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71801
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hola by @victormartinez | Stardance
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victormartinez
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0
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0.0
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[]
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[]
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Title: hola by @victormartinez | Stardance
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1793213243.5587485
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1793818043.5587485
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6477
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Light tracker by @victorisness | Stardance
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victorisness
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[]
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[]
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Title: Light tracker by @victorisness | Stardance
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1793256573.2618861
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1793861373.2618861
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6484
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Untitled by @victorisness | Stardance
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victorisness
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[]
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[]
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Title: Untitled by @victorisness | Stardance
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1793494199.3696446
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6485
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Untitled by @victorisness | Stardance
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victorisness
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Title: Untitled by @victorisness | Stardance
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1793285736.706128
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1793890536.706128
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6486
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Untitled by @victorisness | Stardance
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victorisness
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Title: Untitled by @victorisness | Stardance
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1793429253.575924
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1794034053.575924
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68359
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chrome extension by @victorini13 | Stardance
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victorini13
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0.0
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[]
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[]
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Title: chrome extension by @victorini13 | Stardanc Title: chrome extension by @victorini13 | Stardance...
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1793120021.3709204
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54807
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temp files cleaning batch file by @victorini | Sta temp files cleaning batch file by @victorini | Stardance...
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victorini
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0
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[]
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Title: temp files cleaning batch file by @victorin Title: temp files cleaning batch file by @victorini | Stardance...
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1792806607.772299
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33575
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My own site! by @victorii | Stardance
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victorii
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[]
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Title: My own site! by @victorii | Stardance
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1793166722.548832
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1793771522.548832
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12090
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My awesome macropad! by @victoriad | Stardance
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victoriad
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[]
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Title: My awesome macropad! by @victoriad | Starda Title: My awesome macropad! by @victoriad | Stardance...
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Untitled by @victoriad | Stardance
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[]
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[]
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Title: Untitled by @victoriad | Stardance
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1792803134.576652
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64833
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Impact Detector by @victoria20737 | Stardance
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victoria20737
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[]
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[]
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Title: Impact Detector by @victoria20737 | Stardan Title: Impact Detector by @victoria20737 | Stardance...
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1793066110.278029
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2199
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My first slack bot! by @victoria | Stardance
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victoria
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[]
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[]
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Title: My first slack bot! by @victoria | Stardanc Title: My first slack bot! by @victoria | Stardance...
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1793271317.2365348
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56834
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A students card maker by @victorbeaulieu89 | Stard A students card maker by @victorbeaulieu89 | Stardance...
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victorbeaulieu89
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Title: A students card maker by @victorbeaulieu89 Title: A students card maker by @victorbeaulieu89 | Stardance...
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12934
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Castle Hustle by @victor_santos968 | Stardance
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victor_santos968
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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: Castle Hustle by @victor_santos968 | Starda Title: Castle Hustle by @victor_santos968 | Stardance...
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1793389960.353075
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Time Clock Cliker by @victor_santos968 | Stardance
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victor_santos968
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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: Time Clock Cliker by @victor_santos968 | St Title: Time Clock Cliker by @victor_santos968 | Stardance...
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1793440331.6998134
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3858
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My first slack bot! by @victor_ger | Stardance
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victor_ger
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0.0
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[]
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[]
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Title: My first slack bot! by @victor_ger | Starda Title: My first slack bot! by @victor_ger | Stardance...
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1792770760.5621417
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1793375560.5621417
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40613
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CookPilot by @victor_andiazabal | Stardance
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victor_andiazabal
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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: CookPilot by @victor_andiazabal | Stardance
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1793494392.2080796
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50817
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bot launcher by @victor_01micheal | Stardance
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victor_01micheal
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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: bot launcher by @victor_01micheal | Stardan Title: bot launcher by @victor_01micheal | Stardance...
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1793364542.180578
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60169
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My awesome macropad! by @victor798 | Stardance
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victor798
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0
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[]
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[]
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Title: My awesome macropad! by @victor798 | Starda Title: My awesome macropad! by @victor798 | Stardance...
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1793033299.685885
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vickyyvall AI by @vickyhvalentino138 | Stardance
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vickyhvalentino138
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0.0
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[]
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[]
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Title: vickyyvall AI by @vickyhvalentino138 | Star Title: vickyyvall AI by @vickyhvalentino138 | Stardance...
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8080
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test by @vicissitudesqyh_ | Stardance
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vicissitudesqyh_
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0
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0.0
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[]
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[]
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Title: test by @vicissitudesqyh_ | Stardance
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1793465698.8906863
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7115
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Untitled project by @vicente_mateus | Stardance
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vicente_mateus
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0.0
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[]
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[]
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Title: Untitled project by @vicente_mateus | Stard Title: Untitled project by @vicente_mateus | Stardance...
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1792803276.072665
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Untitled by @vicente_mateus | Stardance
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vicente_mateus
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[]
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Title: Untitled by @vicente_mateus | Stardance
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1793393462.8890414
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1793998262.8890414
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10537
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My awesome macropad! by @vicantwin | Stardance
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vicantwin
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0
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0.0
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[]
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Title: My awesome macropad! by @vicantwin | Starda Title: My awesome macropad! by @vicantwin | Stardance...
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1793231471.3451946
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36462
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Seeker by @vicantwin | Stardance
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vicantwin
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0.0
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0
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[]
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[]
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Title: Seeker by @vicantwin | Stardance
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1793303242.5969608
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63923
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Cool case 3d print by @vicaguda2011 | Stardance
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vicaguda2011
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[]
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Title: Cool case 3d print by @vicaguda2011 | Stard Title: Cool case 3d print by @vicaguda2011 | Stardance...
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My own site! by @vic_rigole | Stardance
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vic_rigole
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0.0
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0
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[]
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Title: My own site! by @vic_rigole | Stardance
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1793029803.9698682
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15029
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Interactive Data Visualiztion Dashboard by @vibing Interactive Data Visualiztion Dashboard by @vibingcoder | Stardance...
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vibingcoder
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Title: Interactive Data Visualiztion Dashboard by Title: Interactive Data Visualiztion Dashboard by @vibingcoder | Stardance...
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Linkbridge by @vibhu_rampally | Stardance
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vibhu_rampally
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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: Linkbridge by @vibhu_rampally | Stardance
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1793497879.9872289
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1794102679.9872289
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7305
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My awesome macropad! by @vibhorgupta | Stardance
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vibhorgupta
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0
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0.0
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Title: My awesome macropad! by @vibhorgupta | Star Title: My awesome macropad! by @vibhorgupta | Stardance...
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1792777811.9508004
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48317
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A.E.G.I.S by @viberradiiii | Stardance
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viberradiiii
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Title: A.E.G.I.S by @viberradiiii | Stardance
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1793224328.6955216
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19679
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Lights out by @vgibran373 | Stardance
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vgibran373
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0.0
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[]
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[]
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Title: Lights out by @vgibran373 | Stardance
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1793368039.2768953
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56206
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Veybot by @veyraen | Stardance
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veyraen
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0.0
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[]
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Title: Veybot by @veyraen | Stardance
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1793371856.9417021
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56209
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9A NGL by @veyraen | Stardance
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veyraen
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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: 9A NGL by @veyraen | Stardance
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1793371861.8016706
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1793976661.8016706
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47521
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chip 8 emulator by @vexith | Stardance
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vexith
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2
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9.0
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53
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-02T15:13:03Z", "hours": 7.0, "multiplier": 6.72, "payout": 50, "blessing": "neutral", "text": "i built a lightweight chip-8 (programming language for old 8-bits microcomputers from the 1970s) emulator from scratch. now it’s running pratically all the games i tested for it without glitches, only “issue” to address is a light flicker but this is by design of chip8 how to test it: compile it yourself or run the pre-compiled binary on github.", "repo": "https://github.com/Vexith/chip8-emulator-c/", "demo": "https://github.com/Vexith/chip8-emulator-c/releases/"}, {"ship_num": 2, "ts": "2026-08-13T18:32:49Z", "hours": 2.0, "multiplier": 2.03, "payout": 3, "blessing": "neutral", "text": "i built a lightweight chip-8 emulator from scratch. now it’s very minimal and stripped down (not all opcodes implemented yet), but it sucessfully loads and renders the basic IBM rom how to test it: compile it yourself (made exclusively for windows) or run the pre-compiled exe on github.", "repo": "https://github.com/Vexith/chip8-emulator-c/", "demo": "https://github.com/Vexith/chip8-emulator-c/releases/"}]...
|
[{"post_id": 60208, "ts": "202 [{"post_id": 60208, "ts": "2026-09-02T13:10:35Z", "hours": 2.6883, "text": "devlog #4 - audio engine, new ui and linux build added sound support fixed a bug in the draw instruction missing a “break;” fixed a bug in math operations that bugged the collision in some games (brix and pong) readme rewritten for better clarity new user interface added linux support (sorry for bad gameplay)"}, {"post_id": 56342, "ts": "2026-08-28T02:36:52Z", "hours": 2.2806, "text": "devlog #3 - (not so) final release added rendering with SDL in a separate window added the remaining opcodes for running all chip8 demos/games fixed the shortcut to exit the emulator (ESC)"}, {"post_id": 48555, "ts": "2026-08-17T00:16:18Z", "hours": 2.4947, "text": "devlog #2 - small corrections what changed: separation of cpu and display responsibilities into dedicated implementation and header files (cpu.c/cpu.h and display.c/display.h). decoding of the x and y registers (in cpu cycle) is now performed once before opcode checking, eliminating redundancy within each switch case. removal of legacy debugging routines and standardization of video buffer handling. (basically same gif as before)"}, {"post_id": 46462, "ts": "2026-08-13T18:00:57Z", "hours": 1.6142, "text": "devlog #1 - writing a emulator i built this (not so) simple emulator for the CHIP-8 architecture what’s working: 4kb ram, 16 registers (V0-VF), Index (I) & PC (0x200) opcodes: clear (00E0), jmp (1NNN), 6XNN and 7XNN (math basically), index (ANNN) and sprites (DXYN) rendering in ascii (thinking about changing it to sdl2) todo: full 35 opcode support keypad input (maybe) migrating to SDL2"}]...
|
Title: chip 8 emulator by @vexith | Stardance
Dev Title: chip 8 emulator by @vexith | Stardance
Devlogs:
devlog #1 - writing a emulator i built this (not so) simple emulator for the CHIP-8 architecture what’s working: 4kb ram, 16 registers (V0-VF), Index (I) & PC (0x200) opcodes: clear (00E0), jmp (1NNN), 6XNN and 7XNN (math basically), index (ANNN) and sprites (DXYN) rendering in ascii (thinking about changing it to sdl2) todo: full 35 opcode support keypad input (maybe) migrating to SDL2
devlog #2 - small corrections what changed: separation of cpu and display responsibilities into dedicated implementation and header files (cpu.c/cpu.h and display.c/display.h). decoding of the x and y registers (in cpu cycle) is now performed once before opcode checking, eliminating redundancy within each switch case. removal of legacy debugging routines and standardization of video buffer handling. (basically same gif as before)
devlog #3 - (not so) final release added rendering with SDL in a separate window added the remaining opcodes for running all chip8 demos/games fixed the shortcut to exit the emulator (ESC)
devlog #4 - audio engine, new ui and linux build added sound support fixed a bug in the draw instruction missing a “break;” fixed a bug in math operations that bugged the collision in some games (brix and pong) readme rewritten for better clarity new user interface added linux support (sorry for bad gameplay)
Ships:
i built a lightweight chip-8 emulator from scratch. now it’s very minimal and stripped down (not all opcodes implemented yet), but it sucessfully loads and renders the basic IBM rom how to test it: compile it yourself (made exclusively for windows) or run the pre-compiled exe on github.
i built a lightweight chip-8 (programming language for old 8-bits microcomputers from the 1970s) emulator from scratch. now it’s running pratically all the games i tested for it without glitches, only “issue” to address is a light flicker but this is by design of chip8 how to test it: compile it yourself or run the pre-compiled binary on github....
|
1793494330.7391748
|
1793580730.7391748
|
|
55638
|
mos65xx emulator by @vexith | Stardance
|
vexith
|
0
|
6.08
|
0
|
[]
|
[{"post_id": 58109, "ts": "202 [{"post_id": 58109, "ts": "2026-08-30T13:41:44Z", "hours": 5.0136, "text": "devlog #2 => initial cpu core implemented the first functional version of the CPU core added 8bit registers and 16bit program cointer added status register with bit masks added memory read/write interface with 64 kb of memory space added initial ‘LDA’ implementation added reset vector handling added basic instruction fetch and opcode dispatch added test suite in main function to test the functional currently, the core architecture is kinda of working, failing mosts tests i made (the tests could be wrong lol). even if it was working, still it is incomplete, more instruction, addressing modes, accurate flags, cycle timing, interrupts and variant-specific behavior remain to be implemented."}, {"post_id": 57021, "ts": "2026-08-29T02:57:18Z", "hours": 1.0683, "text": "devlog #1 - not yet working added basic cpu intialization, memory read/write functions and hardware reset using $FFFC/$FFFD reset vector."}]...
|
Title: mos65xx emulator by @vexith | Stardance
De Title: mos65xx emulator by @vexith | Stardance
Devlogs:
devlog #1 - not yet working added basic cpu intialization, memory read/write functions and hardware reset using $FFFC/$FFFD reset vector.
devlog #2 => initial cpu core implemented the first functional version of the CPU core added 8bit registers and 16bit program cointer added status register with bit masks added memory read/write interface with 64 kb of memory space added initial ‘LDA’ implementation added reset vector handling added basic instruction fetch and opcode dispatch added test suite in main function to test the functional currently, the core architecture is kinda of working, failing mosts tests i made (the tests could be wrong lol). even if it was working, still it is incomplete, more instruction, addressing modes, accurate flags, cycle timing, interrupts and variant-specific behavior remain to be implemented....
|
1793336083.6508486
|
1793940883.6508486
|
|
57999
|
Guaraná Horizon by @vexith | Stardance
|
vexith
|
1
|
31.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T11:52:46Z", "hours": 31.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a plane simulation game inspired by star fox. it has support for windows and linux", "repo": "https://github.com/Vexith/Guarana-Horizon", "demo": "https://github.com/Vexith/Guarana-Horizon/releases"}]...
|
[{"post_id": 75533, "ts": "202 [{"post_id": 75533, "ts": "2026-09-30T11:51:10Z", "hours": 4.8189, "text": "devlog #7 => added bots and tweaked physics physics of the airplane tweaked due to a bug that kept the plane rising up. added bot AI started to implement the weapons system currently i plan to add multiplayer support and sound"}, {"post_id": 73599, "ts": "2026-09-25T13:22:36Z", "hours": 4.4992, "text": "devlog #6 -> rewritten camera system and 3d model rendering new rewritten camera system without the mouse, based on chase camera method using currently this 3d model . all credits to designer soup added obj mesh rendering of the plane added rendering different plane colors currently i plan to add enemys, projectiles and multiplayer support"}, {"post_id": 72245, "ts": "2026-09-22T14:59:23Z", "hours": 9.6628, "text": "devlog #5 => better physics engine and new rendering method on this devlog, i added better physics more focused in gameplay (still not perfect but better than before) added flat shading with directional light added new physics engine added restriction to not go above floor currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane."}, {"post_id": 69176, "ts": "2026-09-16T15:16:32Z", "hours": 5.4231, "text": "devlog #4 => rendering the plane and controlling it in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite. added green lines on the ground to make it like 3D currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background. i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast). i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks. currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes."}, {"post_id": 68056, "ts": "2026-09-14T13:16:38Z", "hours": 2.085, "text": "devlog #3 => rendering now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls. its still just a triangle with controls for now, but finally it’s taking shape now ( https://imgur.com/a/D3RhBLy )"}, {"post_id": 67060, "ts": "2026-09-13T03:20:08Z", "hours": 1.6633, "text": "devlog #2 => from simulation to flight from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics. its still running in the console for now, but the aircraft can finally respond to player input. for the next devlog, i want to implement rendering and camera ( https://imgur.com/a/xCKDbTZ ) for gif"}, {"post_id": 64487, "ts": "2026-09-08T22:22:37Z", "hours": 3.1472, "text": "devlog #1 - starting GuaranaHorizon i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay. in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense. now it only runs tests programs to check if the physics is alright. next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2)."}]...
|
Title: Guaraná Horizon by @vexith | Stardance
Dev Title: Guaraná Horizon by @vexith | Stardance
Devlogs:
devlog #1 - starting GuaranaHorizon i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay. in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense. now it only runs tests programs to check if the physics is alright. next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2).
devlog #2 => from simulation to flight from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics. its still running in the console for now, but the aircraft can finally respond to player input. for the next devlog, i want to implement rendering and camera ( https://imgur.com/a/xCKDbTZ ) for gif
devlog #3 => rendering now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls. its still just a triangle with controls for now, but finally it’s taking shape now ( https://imgur.com/a/D3RhBLy )
devlog #4 => rendering the plane and controlling it in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite. added green lines on the ground to make it like 3D currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background. i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast). i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks. currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes.
devlog #5 => better physics engine and new rendering method on this devlog, i added better physics more focused in gameplay (still not perfect but better than before) added flat shading with directional light added new physics engine added restriction to not go above floor currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane.
devlog #6 -> rewritten camera system and 3d model rendering new rewritten camera system without the mouse, based on chase camera method using currently this 3d model . all credits to designer soup added obj mesh rendering of the plane added rendering different plane colors currently i plan to add enemys, projectiles and multiplayer support
devlog #7 => added bots and tweaked physics physics of the airplane tweaked due to a bug that kept the plane rising up. added bot AI started to implement the weapons system currently i plan to add multiplayer support and sound
Ships:
i made a plane simulation game inspired by star fox. it has support for windows and linux...
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1793350302.3943753
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1793436702.3943753
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63105
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私は習近平が大好きです by @vexith | Stardance
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vexith
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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: 私は習近平が大好きです by @vexith | Stardance
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1793048052.0518036
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1793652852.0518036
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67452
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Hidalgo by @vexith | Stardance
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vexith
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1
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5.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T12:45:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made this program because it doesnt exist any other good alternatives to the everything on linux. find is slow, fzf only sees whats already on the screen, so i took matters on my own hands 3 QoL improvements over existing tools: instant search, index once, search in milliseconds fuzzy matching, finds files even if you dont remember the full name, exibe isso persistent cache, index saved to ~/.cache/hidalgo, second run is 3x faster, skips unchanged directories via time, and ignores /proc, /sys, /tmp and other system paths entirely. built from scratch: hashmap (FNV-1a), pthread worker pool, binary cache, glob matcher", "repo": "https://github.com/Vexith/Hidalgo", "demo": "https://github.com/Vexith/Hidalgo/releases"}]...
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[{"post_id": 77529, "ts": "202 [{"post_id": 77529, "ts": "2026-10-07T10:36:57Z", "hours": 1.1764, "text": "devlog 3 => persistent cache and ignoring temp files now in hidalgo, the searches are more faster because of a persistent cache created on the home folder and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)"}, {"post_id": 77064, "ts": "2026-10-05T15:10:11Z", "hours": 1.6567, "text": "devlog 2 => threads and blob search now in hidalgo, you can search using wildcards for certain file types! and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads. added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics planning to add local cache and hook to the system calls (not inotify too slow)"}, {"post_id": 76260, "ts": "2026-10-02T23:25:10Z", "hours": 1.8186, "text": "devlog 1 => the big bang i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows. now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything. for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli."}]...
|
Title: Hidalgo by @vexith | Stardance
Devlogs:
de Title: Hidalgo by @vexith | Stardance
Devlogs:
devlog 1 => the big bang i started developing the hidalgo: a fast file indexer for linux, inspired in the file indexer Everything only available on Windows. now it has available a index in memory with hashmap (FNV-1a), recurssive scan of directorys, fuzzy search and a basic cli. i noted that with too much files (100k+), the indexer consumes too much ram (1gb+), i plan to mitigate that with a local cache for not everytime that it needs to search something it has to scan everything. for the future, i plan to add a hook to the system calls that create/delete files of linux (not sure if it is possible) and create a good user interface to not rely only on the cli.
devlog 2 => threads and blob search now in hidalgo, you can search using wildcards for certain file types! and the search is faster, now utilizing 4 threads for the search system, planning to identify how much threads a system has and use all of the threads. added -n for limiting how much items it should push, the default (n = 0), pushes all files with that characteristics planning to add local cache and hook to the system calls (not inotify too slow)
devlog 3 => persistent cache and ignoring temp files now in hidalgo, the searches are more faster because of a persistent cache created on the home folder and now hidalgo ignore certain paths, like /tmp and another paths for temp files/system files for faster searching in the future, i want to create a gui for it and add real time monitoring (hook to system calls maybe)
Ships:
i made this program because it doesnt exist any other good alternatives to the everything on linux. find is slow, fzf only sees whats already on the screen, so i took matters on my own hands 3 QoL improvements over existing tools: instant search, index once, search in milliseconds fuzzy matching, finds files even if you dont remember the full name, exibe isso persistent cache, index saved to ~/.cache/hidalgo, second run is 3x faster, skips unchanged directories via time, and ignores /proc, /sys, /tmp and other system paths entirely. built from scratch: hashmap (FNV-1a), pthread worker pool, binary cache, glob matcher...
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1793425915.9930553
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1793512315.9930553
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53723
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my own browser by @vexfr | Stardance
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vexfr
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0
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4.0
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0
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[]
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[{"post_id": 54416, "ts": "202 [{"post_id": 54416, "ts": "2026-08-25T12:49:44Z", "hours": 3.9958, "text": "kinda got the browser to work, but the only way to start it is through the terminal rn"}]...
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Title: my own browser by @vexfr | Stardance
Devlo Title: my own browser by @vexfr | Stardance
Devlogs:
kinda got the browser to work, but the only way to start it is through the terminal rn...
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1793501578.1966653
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1794106378.1966653
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34643
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My very own WebOS by @vexed | Stardance
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vexed
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @vexed | Stardance
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1793418865.5546222
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1794023665.5546222
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34654
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my APOD site by @vexed | Stardance
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vexed
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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 APOD site by @vexed | Stardance
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1793501766.4467103
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1794106566.4467103
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936
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Ice Cream by @vessel | Stardance
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vessel
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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: Ice Cream by @vessel | Stardance
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1793487207.5083542
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1794092007.5083542
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8105
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Untitled project by @veshraj | Stardance
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veshraj
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @veshraj | Stardance
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1793152471.8017476
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1793757271.8017476
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|
69573
|
Woosh by @verywaffles | Stardance
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verywaffles
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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: Woosh by @verywaffles | Stardance
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1792857137.4450254
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1793461937.4450254
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12068
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Untitled project by @veryveryhotfish | Stardance
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veryveryhotfish
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0
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0.0
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0
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[]
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[]
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Title: Untitled project by @veryveryhotfish | Star Title: Untitled project by @veryveryhotfish | Stardance...
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1793170101.1863503
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1793774901.1863503
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54500
|
a detective game by @veryturbulent | Stardance
|
veryturbulent
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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: a detective game by @veryturbulent | Starda Title: a detective game by @veryturbulent | Stardance...
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1792792445.767015
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1793397245.767015
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7287
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My awesome macropad! by @verttt | Stardance
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verttt
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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 @verttt | Stardance
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1793238787.4183428
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1793843587.4183428
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43429
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VertyPad by @vertriwayz | Stardance
|
vertriwayz
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T10:51:00Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made VertyPad, which is a simple and minimalistic Macropad which you can use for macroing, automating your daily life, or just for the love of gaming (maybe GD!). It also has compatibility with both MacOS and Windows. I have no experience in CAD, PCB, and Schematics designing, so it took me quite a while after some YouTube videos and tinkering around the studios. I am very happy on what I have accomplished, by designing the project by hand, whether it is coding the QMK firmware from scratch, to building the CAD from the ground up with sketching and countless extrusions and rotations, I have gone a long journey to build this Macropad. You should remember to flash the vertypad.uf2 firmware file into the XIAO RP2040 microcontroller, so that it can port to VIA, and enable the OLED screen.", "repo": "https://github.com/VihaanVinoth/vertypad", "demo": ""}]...
|
[{"post_id": 52727, "ts": "202 [{"post_id": 52727, "ts": "2026-08-23T01:41:50Z", "hours": 0.2783, "text": "Additional Devlog 1: Building VertyPad So, I basically forgot to move my gerbers.zip file to the production folder in order to get approved, and additionally I also hadn’t made my QMK firmware, so after a few problems of deprecation issues, I was able to compile my firmware and publish to GitHub. This should be the last Devlog, however it is an additional one which is only for the reason being I encountered a submission problem. So, hopefully I should get approved!"}, {"post_id": 52014, "ts": "2026-08-22T01:39:28Z", "hours": 4.7169, "text": "Final DevLog - Building VertyPad Well, it has been a journey . I have worked so much to build VertyPad, and overall I am happy of how it is. I’ve pretty much done everything I can for the macropad, but it doesn’t mean I might stop making revisions for VertyPad. All I need to do now is to ship, and get feedback and hope that I get approved for my macropad. I have made some touches such as making the grooves to guide the pcb slightly bigger so that it can keep the pcb flush with the case, and fix the chamfer of the case because it previously didn’t seem as if the case and plate aligned correctly, and I worked on the final touches of the production files, the QMK firmware, and publishing everything to GitHub."}, {"post_id": 47998, "ts": "2026-08-16T08:46:49Z", "hours": 6.7553, "text": "Devlog 4 - Building VertyPad So far I am reaching pretty much the end of the project, and it has taken me too long to do this, but I think it was going to be worth it. I’ve pretty much finalised the pcb and schematics with the DRC tool, and I have (almost) finished the case and plate, as well as the production files and QMK porting, I just have to fix this weird QMK porting problem and I think it is because I don’t have any more space on my laptop. This gotta be my second last devlog, and I think the next one might be my final one, and hopefully I can get accepted for my macropad once I do my ship post."}, {"post_id": 46780, "ts": "2026-08-14T08:58:40Z", "hours": 12.2297, "text": "Devlog 3? Building VertyPad So I basically had to rewire the whole pcb thing, and completely fix the case and plate, and customize, and import 3d models in KiCad so that I can load into OnShape easily. That’s pretty much it. Hopefully this might be my second last devlog until I finish my whole HackPad. I also got to work on porting to QMK."}, {"post_id": 44480, "ts": "2026-08-10T08:26:06Z", "hours": 9.2367, "text": "Devlog 2 - Update: finished the case - Building VertyPad I finished the case, and it turned out pretty great. It was really hard getting the measurements, and the screws correctly, as I originally planned on using M2 screws but after enlargening the plate I made it compatible with M3 screws. I might continue to touch up on the case and make it look more epic but for now I think I have overall finished my project I think. So far I have: Programmed the Firmware Made PCB & Schema Created Case & Plate Made production files Hopefully I probably can try to make the most of my time now ig and improve the case, because that’s currently my main focus. If any problem arises, like the mounting holes wrong, I might fix that too, but for now everything looks ok for now. Its a pretty simple case but I hope to make it a bit more complex, as all ive done is draft the outer corners of the case, and smooth the usb port, but might as well fix those and add color. I will try to record me building if I get the parts in a few weeks’ time, so thats my devlog rn."}, {"post_id": 42633, "ts": "2026-08-07T13:39:37Z", "hours": 4.3678, "text": "Devlog 1 - Update: finished the foundation: Building VertyPad So I basically began over the course of a few days worked on the schematics, pcb, and the case for VertyPad, and it took me 4 hours. I had some trouble with the case, especially the holes and extrusion. Overall I think it is pretty decent for a simple macropad, but in the next devlog I hope to feature: Improvements to case Develop Schema + PCB Soldering and maybe building the macropad from scratch lapse in the future"}]...
|
Title: VertyPad by @vertriwayz | Stardance
Devlog Title: VertyPad by @vertriwayz | Stardance
Devlogs:
Devlog 1 - Update: finished the foundation: Building VertyPad So I basically began over the course of a few days worked on the schematics, pcb, and the case for VertyPad, and it took me 4 hours. I had some trouble with the case, especially the holes and extrusion. Overall I think it is pretty decent for a simple macropad, but in the next devlog I hope to feature: Improvements to case Develop Schema + PCB Soldering and maybe building the macropad from scratch lapse in the future
Devlog 2 - Update: finished the case - Building VertyPad I finished the case, and it turned out pretty great. It was really hard getting the measurements, and the screws correctly, as I originally planned on using M2 screws but after enlargening the plate I made it compatible with M3 screws. I might continue to touch up on the case and make it look more epic but for now I think I have overall finished my project I think. So far I have: Programmed the Firmware Made PCB & Schema Created Case & Plate Made production files Hopefully I probably can try to make the most of my time now ig and improve the case, because that’s currently my main focus. If any problem arises, like the mounting holes wrong, I might fix that too, but for now everything looks ok for now. Its a pretty simple case but I hope to make it a bit more complex, as all ive done is draft the outer corners of the case, and smooth the usb port, but might as well fix those and add color. I will try to record me building if I get the parts in a few weeks’ time, so thats my devlog rn.
Devlog 3? Building VertyPad So I basically had to rewire the whole pcb thing, and completely fix the case and plate, and customize, and import 3d models in KiCad so that I can load into OnShape easily. That’s pretty much it. Hopefully this might be my second last devlog until I finish my whole HackPad. I also got to work on porting to QMK.
Devlog 4 - Building VertyPad So far I am reaching pretty much the end of the project, and it has taken me too long to do this, but I think it was going to be worth it. I’ve pretty much finalised the pcb and schematics with the DRC tool, and I have (almost) finished the case and plate, as well as the production files and QMK porting, I just have to fix this weird QMK porting problem and I think it is because I don’t have any more space on my laptop. This gotta be my second last devlog, and I think the next one might be my final one, and hopefully I can get accepted for my macropad once I do my ship post.
Final DevLog - Building VertyPad Well, it has been a journey . I have worked so much to build VertyPad, and overall I am happy of how it is. I’ve pretty much done everything I can for the macropad, but it doesn’t mean I might stop making revisions for VertyPad. All I need to do now is to ship, and get feedback and hope that I get approved for my macropad. I have made some touches such as making the grooves to guide the pcb slightly bigger so that it can keep the pcb flush with the case, and fix the chamfer of the case because it previously didn’t seem as if the case and plate aligned correctly, and I worked on the final touches of the production files, the QMK firmware, and publishing everything to GitHub.
Additional Devlog 1: Building VertyPad So, I basically forgot to move my gerbers.zip file to the production folder in order to get approved, and additionally I also hadn’t made my QMK firmware, so after a few problems of deprecation issues, I was able to compile my firmware and publish to GitHub. This should be the last Devlog, however it is an additional one which is only for the reason being I encountered a submission problem. So, hopefully I should get approved!
Ships:
I made VertyPad, which is a simple and minimalistic Macropad which you can use for macroing, automating your daily life, or just for the love of gaming (maybe GD!). It also has compatibility with both MacOS and Windows. I have no experience in CAD, PCB, and Schematics designing, so it took me quite a while after some YouTube videos and tinkering around the studios. I am very happy on what I have accomplished, by designing the project by hand, whether it is coding the QMK firmware from scratch, to building the CAD from the ground up with sketching and countless extrusions and rotations, I have gone a long journey to build this Macropad. You should remember to flash the vertypad.uf2 firmware file into the XIAO RP2040 microcontroller, so that it can port to VIA, and enable the OLED screen....
|
1793285381.9196928
|
1793371781.9196928
|
|
55037
|
Lumos by @vertriwayz | Stardance
|
vertriwayz
|
0
|
4.52
|
0
|
[]
|
[{"post_id": 58809, "ts": "202 [{"post_id": 58809, "ts": "2026-08-31T12:05:19Z", "hours": 1.2167, "text": "Devlog #2 - Building Lumos 💡 So, as I would pretty much expect now I think I am getting some trouble with the CAD, especially creating that hole to allow the TFT screen to fit flush with the case. I am still thinking about it. Other than that I was able to begin building it at least and have fixed some issues but I think I still have to work on them. (am I cooked? What are these colorful things on the extrusions?)"}, {"post_id": 57884, "ts": "2026-08-30T06:34:04Z", "hours": 2.6497, "text": "Devlog #2 - Building Lumos 💡 Ok, it so that didn’t really go to my plan. I thought I would be able to finish this quickly, but so far the CAD is really hard to do. It has taken me at least 2 hours to do just the extrusion (as well as exporting and importing), but I was able to export the STEP files and gerber files from my project. All I’m asking is: How can you do the TFT screen extrusion? I think its a big problem and once I get that out of the way, I should be able to move on to things like screws, case, plate, and more. However, I think my PCB has come up great overall and I think that should be the finished PCB (for now)."}, {"post_id": 57301, "ts": "2026-08-29T12:35:08Z", "hours": 0.65, "text": "Devlog #1 - Building Lumos 💡 So, I began building this alarm clock which is not just about helping you wake up , but to give you that nudge to get up and start the day. I began on the pcb and schema, and its pretty epic!!! This project might not only be an alarm clock, but possibly include built-in technology that could connect do your laptop or phone and help provide you calender events, and even a screen with time (I know, I know). I don’t really want to make the alarm clock that much of a loud sound, just to make you wake up and feel great instead of a sharp iPhone alarm noise. You may be wondering, what will I work on? Well, here’s the answer to that: PCB Adding 3d models to KiCad Building CAD in OnShape Firmware Compatibility with devices to pair calendar events Uploading project files and adding all final requirements and touches Well that’s pretty much it. I already am familiar now with OnShape and KiCad since I did the Macropad project, so I should probably try to finish this project quicker to do more of my quirky ideas."}]...
|
Title: Lumos by @vertriwayz | Stardance
Devlogs:
Title: Lumos by @vertriwayz | Stardance
Devlogs:
Devlog #1 - Building Lumos 💡 So, I began building this alarm clock which is not just about helping you wake up , but to give you that nudge to get up and start the day. I began on the pcb and schema, and its pretty epic!!! This project might not only be an alarm clock, but possibly include built-in technology that could connect do your laptop or phone and help provide you calender events, and even a screen with time (I know, I know). I don’t really want to make the alarm clock that much of a loud sound, just to make you wake up and feel great instead of a sharp iPhone alarm noise. You may be wondering, what will I work on? Well, here’s the answer to that: PCB Adding 3d models to KiCad Building CAD in OnShape Firmware Compatibility with devices to pair calendar events Uploading project files and adding all final requirements and touches Well that’s pretty much it. I already am familiar now with OnShape and KiCad since I did the Macropad project, so I should probably try to finish this project quicker to do more of my quirky ideas.
Devlog #2 - Building Lumos 💡 Ok, it so that didn’t really go to my plan. I thought I would be able to finish this quickly, but so far the CAD is really hard to do. It has taken me at least 2 hours to do just the extrusion (as well as exporting and importing), but I was able to export the STEP files and gerber files from my project. All I’m asking is: How can you do the TFT screen extrusion? I think its a big problem and once I get that out of the way, I should be able to move on to things like screws, case, plate, and more. However, I think my PCB has come up great overall and I think that should be the finished PCB (for now).
Devlog #2 - Building Lumos 💡 So, as I would pretty much expect now I think I am getting some trouble with the CAD, especially creating that hole to allow the TFT screen to fit flush with the case. I am still thinking about it. Other than that I was able to begin building it at least and have fixed some issues but I think I still have to work on them. (am I cooked? What are these colorful things on the extrusions?)...
|
1793137715.7637608
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1793742515.7637608
|