software, but now I’ll be shifting my main focus towards designing the enclosure for this mouse. There are a few things I want to add still: Configurable side buttons: I haven’t figured out how these will work yet. I’m trying to figure out what I can actually do with them first Improving power efficiency (will figure it out later) I haven’t done CAD in quite a bit, so I expect the enclosure design to be a bit of a trial-and-error process. For the time being, I’m just glad I don’t have to deal with software bugs anymore…..
i have been in the cad trenches. I don’t have too much experience with CAD, and especially with making something as complex as a whole mouse. Learning how to make the curves properly was a bit of a learning….. curve (laugh at my funny joke please) after much trial and error, I got this prototype of a mouse baseplate done. I 3d printed it as well to get a better sense of scale + check my lens height alignment
devlog 6 i have finally finished version 1 of the mouse enclosure. yes, this took me 10 hours. no, I am not very good at CAD. a lot of the time was spent towards trying to make the curves work better, but onshape really hates 3d curves for some reason. Half the time when I tried to make some major change I had to revert it because the changes completely broke everything. anyways here’s the model (so far). Now i have to CAD a custom scroll wheel and the side buttons. I am really going to hate onshape by the end of this.
devlog 7 behold. the mouse now exists. in flesh and blood. (it’s printed out of PLA actually but you get the idea) I’ve actually tried using this mouse in place of a normal mouse for a little while, and it isn’t that bad. (unless you count the issues where it randomly disconnects, bad ergonomics, inability to drag click, etc) i have designed version 2 already with several upgrades including: battery mount proper lens alignment custom mouse wheel middle click supprot but unfortunately i have lost access to my 3d printer for a while so I can’t actually print it yet....
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1792669808.3387074
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1793274608.3387074
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46833
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acoustic levitator by @yesung | Stardance
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yesung
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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: acoustic levitator by @yesung | Stardance
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1792489860.5448208
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1793094660.5448208
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7867
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Untitled project by @yessa | Stardance
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yessa
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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: Untitled project by @yessa | Stardance
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1792766887.0523202
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1793371687.0523202
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41518
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My own site! by @yesmin | Stardance
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yesmin
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0
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5.39
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0
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[]
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[{"post_id": 46964, "ts": "202 [{"post_id": 46964, "ts": "2026-08-14T15:29:38Z", "hours": 0.5083, "text": "so, i didnt make any changes today . tried to add a flip card but failed,"}, {"post_id": 45775, "ts": "2026-08-12T14:10:30Z", "hours": 0.3706, "text": "the buttons are behaving now also i added a nice lil border. anyy suggestions on adding something else to it?"}, {"post_id": 44674, "ts": "2026-08-10T16:19:14Z", "hours": 0.67, "text": "i thought of adding a gradient since the bg was looking all blurry, i wanted to make the buttons glassy too, but they are not behaving…."}, {"post_id": 44040, "ts": "2026-08-09T15:32:39Z", "hours": 0.4394, "text": "added some cool new fonts!"}, {"post_id": 43283, "ts": "2026-08-08T13:47:42Z", "hours": 2.0025, "text": "i added a bg and blurred the buttons guys!"}, {"post_id": 39517, "ts": "2026-08-02T14:56:40Z", "hours": 0.8067, "text": "so this is how my website looks on the second day. i learnt to move some texts to the middle and add some buttons!"}, {"post_id": 38907, "ts": "2026-08-01T14:24:44Z", "hours": 0.5939, "text": "heya!, im very new to the world of coding, though i learnt a bit of html few years back. but here’s the code of my first website!"}]...
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Title: My own site! by @yesmin | Stardance
Devlog Title: My own site! by @yesmin | Stardance
Devlogs:
heya!, im very new to the world of coding, though i learnt a bit of html few years back. but here’s the code of my first website!
so this is how my website looks on the second day. i learnt to move some texts to the middle and add some buttons!
i added a bg and blurred the buttons guys!
added some cool new fonts!
i thought of adding a gradient since the bg was looking all blurry, i wanted to make the buttons glassy too, but they are not behaving….
the buttons are behaving now also i added a nice lil border. anyy suggestions on adding something else to it?
so, i didnt make any changes today . tried to add a flip card but failed,...
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1792806846.0427008
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1793411646.0427008
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43101
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ocean themed hackpad by @yesmin | Stardance
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yesmin
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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: ocean themed hackpad by @yesmin | Stardance
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1792914844.2265089
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1793778844.2265089
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15209
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Project Aether by @yeshwingadde | Stardance
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yeshwingadde
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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: Project Aether by @yeshwingadde | Stardance
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1792749078.9261796
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1793353878.9261796
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43909
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EngCore by @yeshwingadde | Stardance
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yeshwingadde
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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: EngCore by @yeshwingadde | Stardance
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1792565555.6816118
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1793170355.6816118
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41514
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AC to DC Convertor by @yeshwin_kothamasu | Stardan AC to DC Convertor by @yeshwin_kothamasu | Stardance...
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yeshwin_kothamasu
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Title: AC to DC Convertor by @yeshwin_kothamasu | Title: AC to DC Convertor by @yeshwin_kothamasu | Stardance...
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1792806843.5225337
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1793411643.5225337
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2512
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Android Skin by @yeshwanth_purusothaman | Stardanc Android Skin by @yeshwanth_purusothaman | Stardance...
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yeshwanth_purusothaman
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0
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0.0
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Title: Android Skin by @yeshwanth_purusothaman | S Title: Android Skin by @yeshwanth_purusothaman | Stardance...
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1792803137.1035068
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1793407937.1035068
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2623
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My awesome macropad! by @yeshwanth_purusothaman | My awesome macropad! by @yeshwanth_purusothaman | Stardance...
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yeshwanth_purusothaman
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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 @yeshwanth_purusoth Title: My awesome macropad! by @yeshwanth_purusothaman | Stardance...
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1792525799.341968
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1793130599.341968
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2704
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Motivator by @yeshwanth_purusothaman | Stardance
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yeshwanth_purusothaman
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2
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5.0
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10
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T16:19:11Z", "hours": 3.0, "multiplier": 1.46, "payout": 4, "blessing": "neutral", "text": "I improved my project to include many more features like a breathing exercise.", "repo": "https://github.com/Adax1216/Motivator", "demo": "https://github.com/Adax1216/Motivator/releases/download/v2.0.0/Project.exe"}, {"ship_num": 2, "ts": "2026-06-04T21:20:07Z", "hours": 2.0, "multiplier": 4.1, "payout": 6, "blessing": "neutral", "text": "Motivator is an interactive, command-line Python application designed to act as a digital sounding board and a mood booster. Built with a focus on user well-being and simple interactivity, the project serves a dual purpose: providing a safe, private space to express negative emotions and delivering instant, lighthearted entertainment to brighten the user’s day. Core Architecture & Workflow The application operates on a responsive decision-tree logic based on user input: The Greeting & Assessment: The program initiates a check-in, asking the user to evaluate their current emotional state. The “Good Day” Path (Positive Reinforcement): If the user is feeling well, the script triggers an endless amusement loop. It utilizes Python’s built-in random module to pull dynamic content from a curated array of classic riddles, logic puzzles, and lighthearted jokes—ensuring the user’s good mood is sustained. The “Bad Day” Path (Empathy & Venting): If the user indicates they are having a tough time, the application shifts to an empathetic tone. It opens an interactive text prompt, acting as a private journal where the user can freely type out and vent their frustrations. The Motivation Loop: Once the user finishes venting, the script transitions into a comforting support system, pulling timeless, inspiring quotes from historical figures and philosophers to offer perspective and encouragement.", "repo": "https://github.com/Adax1216/Motivator", "demo": "https://github.com/Adax1216/Motivator/releases/download/v2.0.0/Project.exe"}]...
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[{"post_id": 10084, "ts": "202 [{"post_id": 10084, "ts": "2026-06-16T17:44:16Z", "hours": 0.3983, "text": "Today i fixed a few issues like fixing my github and making a better executable. the Code is now kinda like an app."}, {"post_id": 3899, "ts": "2026-06-07T00:22:26Z", "hours": 1.1864, "text": "Today I worked on building a breathing exercise to be part of my code. I made it so the code makes you do breathing exercises if you chose not to vent out your feelings. I also worked on changing my Github repo and pushing an executable . I didn’t know how to do this so it took me a while, But I figured it out and now it is perfect. I am planning on adding more joke/riddles and quotes to Motivator."}, {"post_id": 3217, "ts": "2026-06-06T01:27:02Z", "hours": 0.5231, "text": "Right Now I am trying to make it so the code waits a few seconds before it says the answer of the joke/riddle. I still haven’t figured out how to do this, I might have to watch some videos on youtube."}, {"post_id": 2970, "ts": "2026-06-05T21:46:57Z", "hours": 0.2836, "text": "I updated my read me. AT first I didn’t know what a read me was as I am new to this so I used AI to make my read me, but now I updated it, I made it completely from scratch."}, {"post_id": 2727, "ts": "2026-06-05T14:06:53Z", "hours": 0.5892, "text": "Today I made the entire project a loop to improve user experience. after user is done with their jokes/riddles/quotes I made it so they can choose to restart the code so they can do it from the beginning."}, {"post_id": 2369, "ts": "2026-06-04T20:29:51Z", "hours": 0.5747, "text": "What I Did Today: Spent some time setting up the core interaction loop for the project. The goal was to make a text-based companion that listens to user input and reacts dynamically. How it Works: The program uses a continuous loop to prompt the user. It converts whatever they type into lowercase so it doesn’t get tripped up by typos or caps, then scans the text for specific triggers like “miserable” or “hungry” to send back a helpful, relevant reply. Next Steps: Looking into expanding the keyword vocabulary and handling unexpected inputs more smoothly! Also if anybody has ideas on what words should leave a customized message pls leave in comments, Thank You!! *"}, {"post_id": 1852, "ts": "2026-06-04T02:02:44Z", "hours": 0.9786, "text": "I didn’t get any ideas but than I was inspired by reading a quote somewhere, I decided to make some code thar randomly says jokes/riddles/quotes , than i realized why not market it as a motivator. I have finished a little code, I am still improving it though."}]...
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Title: Motivator by @yeshwanth_purusothaman | Star Title: Motivator by @yeshwanth_purusothaman | Stardance
Devlogs:
I didn’t get any ideas but than I was inspired by reading a quote somewhere, I decided to make some code thar randomly says jokes/riddles/quotes , than i realized why not market it as a motivator. I have finished a little code, I am still improving it though.
What I Did Today: Spent some time setting up the core interaction loop for the project. The goal was to make a text-based companion that listens to user input and reacts dynamically. How it Works: The program uses a continuous loop to prompt the user. It converts whatever they type into lowercase so it doesn’t get tripped up by typos or caps, then scans the text for specific triggers like “miserable” or “hungry” to send back a helpful, relevant reply. Next Steps: Looking into expanding the keyword vocabulary and handling unexpected inputs more smoothly! Also if anybody has ideas on what words should leave a customized message pls leave in comments, Thank You!! *
Today I made the entire project a loop to improve user experience. after user is done with their jokes/riddles/quotes I made it so they can choose to restart the code so they can do it from the beginning.
I updated my read me. AT first I didn’t know what a read me was as I am new to this so I used AI to make my read me, but now I updated it, I made it completely from scratch.
Right Now I am trying to make it so the code waits a few seconds before it says the answer of the joke/riddle. I still haven’t figured out how to do this, I might have to watch some videos on youtube.
Today I worked on building a breathing exercise to be part of my code. I made it so the code makes you do breathing exercises if you chose not to vent out your feelings. I also worked on changing my Github repo and pushing an executable . I didn’t know how to do this so it took me a while, But I figured it out and now it is perfect. I am planning on adding more joke/riddles and quotes to Motivator.
Today i fixed a few issues like fixing my github and making a better executable. the Code is now kinda like an app.
Ships:
Motivator is an interactive, command-line Python application designed to act as a digital sounding board and a mood booster. Built with a focus on user well-being and simple interactivity, the project serves a dual purpose: providing a safe, private space to express negative emotions and delivering instant, lighthearted entertainment to brighten the user’s day. Core Architecture & Workflow The application operates on a responsive decision-tree logic based on user input: The Greeting & Assessment: The program initiates a check-in, asking the user to evaluate their current emotional state. The “Good Day” Path (Positive Reinforcement): If the user is feeling well, the script triggers an endless amusement loop. It utilizes Python’s built-in random module to pull dynamic content from a curated array of classic riddles, logic puzzles, and lighthearted jokes—ensuring the user’s good mood is sustained. The “Bad Day” Path (Empathy & Venting): If the user indicates they are having a tough time, the application shifts to an empathetic tone. It opens an interactive text prompt, acting as a private journal where the user can freely type out and vent their frustrations. The Motivation Loop: Once the user finishes venting, the script transitions into a comforting support system, pulling timeless, inspiring quotes from historical figures and philosophers to offer perspective and encouragement.
I improved my project to include many more features like a breathing exercise....
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1792979414.8943274
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1793065814.8943274
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6377
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RC Plane by @yeshwanth_purusothaman | Stardance
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yeshwanth_purusothaman
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0
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0.64
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[{"post_id": 2389, "ts": "2026 [{"post_id": 2389, "ts": "2026-06-04T20:53:17Z", "hours": 0.295, "text": "Today’s Progress: Weight Reduction & Internal Storage Today’s focus was entirely on preparing the main fuselage for its internal components. I spent the session hollowing out the core fuselage section. Why this was necessary: Weight Management: In RC aviation, every gram counts. Hollowing out the solid structure significantly reduces the airframe’s overall weight, which will lower the stall speed and improve flight efficiency. Component Housing: The G700 has a sleek profile, meaning space is at a premium. Creating a hollow internal cavity is essential to house the electronics, including the receiver, ESCs, servos, and the battery pack. Challenges & Techniques Maintaining structural integrity while removing material is a delicate balance. I had to ensure the fuselage walls remained thick enough to withstand aerodynamic forces during high-speed passes and landings, while still maximizing internal volume."}, {"post_id": 1704, "ts": "2026-06-03T21:20:55Z", "hours": 0.3456, "text": "I am working on making the fuselage aka the main body of my RC Plane. today I built the front back and cylindrical area in 3 different pieces so it fits on the printer. I will continue to work on wings and other areas"}]...
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Title: RC Plane by @yeshwanth_purusothaman | Stard Title: RC Plane by @yeshwanth_purusothaman | Stardance
Devlogs:
I am working on making the fuselage aka the main body of my RC Plane. today I built the front back and cylindrical area in 3 different pieces so it fits on the printer. I will continue to work on wings and other areas
Today’s Progress: Weight Reduction & Internal Storage Today’s focus was entirely on preparing the main fuselage for its internal components. I spent the session hollowing out the core fuselage section. Why this was necessary: Weight Management: In RC aviation, every gram counts. Hollowing out the solid structure significantly reduces the airframe’s overall weight, which will lower the stall speed and improve flight efficiency. Component Housing: The G700 has a sleek profile, meaning space is at a premium. Creating a hollow internal cavity is essential to house the electronics, including the receiver, ESCs, servos, and the battery pack. Challenges & Techniques Maintaining structural integrity while removing material is a delicate balance. I had to ensure the fuselage walls remained thick enough to withstand aerodynamic forces during high-speed passes and landings, while still maximizing internal volume....
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1792626465.1703386
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1793231265.1703386
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6728
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Sandbox by @yeshwanth_purusothaman | Stardance
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yeshwanth_purusothaman
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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: Sandbox by @yeshwanth_purusothaman | Starda Title: Sandbox by @yeshwanth_purusothaman | Stardance...
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1792489707.9094129
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1793094507.9094129
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6845
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My first slack bot! by @yeshwanth_purusothaman | S My first slack bot! by @yeshwanth_purusothaman | Stardance...
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yeshwanth_purusothaman
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0
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0.0
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[]
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[]
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Title: My first slack bot! by @yeshwanth_purusotha Title: My first slack bot! by @yeshwanth_purusothaman | Stardance...
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1792594491.8173647
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1793199291.8173647
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16206
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Racing Game by @yeshwanth_purusothaman | Stardance
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yeshwanth_purusothaman
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0
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1.57
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0
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[]
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[{"post_id": 10085, "ts": "202 [{"post_id": 10085, "ts": "2026-06-16T17:45:30Z", "hours": 1.5672, "text": "I am making a racing game on roblox studio. I found a racing game template and I am working on customizing it and adding more maps and maybe even a attacking system like mario kart"}]...
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Title: Racing Game by @yeshwanth_purusothaman | St Title: Racing Game by @yeshwanth_purusothaman | Stardance
Devlogs:
I am making a racing game on roblox studio. I found a racing game template and I am working on customizing it and adding more maps and maybe even a attacking system like mario kart...
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1792543739.6223066
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1793148539.6223066
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22589
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Tabletop Vacuum Cleaner by @yeshwanth_purusothaman Tabletop Vacuum Cleaner by @yeshwanth_purusothaman | Stardance...
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yeshwanth_purusothaman
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0
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1.16
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0
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[]
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[{"post_id": 22511, "ts": "202 [{"post_id": 22511, "ts": "2026-07-05T00:50:50Z", "hours": 0.54, "text": "Today I worked on making a demo for my vacuum cleaner. I used the circuits feature in TinkerCAD. I do not know how to use that tool yet though and I explored the tool for a bit. I learned that there are many tools on TinkerCAD."}, {"post_id": 15867, "ts": "2026-06-25T19:52:57Z", "hours": 0.6211, "text": "I am currently developing an autonomous tabletop vacuum cleaner designed to clear small spills and localized debris. To date, I have completed the initial system diagrams and finalized several CAD models. While securing the necessary funding for hardware procurement and materials, I am shifting focus to the software architecture. Specifically, I am beginning development on the autonomous movement and navigation algorithms to ensure efficient coverage and edge avoidance."}]...
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Title: Tabletop Vacuum Cleaner by @yeshwanth_purus Title: Tabletop Vacuum Cleaner by @yeshwanth_purusothaman | Stardance
Devlogs:
I am currently developing an autonomous tabletop vacuum cleaner designed to clear small spills and localized debris. To date, I have completed the initial system diagrams and finalized several CAD models. While securing the necessary funding for hardware procurement and materials, I am shifting focus to the software architecture. Specifically, I am beginning development on the autonomous movement and navigation algorithms to ensure efficient coverage and edge avoidance.
Today I worked on making a demo for my vacuum cleaner. I used the circuits feature in TinkerCAD. I do not know how to use that tool yet though and I explored the tool for a bit. I learned that there are many tools on TinkerCAD....
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1792752851.181303
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1793357651.181303
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