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Swaplabs by @tenzin | Stardance
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Title: Swaplabs by @tenzin | Stardance
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WarioWare Game by @tenthoesa | Stardance
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Title: WarioWare Game by @tenthoesa | Stardance
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TerribleOS by @tensorev | Stardance
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Title: TerribleOS by @tensorev | Stardance
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WarioWare Game by @tennysonben6589 | Stardance
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Title: WarioWare Game by @tennysonben6589 | Starda Title: WarioWare Game by @tennysonben6589 | Stardance...
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1793306838.5553484
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My awesome macropad! by @tengenrusei | Stardance
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Title: My awesome macropad! by @tengenrusei | Star Title: My awesome macropad! by @tengenrusei | Stardance...
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574
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Untitled by @tengenrusei | Stardance
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Title: Untitled by @tengenrusei | Stardance
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27854
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My very own WebOS by @tengenrusei | Stardance
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tengenrusei
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[{"post_id": 17907, "ts": "202 [{"post_id": 17907, "ts": "2026-06-28T20:51:41Z", "hours": 0.0, "text": "I honestly do not understand the tutorial but I was able to organize my files and place my os name and time but it has some errors :("}]...
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Title: My very own WebOS by @tengenrusei | Stardan Title: My very own WebOS by @tengenrusei | Stardance
Devlogs:
I honestly do not understand the tutorial but I was able to organize my files and place my os name and time but it has some errors :(...
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Digi_scrap by @tendol | Stardance
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Title: Digi_scrap by @tendol | Stardance
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Qozon.app.com by @tenacious | Stardance
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Title: Qozon.app.com by @tenacious | Stardance
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My awesome macropad! by @temuln | Stardance
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Title: My awesome macropad! by @temuln | Stardance
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teetime by @tems | Stardance
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Title: teetime by @tems | Stardance
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Envirogame by @tems | Stardance
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tems
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0
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3.66
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[{"post_id": 20925, "ts": "202 [{"post_id": 20925, "ts": "2026-07-02T17:22:21Z", "hours": 2.4253, "text": "-Changed font to cuter, more-fitting one -Linked title screen start and quit buttons. -Added animation to the screen after start with cool video (some struggle figuring out how to work.Godot’s video player since it only allows .ogv. Had to download vlc and crash out (troubleshoot) when it didn’t work till Ava told me I just had to change the file name from .ogg to .ogv lol). -Added back buttons to origin and quit screens (made playthroughs much easier for me). -Had fun doing this and listening to Ethel Cain."}, {"post_id": 19445, "ts": "2026-06-30T19:25:30Z", "hours": 1.2347, "text": "-Learned to be constantly saving on Godot (first 30 mins of work gone coz my laptop died and all work got deleted</3) -Made the start page: added background, title, buttons + creative decisions about positioning -Felt quite proud of myself for finding how to seperate the boxes by just exploring Godot (aka clicking every dropdown)"}]...
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Title: Envirogame by @tems | Stardance
Devlogs:
- Title: Envirogame by @tems | Stardance
Devlogs:
-Learned to be constantly saving on Godot (first 30 mins of work gone coz my laptop died and all work got deleted</3) -Made the start page: added background, title, buttons + creative decisions about positioning -Felt quite proud of myself for finding how to seperate the boxes by just exploring Godot (aka clicking every dropdown)
-Changed font to cuter, more-fitting one -Linked title screen start and quit buttons. -Added animation to the screen after start with cool video (some struggle figuring out how to work.Godot’s video player since it only allows .ogv. Had to download vlc and crash out (troubleshoot) when it didn’t work till Ava told me I just had to change the file name from .ogg to .ogv lol). -Added back buttons to origin and quit screens (made playthroughs much easier for me). -Had fun doing this and listening to Ethel Cain....
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1793310907.8747401
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28176
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Intro2Physics by @tems | Stardance
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[]
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Title: Intro2Physics by @tems | Stardance
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1793519307.9414854
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64263
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My very own WebOS by @temptest1 | Stardance
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temptest1
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[]
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Title: My very own WebOS by @temptest1 | Stardance
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1793670778.6579297
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WarioWare Game by @templatepushpa | Stardance
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Title: WarioWare Game by @templatepushpa | Stardan Title: WarioWare Game by @templatepushpa | Stardance...
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My own site! by @temp19665 | Stardance
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Title: My own site! by @temp19665 | Stardance
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My own site! by @temiladeakinbolawa | Stardance
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Title: My own site! by @temiladeakinbolawa | Stard Title: My own site! by @temiladeakinbolawa | Stardance...
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1793497976.6255648
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1794102776.6255648
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5322
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Kopuz by @temidaradev | Stardance
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temidaradev
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5
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139.0
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2306
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T16:31:49Z", "hours": 29.0, "multiplier": 19.98, "payout": 572, "blessing": "neutral", "text": "Two parts of the player stop lying to you: Recently Added lists what you actually added, and shuffle and repeat go dark when you switch them off. Apple Music takes any storefront, and Kopuz is now EUPL-1.2. Highlights Recently Added means recently added. The row was the alphabetical album list read backwards, so it showed the tail of your alphabet forever. Albums now rank by when their music arrived, stamped per file from the filesystem while the library is scanned, and the library’s own date added sort reads the same stamp. Rescan once after upgrading to fill it in. Shuffle and repeat clear their highlight. Dioxus merges an inline style instead of replacing it, so the empty “off” style could never unset the accent color and the button stayed lit for the rest of the session, with only the tooltip telling the truth. Both toggles carry their state in the class attribute now. Apple Music takes any storefront. Pick one or type the country code yourself, validated before it saves. Apple serves far more regions than the shortlist, and the storefront API is gated behind a developer account. EUPL-1.2. Kopuz was MIT, and is now licensed under the European Union Public Licence 1.2. Fixes Unsynced albums asked Subsonic for the wrong cover and fell back to an uncached request, so covers came back soft, and the three dots menu opened in the wrong place. Brave’s newer packaging ships the browser as brave-origin , which cookie import could not find. Windows with an app-drawn titlebar resize from any edge or corner on Linux. Flathub and Google Play badges on the README.", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 2, "ts": "2026-08-24T14:51:45Z", "hours": 25.0, "multiplier": 17.59, "payout": 352, "blessing": "neutral", "text": "We released v0.16.0!!! Android is back and shippable, two new sources (Apple Music, Nextcloud), lyrics grew depth blur and instrumental breaks, and remote tracks start faster. The app identity finished its move to moe.kopuz.kopuz , so your data directory moves with it on macOS and Windows. Highlights Android builds again. arm64 APK on the releases page (API 24+), signed release job that fails a tagged build rather than shipping unsigned, F-Droid recipe, just android-release . Phone UI too: two line track rows, swipe gestures (up for fullscreen, left/right for next/prev), notification shuffle and repeat buttons, media permission flow, a keepalive waker so the player task keeps turning while hidden, WebView based YouTube deciphering, and an AMOLED theme (#634). Apple Music. Browser sign in, catalog and library browsing, favorites, playlists, downloads, word timed lyrics, per server storefront and language. Playback is hand rolled Widevine using a CDM borrowed from a browser you already have installed (never shipped with Kopuz); Android goes through MediaDrm . Streams decrypt progressively instead of pulling the whole file first (#455, closes #404). Nextcloud over WebDAV. App password auth. No music API there, so the library is read off the tree: folder is album, level above is artist. Listings carry no duration, so the scanner range requests the file head. Per server library folders with a PROPFIND picker and autodetect. Covers go embedded, then sidecar, then the preview endpoint. Use the Subsonic source if your instance runs the Music app (#629). Lyrics. Depth of field blur with a strength slider, synthesized instrumental breaks that fill left to right, the active line stays centered, changing songs no longer reads as a scroll, tab switches no longer desync, and a manual offset that auto fills from the backend’s reported output latency (#643, #647, #648). Remote tracks start faster. HTTP clients are pooled across tracks instead of one handshake per song, and the next 512 KiB window prefetches once reading passes the middle of the current one (#634). Radio uses the server’s analysis. OpenSubsonic sonicSimilarity (AudioMuse on Navidrome) when advertised, song seeded getSimilarSongs otherwise, seed at the head of the queue, and a 90s budget since cold metadata agent lookups were timing out silently (#647, 15615f36). Untrusted paths. Offline filenames are SHA-256 derived, extensions restricted, downloads staged before publication. Deletion only touches direct children of the offline cache or canonical files under a configured library root. Cancellation tombstones close the race where a worker finishing after a cancel re-registered the track (#650).", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 3, "ts": "2026-08-04T16:26:49Z", "hours": 10.0, "multiplier": 19.86, "payout": 207, "blessing": "neutral", "text": "v0.14.0 is here!!! Now we are using automated builds with github actions! This one is mostly playlists and looks. Radio can start from a whole playlist now, the settings screen got rebuilt (prefer using top bar view in settings menu rather than cd if you are a linux user), and Kopuz can follow your wallpaper’s colors live. Releases finally ship proper packages for all three desktops. Highlights Radio from playlists: Sources can now seed a mix from an entire playlist instead of one track. YouTube Music does it first, and the button shows up on the playlist grid and the playlist page wherever a source supports it. YouTube liked music is also listed as a playlist of its own, so it gets the same treatment (#591, #592, #593). Matugen and pywal, live: Pick Matugen / Pywal (live) in Settings > Appearance and Kopuz recolors itself about half a second after the palette is regenerated. No restart. pywal needs nothing configured, matugen needs a small template. (#572). Settings rebuilt: The page is split up properly and there are now two layouts to choose from, CD (default) and top bar (#588). Helium for Spotify: Helium joins Chrome, Edge, Brave, Chromium, Vivaldi and Safari as a Web Playback SDK host. It needs Widevine pointed at manually; the README has the config (#574). Track numbers from tags: Album lists use the real metadata track number when there is one, instead of just counting rows (#581). Search in favorites: The favorites list filters as you type, with a proper no-results state (#587). Real release packages: One workflow now builds AppImage, DEB and RPM for Linux, a DMG for macOS, and EXE and MSI for Windows, with checksums. (probably no space will left for macos but eh) Fixes Selection bar was unreadable on light accents like Ayu Dark and Mirage (#599). Long album titles pushed the entire song list off screen (#580). Dots menus were getting clipped inside scrolling containers (#586). Fullscreen forgot the active tab when you hid and unhid the tabs panel (#585).", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 4, "ts": "2026-07-24T21:24:05Z", "hours": 42.0, "multiplier": 19.65, "payout": 772, "blessing": "neutral", "text": "kopuz v0.12.0 is out. this one’s got some solid stuff. added isolated local music libraries so separate folders stay separate instead of all blending into one big pile. settings page got a full revision, it needed it. the cover art loading is a lot faster now since we defer cover indexing until after the metadata scan, so big libraries scan way quicker. also local artwork scales properly per view so no more blurry thumbnails. trickiest part was keeping the library scan from lagging everything, that’s sorted now. to test: point it at a couple different music folders and watch them stay isolated, covers should load smooth and settings should feel cleaner. (warning, parallelization: so uhh if you have a big lib, when you scroll in album page it will hurt your cpu a little because of the rendering but dont worry its a one time thing .d)", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}, {"ship_num": 5, "ts": "2026-06-27T18:33:59Z", "hours": 33.0, "multiplier": 15.36, "payout": 403, "blessing": "neutral", "text": "I made kopuz music player with the maintainers!! I submitted this project last event too! It got waaay better than first time also i will ship everytime we publish new version from now on! This release is mostly cleanup and refactor work: a big code split across server, utils, sources, and the playback controller, native Windows cookie decryption for sign-in, assets baked into the binary, and a bunch of new translations. Highlights Native Windows cookie decryption. YouTube Music and SoundCloud sign-in now read browser cookies natively on Windows instead of going through the rookie crate (which is now off on Windows). Sign-in works without the third-party cookie reader. Assets are baked into the binary. CSS, fonts, and the favicon now ship inside the kopuz binary, so it doesn’t need any external files at runtime. Big refactor. Server and utils are split up, the source model, page runtimes, backend modules, and playback controller are all broken out, and audio init, playback parsing, and config views got reworked. Dependencies are deduplicated through a virtual manifest to get ready for publishing on crates.io. Features yt-music showcase refactor. Focus indicators on interactive elements that didn’t have them. Matroska audio content-types now map to the mka decode hint. CSS, fonts, and favicon embedded into the binary. Dropped panicky .unwrap() calls, added crate docs, and moved eprintln! over to tracing . Deduplicated shared deps via a virtual manifest to prep for publish. Added contributing guidelines. New locales: Dutch, Malayalam, Tamil, Filipino, and European Portuguese (pt-PT), plus an updated Indonesian one. Fixes ytdlp : give yt-dlp a valid stdin so downloads work on Windows. queue : don’t split the queue when shuffling. server : gate the rookie browser-cookie import to non-Windows. db : tolerate line-ending-only migration checksum differences. lyrics : drop negative cache TTL from 7 days to 1 day. styles : stop the console warnings from re-diffing the stylesheet.", "repo": "https://github.com/Kopuz-org/kopuz", "demo": "https://github.com/Kopuz-org/kopuz/releases"}]...
|
[{"post_id": 68150, "ts": "202 [{"post_id": 68150, "ts": "2026-09-14T16:30:19Z", "hours": 9.9761, "text": "Eh i fixed some little bugs and reviewed prs, all these hours is just because i worked on daemon-frontend split i deployed the bugs fixed version for now, daemon is way harder than i expected thats why its taking sooooo long and too much effort. Fixed bugs are shuffle and repeat button werent updating their states but they now update .d"}, {"post_id": 60743, "ts": "2026-09-03T09:44:44Z", "hours": 10.7572, "text": "All right, so we got accepted to flathub and properly setted up our page, also now it releases on google play store properly too!!! I fixed some bugs and worked a lot for splitting daemon and frontend, hopefully it will be implemented soon. Lastly we switched to EUPL v1.2 license from MIT because i want to protect the daemon…"}, {"post_id": 54324, "ts": "2026-08-25T08:43:21Z", "hours": 8.6461, "text": "All right im in the middle of splitting the daemon from frontend, get ready for the holy kopuzd, we may release an official tui version too!!"}, {"post_id": 53815, "ts": "2026-08-24T14:49:03Z", "hours": 15.3031, "text": "I finally released android version again!! even its on google play store, also we did some improvements to the app. I started split daemon from the frontend, which will allow custom frontends soon, I dont have much photos to show and no long descrips because im too busy atm sorry .d we are mostly working on the backend currently."}, {"post_id": 49105, "ts": "2026-08-17T18:48:25Z", "hours": 10.1075, "text": "All right new log is here, so i was really busy with my job but i def worked on kopuz besides that. Firstly i added version and commit id to general settings, added progress stuff like in youtube progress bar to http streamed musics. Did a little bit of codebase cleanup, fixed a lot of RTL issues and now i splitted configs from db and now they are toml configable (hjem supported)."}, {"post_id": 40678, "ts": "2026-08-04T11:25:14Z", "hours": 3.0694, "text": "all right so i partially migrated CI/CD to self hosted ones because github actions SUCKS, also now Linux and Windows builds are made with github actions. Also added favorite, and 3 dots menu to fullscreen multimedia controller .d added search bar to favorites page, and i also made when listen from youtube music, discord presence will directly get the youtube music photo and doesnt fetch form musicbrainz, lastly some little bug fixes has made :3"}, {"post_id": 39386, "ts": "2026-08-02T10:23:53Z", "hours": 1.6589, "text": "I was so busy last 5 days for interview project but, good news i passed it! I wasnt able to develop kopuz at that time but its over, right after interview arc i redesigned the settings menu for better visibility and this is not the only option you can make it constant topbar but the default is cd selector so cope with it .d"}, {"post_id": 36306, "ts": "2026-07-28T10:21:27Z", "hours": 5.7181, "text": "so uhhh spotify integration is finally in master branch, people were just asking me when spotify when spotify and yeah its here, but for avoiding lawsuits i had to use public api which will give users some bad experience, but eh this can be used as “download your own music” propaganda, besides this i did some codebase cleanup and lil bug fixes"}, {"post_id": 34279, "ts": "2026-07-24T21:02:07Z", "hours": 7.8978, "text": "all right, so i was like super bored and randomly started add stuff, so uhh we now have isolated local music libraries, so like if you have 2 different folders which contains different kinds of music and you dont want to mix it with your main library, i had that issue so added this option, also people were complaining about settings menu so i made exactly how they wanted, also when i woke up this morning i saw a discussion opened in the repo which said, “kopuz individually takes images of flac files” which is true, i didnt expect anyone with 5k songs to use this app .d Anyways i fixed that issue and the app got faster (i was so stupid while i was enabling individual image scanning)."}, {"post_id": 32862, "ts": "2026-07-22T09:32:47Z", "hours": 8.7542, "text": "spotify support is postponed to v0.12.0, but uhh we got some solid stuff for v0.11.0 fullscreen got reworked, now with cover art backgrounds and a general cleanup pass added quick search so you can actually find your stuff fast custom UI font support, use whatever font you want redesigned the normal radio page radio-browser.info search, ICY now-playing metadata, and playlist resolution EQ now has 10 bands instead of the old setup auto-scroll pauses when you scroll manually, plus a sync button added Helium browser for browser sign-in app now checks if the media server is actually reachable instead of assuming it is added Swedish locale"}, {"post_id": 30196, "ts": "2026-07-17T16:06:51Z", "hours": 5.7239, "text": "I added spotify support with Public API, since this is a big app, im afraid of using the illegal way, so for using the spotify integration there MUST be a browser which has widevine capability… Is it annoying? yes. But is it working? yes."}, {"post_id": 28454, "ts": "2026-07-14T18:23:33Z", "hours": 8.9486, "text": "Okay so, firstly i added list view to album and artist menu, its kinda a cheat for better performance since the images are getting smaller, users always complain about bad performance on higher resolutions so its a step against it, also i added highly customazible sorting options because it was a pr back then and the author of that pr couldnt reach to his pc so i took over his task, also not MPRIS and darwin now playing integration supports seeking, lastly i started on TIDAL integration because vaxry requested it .d"}, {"post_id": 23726, "ts": "2026-07-06T20:51:28Z", "hours": 2.9472, "text": "Revised settings page for better understandability for users. Yeah so vaxry told me that settings menu sucks. So i made the components like this in the photo, easily understandable (idiotproofing)"}, {"post_id": 22262, "ts": "2026-07-04T17:15:09Z", "hours": 3.3267, "text": "I reinforced ListenBrainz scrobbling because vaxry reported that it sucks, so apperantly it was half my issue and half LB’s issue because BTS listeners migrated to libre.fm and listenbrainz from last.fm. So scrobbling was a bit wrong in my side, so fixed that. Also im waiting for a contributor to add offline scrobbling ability which will fully fix this issue since it will cache listening and when the LB server is awake again it will dump scrobbles… Ah also now playing was a bit broken so i fully fixed it too, now the app has great logs for scrobble stuff…"}, {"post_id": 20754, "ts": "2026-07-02T13:28:30Z", "hours": 4.5308, "text": "Added enhanced discord presence which now has the option to show the source of your music, also i added clear image cache and rescan buttons for easier image handling."}, {"post_id": 17070, "ts": "2026-06-27T18:31:27Z", "hours": 1.8081, "text": "fixed source selector part styling and with contributors we fixed login issue on windows, established ai policy, and a lot more!!"}, {"post_id": 15158, "ts": "2026-06-24T16:58:45Z", "hours": 4.4406, "text": "worked on adding librespot backend (kinda), since spotify isnt giving us any music or music data bytes we cant decode anything, so i made librespot to fetch the stuff in logged in profile and play via anon yt music backend with metadata matching, its still a pr but eh hopefully it will be good"}, {"post_id": 13216, "ts": "2026-06-21T17:24:11Z", "hours": 2.4389, "text": "better album view in yt music, fixed search for yt music, discover menu is now better, any album available can now viewable. Also we have migrated to sqlite from json so the app became waaay faster and now there is no seperation between local and server now everything is in one place."}, {"post_id": 12648, "ts": "2026-06-20T17:42:21Z", "hours": 0.8142, "text": "made last touches with the contributor and made it ready to release! hopefully first release in stardance will be v0.7.0, who knows kopuz may become stable in stardance…"}, {"post_id": 12101, "ts": "2026-06-19T19:09:14Z", "hours": 1.3692, "text": "fixed fullscreen view, it was really poor and multimedia controls were so bad, i took the audio control to top right corner so it looks like apple music now."}, {"post_id": 11511, "ts": "2026-06-18T20:02:54Z", "hours": 3.7036, "text": "i added mini player and tray implementation for users!!"}, {"post_id": 9168, "ts": "2026-06-15T11:15:59Z", "hours": 10.3256, "text": "I worked on adding spotify but failed, same for apple music too but at least i added soundcloud to kopuz!!! This music player will be the best music player ever created for every platform user!"}, {"post_id": 5936, "ts": "2026-06-09T22:34:46Z", "hours": 1.9461, "text": "local metadata viewer and editor added"}, {"post_id": 4334, "ts": "2026-06-07T16:45:21Z", "hours": 4.0619, "text": "we got youtube music support now!! with a lot of bug fixes"}, {"post_id": 942, "ts": "2026-06-02T18:20:14Z", "hours": 1.8019, "text": "Making kopuz better this time huh?"}]...
|
Title: Kopuz by @temidaradev | Stardance
Devlogs: Title: Kopuz by @temidaradev | Stardance
Devlogs:
Making kopuz better this time huh?
we got youtube music support now!! with a lot of bug fixes
local metadata viewer and editor added
I worked on adding spotify but failed, same for apple music too but at least i added soundcloud to kopuz!!! This music player will be the best music player ever created for every platform user!
i added mini player and tray implementation for users!!
fixed fullscreen view, it was really poor and multimedia controls were so bad, i took the audio control to top right corner so it looks like apple music now.
made last touches with the contributor and made it ready to release! hopefully first release in stardance will be v0.7.0, who knows kopuz may become stable in stardance…
better album view in yt music, fixed search for yt music, discover menu is now better, any album available can now viewable. Also we have migrated to sqlite from json so the app became waaay faster and now there is no seperation between local and server now everything is in one place.
worked on adding librespot backend (kinda), since spotify isnt giving us any music or music data bytes we cant decode anything, so i made librespot to fetch the stuff in logged in profile and play via anon yt music backend with metadata matching, its still a pr but eh hopefully it will be good
fixed source selector part styling and with contributors we fixed login issue on windows, established ai policy, and a lot more!!
Added enhanced discord presence which now has the option to show the source of your music, also i added clear image cache and rescan buttons for easier image handling.
I reinforced ListenBrainz scrobbling because vaxry reported that it sucks, so apperantly it was half my issue and half LB’s issue because BTS listeners migrated to libre.fm and listenbrainz from last.fm. So scrobbling was a bit wrong in my side, so fixed that. Also im waiting for a contributor to add offline scrobbling ability which will fully fix this issue since it will cache listening and when the LB server is awake again it will dump scrobbles… Ah also now playing was a bit broken so i fully fixed it too, now the app has great logs for scrobble stuff…
Revised settings page for better understandability for users. Yeah so vaxry told me that settings menu sucks. So i made the components like this in the photo, easily understandable (idiotproofing)
Okay so, firstly i added list view to album and artist menu, its kinda a cheat for better performance since the images are getting smaller, users always complain about bad performance on higher resolutions so its a step against it, also i added highly customazible sorting options because it was a pr back then and the author of that pr couldnt reach to his pc so i took over his task, also not MPRIS and darwin now playing integration supports seeking, lastly i started on TIDAL integration because vaxry requested it .d
I added spotify support with Public API, since this is a big app, im afraid of using the illegal way, so for using the spotify integration there MUST be a browser which has widevine capability… Is it annoying? yes. But is it working? yes.
spotify support is postponed to v0.12.0, but uhh we got some solid stuff for v0.11.0 fullscreen got reworked, now with cover art backgrounds and a general cleanup pass added quick search so you can actually find your stuff fast custom UI font support, use whatever font you want redesigned the normal radio page radio-browser.info search, ICY now-playing metadata, and playlist resolution EQ now has 10 bands instead of the old setup auto-scroll pauses when you scroll manually, plus a sync button added Helium browser for browser sign-in app now checks if the media server is actually reachable instead of assuming it is added Swedish locale
all right, so i was like super bored and randomly started add stuff, so uhh we now have isolated local music libraries, so like if you have 2 different folders which contains different kinds of music and you dont want to mix it with your main library, i had that issue so added this option, also people were complaining about settings menu so i made exactly how they wanted, also when i woke up this morning i saw a discussion opened in the repo which said, “kopuz individually takes images of flac files” which is true, i didnt expect anyone with 5k songs to use this app .d Anyways i fixed that issue and the app got faster (i was so stupid while i was enabling individual image scanning).
so uhhh spotify integration is finally in master branch, people were just asking me when spotify when spotify and yeah its here, but for avoiding lawsuits i had to use public api which will give users some bad experience, but eh this can be used as “download your own music” propaganda, besides this i did some codebase cleanup and lil bug fixes
I was so busy last 5 days for interview project but, good news i passed it! I wasnt able to develop kopuz at that time but its over, right after interview arc i redesigned the settings menu for better visibility and this is not the only option you can make it constant topbar but the default is cd selector so cope with it .d
all right so i partially migrated CI/CD to self hosted ones because github actions SUCKS, also now Linux and Windows builds are made with github actions. Also added favorite, and 3 dots menu to fullscreen multimedia controller .d added search bar to favorites page, and i also made when listen from youtube music, discord presence will directly get the youtube music photo and doesnt fetch form musicbrainz, lastly some little bug fixes has made :3
All right new log is here, so i was really busy with my job but i def worked on kopuz besides that. Firstly i added version and commit id to general settings, added progress stuff like in youtube progress bar to http streamed musics. Did a little bit of codebase cleanup, fixed a lot of RTL issues and now i splitted configs from db and now they are toml configable (hjem supported).
I finally released android version again!! even its on google play store, also we did some improvements to the app. I started split daemon from the frontend, which will allow custom frontends soon, I dont have much photos to show and no long descrips because im too busy atm sorry .d we are mostly working on the backend currently.
All right im in the middle of splitting the daemon from frontend, get ready for the holy kopuzd, we may release an official tui version too!!
All right, so we got accepted to flathub and properly setted up our page, also now it releases on google play store properly too!!! I fixed some bugs and worked a lot for splitting daemon and frontend, hopefully it will be implemented soon. Lastly we switched to EUPL v1.2 license from MIT because i want to protect the daemon…
Eh i fixed some little bugs and reviewed prs, all these hours is just because i worked on daemon-frontend split i deployed the bugs fixed version for now, daemon is way harder than i expected thats why its taking sooooo long and too much effort. Fixed bugs are shuffle and repeat button werent updating their states but they now update .d
Ships:
I made kopuz music player with the maintainers!! I submitted this project last event too! It got waaay better than first time also i will ship everytime we publish new version from now on! This release is mostly cleanup and refactor work: a big code split across server, utils, sources, and the playback controller, native Windows cookie decryption for sign-in, assets baked into the binary, and a bunch of new translations. Highlights Native Windows cookie decryption. YouTube Music and SoundCloud sign-in now read browser cookies natively on Windows instead of going through the rookie crate (which is now off on Windows). Sign-in works without the third-party cookie reader. Assets are baked into the binary. CSS, fonts, and the favicon now ship inside the kopuz binary, so it doesn’t need any external files at runtime. Big refactor. Server and utils are split up, the source model, page runtimes, backend modules, and playback controller are all broken out, and audio init, playback parsing, and config views got reworked. Dependencies are deduplicated through a virtual manifest to get ready for publishing on crates.io. Features yt-music showcase refactor. Focus indicators on interactive elements that didn’t have them. Matroska audio content-types now map to the mka decode hint. CSS, fonts, and favicon embedded into the binary. Dropped panicky .unwrap() calls, added crate docs, and moved eprintln! over to tracing . Deduplicated shared deps via a virtual manifest to prep for publish. Added contributing guidelines. New locales: Dutch, Malayalam, Tamil, Filipino, and European Portuguese (pt-PT), plus an updated Indonesian one. Fixes ytdlp : give yt-dlp a valid stdin so downloads work on Windows. queue : don’t split the queue when shuffling. server : gate the rookie browser-cookie import to non-Windows. db : tolerate line-ending-only migration checksum differences. lyrics : drop negative cache TTL from 7 days to 1 day. styles : stop the console warnings from re-diffing the stylesheet.
kopuz v0.12.0 is out. this one’s got some solid stuff. added isolated local music libraries so separate folders stay separate instead of all blending into one big pile. settings page got a full revision, it needed it. the cover art loading is a lot faster now since we defer cover indexing until after the metadata scan, so big libraries scan way quicker. also local artwork scales properly per view so no more blurry thumbnails. trickiest part was keeping the library scan from lagging everything, that’s sorted now. to test: point it at a couple different music folders and watch them stay isolated, covers should load smooth and settings should feel cleaner. (warning, parallelization: so uhh if you have a big lib, when you scroll in album page it will hurt your cpu a little because of the rendering but dont worry its a one time thing .d)
v0.14.0 is here!!! Now we are using automated builds with github actions! This one is mostly playlists and looks. Radio can start from a whole playlist now, the settings screen got rebuilt (prefer using top bar view in settings menu rather than cd if you are a linux user), and Kopuz can follow your wallpaper’s colors live. Releases finally ship proper packages for all three desktops. Highlights Radio from playlists: Sources can now seed a mix from an entire playlist instead of one track. YouTube Music does it first, and the button shows up on the playlist grid and the playlist page wherever a source supports it. YouTube liked music is also listed as a playlist of its own, so it gets the same treatment (#591, #592, #593). Matugen and pywal, live: Pick Matugen / Pywal (live) in Settings > Appearance and Kopuz recolors itself about half a second after the palette is regenerated. No restart. pywal needs nothing configured, matugen needs a small template. (#572). Settings rebuilt: The page is split up properly and there are now two layouts to choose from, CD (default) and top bar (#588). Helium for Spotify: Helium joins Chrome, Edge, Brave, Chromium, Vivaldi and Safari as a Web Playback SDK host. It needs Widevine pointed at manually; the README has the config (#574). Track numbers from tags: Album lists use the real metadata track number when there is one, instead of just counting rows (#581). Search in favorites: The favorites list filters as you type, with a proper no-results state (#587). Real release packages: One workflow now builds AppImage, DEB and RPM for Linux, a DMG for macOS, and EXE and MSI for Windows, with checksums. (probably no space will left for macos but eh) Fixes Selection bar was unreadable on light accents like Ayu Dark and Mirage (#599). Long album titles pushed the entire song list off screen (#580). Dots menus were getting clipped inside scrolling containers (#586). Fullscreen forgot the active tab when you hid and unhid the tabs panel (#585).
We released v0.16.0!!! Android is back and shippable, two new sources (Apple Music, Nextcloud), lyrics grew depth blur and instrumental breaks, and remote tracks start faster. The app identity finished its move to moe.kopuz.kopuz , so your data directory moves with it on macOS and Windows. Highlights Android builds again. arm64 APK on the releases page (API 24+), signed release job that fails a tagged build rather than shipping unsigned, F-Droid recipe, just android-release . Phone UI too: two line track rows, swipe gestures (up for fullscreen, left/right for next/prev), notification shuffle and repeat buttons, media permission flow, a keepalive waker so the player task keeps turning while hidden, WebView based YouTube deciphering, and an AMOLED theme (#634). Apple Music. Browser sign in, catalog and library browsing, favorites, playlists, downloads, word timed lyrics, per server storefront and language. Playback is hand rolled Widevine using a CDM borrowed from a browser you already have installed (never shipped with Kopuz); Android goes through MediaDrm . Streams decrypt progressively instead of pulling the whole file first (#455, closes #404). Nextcloud over WebDAV. App password auth. No music API there, so the library is read off the tree: folder is album, level above is artist. Listings carry no duration, so the scanner range requests the file head. Per server library folders with a PROPFIND picker and autodetect. Covers go embedded, then sidecar, then the preview endpoint. Use the Subsonic source if your instance runs the Music app (#629). Lyrics. Depth of field blur with a strength slider, synthesized instrumental breaks that fill left to right, the active line stays centered, changing songs no longer reads as a scroll, tab switches no longer desync, and a manual offset that auto fills from the backend’s reported output latency (#643, #647, #648). Remote tracks start faster. HTTP clients are pooled across tracks instead of one handshake per song, and the next 512 KiB window prefetches once reading passes the middle of the current one (#634). Radio uses the server’s analysis. OpenSubsonic sonicSimilarity (AudioMuse on Navidrome) when advertised, song seeded getSimilarSongs otherwise, seed at the head of the queue, and a 90s budget since cold metadata agent lookups were timing out silently (#647, 15615f36). Untrusted paths. Offline filenames are SHA-256 derived, extensions restricted, downloads staged before publication. Deletion only touches direct children of the offline cache or canonical files under a configured library root. Cancellation tombstones close the race where a worker finishing after a cancel re-registered the track (#650).
Two parts of the player stop lying to you: Recently Added lists what you actually added, and shuffle and repeat go dark when you switch them off. Apple Music takes any storefront, and Kopuz is now EUPL-1.2. Highlights Recently Added means recently added. The row was the alphabetical album list read backwards, so it showed the tail of your alphabet forever. Albums now rank by when their music arrived, stamped per file from the filesystem while the library is scanned, and the library’s own date added sort reads the same stamp. Rescan once after upgrading to fill it in. Shuffle and repeat clear their highlight. Dioxus merges an inline style instead of replacing it, so the empty “off” style could never unset the accent color and the button stayed lit for the rest of the session, with only the tooltip telling the truth. Both toggles carry their state in the class attribute now. Apple Music takes any storefront. Pick one or type the country code yourself, validated before it saves. Apple serves far more regions than the shortlist, and the storefront API is gated behind a developer account. EUPL-1.2. Kopuz was MIT, and is now licensed under the European Union Public Licence 1.2. Fixes Unsynced albums asked Subsonic for the wrong cover and fell back to an uncached request, so covers came back soft, and the three dots menu opened in the wrong place. Brave’s newer packaging ships the browser as brave-origin , which cookie import could not find. Windows with an app-drawn titlebar resize from any edge or corner on Linux. Flathub and Google Play badges on the README....
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1793627399.8373334
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1793713799.8373334
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9944
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isflac by @temidaradev | Stardance
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temidaradev
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1
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2.0
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20
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-15T11:20:12Z", "hours": 2.0, "multiplier": 12.06, "payout": 20, "blessing": "neutral", "text": "I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho", "repo": "https://github.com/temidaradev/isflac", "demo": "https://crates.io/crates/isflac"}]...
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[{"post_id": 9171, "ts": "2026 [{"post_id": 9171, "ts": "2026-06-15T11:19:17Z", "hours": 0.7067, "text": "fixed inconsistent scans so and also added recursive scanning"}, {"post_id": 3602, "ts": "2026-06-06T16:29:56Z", "hours": 0.9619, "text": "it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d"}]...
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Title: isflac by @temidaradev | Stardance
Devlogs Title: isflac by @temidaradev | Stardance
Devlogs:
it works properly with this you can check your flac files and see if they are remuxed from lossy audio codecs and treat however you like .d
fixed inconsistent scans so and also added recursive scanning
Ships:
I made flac checker and its working pretty well i guess, instead of checking spectogram of each song this is a solid tool imho...
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1793620528.543237
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1793706928.543237
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29859
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kimiz by @temidaradev | Stardance
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temidaradev
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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: kimiz by @temidaradev | Stardance
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1793541312.729537
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1794146112.729537
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32565
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Untitled by @temidaradev | Stardance
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temidaradev
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @temidaradev | Stardance
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1792932857.8205495
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1793796857.8205495
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6221
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Untitled project by @temesgen | Stardance
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temesgen
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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 @temesgen | Stardance
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1793210110.3801599
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1793814910.3801599
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46454
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Local ai companion for autistic elementry student Local ai companion for autistic elementry student by @telmen | Stardance...
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telmen
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0
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5.53
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0
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[]
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[{"post_id": 57230, "ts": "202 [{"post_id": 57230, "ts": "2026-08-29T10:22:32Z", "hours": 5.5336, "text": "I started a model on Qwen2.5b:3b to use it on ollama"}]...
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Title: Local ai companion for autistic elementry s Title: Local ai companion for autistic elementry student by @telmen | Stardance
Devlogs:
I started a model on Qwen2.5b:3b to use it on ollama...
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1793386303.5445533
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1793991103.5445533
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28415
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My awesome macropad! by @teleon | Stardance
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teleon
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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 @teleon | Stardance
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1793447386.410225
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1794052186.410225
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28418
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Untitled by @teleon | Stardance
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teleon
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @teleon | Stardance
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1793296464.4140549
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1793901264.4140549
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28419
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Untitled by @teleon | Stardance
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teleon
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0
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0.0
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0
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[]
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[]
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Title: Untitled by @teleon | Stardance
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1793339546.822129
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1793944346.822129
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4694
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.txt merger by @tekvickaaa | Stardance
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tekvickaaa
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1
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3.0
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13
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-17T08:14:51Z", "hours": 3.0, "multiplier": 4.1, "payout": 13, "blessing": "neutral", "text": "Simple page to merge .txt files. It all runs only on the frontend, so your files stay on your machine. I picked this because some other tools didn’t have a rearrange option as well as naming the output file. It was a little tough, since it was my first time using JS, but glad to see it only took me 3 hours without AI.", "repo": "https://github.com/tekvickaaa/txt-merger", "demo": "https://tekvickaaa.github.io/txt-merger/"}]...
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[{"post_id": 10503, "ts": "202 [{"post_id": 10503, "ts": "2026-06-17T08:03:23Z", "hours": 0.4311, "text": "Finally finished up the styling! It was a battle with CSS but alas, I can ship the project now! Looking back, I think I understand JS a little more now, but it is definitely not going to be a favorite. Good ol python"}, {"post_id": 9906, "ts": "2026-06-16T12:40:13Z", "hours": 0.88, "text": "Today, I worked on styling the project a little more and actually making the drag mechanic functional. The user can now upload and download the merged files, element visibility is dynamic based on the content (is a file uploaded etc). You can even reorder your files. I haven’t styled the download button yet, however."}, {"post_id": 8230, "ts": "2026-06-13T18:09:58Z", "hours": 1.6111, "text": "I worked on some simple styling of the page. Decided to go for a basic cyber-ish style; dark with strong lights, creating a sharp contrast. Uploading files works, merging also, but I haven’t been able to figure out the dragging yet. Not fully, at least."}, {"post_id": 1371, "ts": "2026-06-03T11:15:36Z", "hours": 0.3653, "text": "Today I worked on a skeleton HTML file. Pondering upon what method to use to make this project functional, I had settled upon a single file with some JS. After this short session, I have coded a file upload and a button which starts merging the file. No file is returned yet, only by the method, not for the user, however."}]...
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Title: .txt merger by @tekvickaaa | Stardance
Dev Title: .txt merger by @tekvickaaa | Stardance
Devlogs:
Today I worked on a skeleton HTML file. Pondering upon what method to use to make this project functional, I had settled upon a single file with some JS. After this short session, I have coded a file upload and a button which starts merging the file. No file is returned yet, only by the method, not for the user, however.
I worked on some simple styling of the page. Decided to go for a basic cyber-ish style; dark with strong lights, creating a sharp contrast. Uploading files works, merging also, but I haven’t been able to figure out the dragging yet. Not fully, at least.
Today, I worked on styling the project a little more and actually making the drag mechanic functional. The user can now upload and download the merged files, element visibility is dynamic based on the content (is a file uploaded etc). You can even reorder your files. I haven’t styled the download button yet, however.
Finally finished up the styling! It was a battle with CSS but alas, I can ship the project now! Looking back, I think I understand JS a little more now, but it is definitely not going to be a favorite. Good ol python
Ships:
Simple page to merge .txt files. It all runs only on the frontend, so your files stay on your machine. I picked this because some other tools didn’t have a rearrange option as well as naming the output file. It was a little tough, since it was my first time using JS, but glad to see it only took me 3 hours without AI....
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1793703428.9108493
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1793789828.9108493
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32615
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My own site! by @tekvickaaa | Stardance
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tekvickaaa
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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 @tekvickaaa | Stardance
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1793198956.4862924
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1793803756.4862924
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32618
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5stars by @tekvickaaa | Stardance
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tekvickaaa
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0
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1.66
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0
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[]
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[{"post_id": 25334, "ts": "202 [{"post_id": 25334, "ts": "2026-07-09T15:46:40Z", "hours": 1.6647, "text": "Just started a new project! The vision behind this one is for it to be a selection screen sort of thing with 5 stars (or more, possibly). They would expand some description upon hover and overtake the whole screen when clicked, taking you to your chosen destination. For now, I’ve just worked on the layout and some basic CSS. The way I see it, it’ll be a total pain to get some animations into this. Also, if anyone has some suggestions on making a glass like effect that actually looks good, I’m open to hearing you out!"}]...
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Title: 5stars by @tekvickaaa | Stardance
Devlogs: Title: 5stars by @tekvickaaa | Stardance
Devlogs:
Just started a new project! The vision behind this one is for it to be a selection screen sort of thing with 5 stars (or more, possibly). They would expand some description upon hover and overtake the whole screen when clicked, taking you to your chosen destination. For now, I’ve just worked on the layout and some basic CSS. The way I see it, it’ll be a total pain to get some animations into this. Also, if anyone has some suggestions on making a glass like effect that actually looks good, I’m open to hearing you out!...
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1793555273.7640839
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1794160073.7640839
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35270
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5W-20m-SSB/CW-transciver by @tekno8max | Stardance
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tekno8max
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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: 5W-20m-SSB/CW-transciver by @tekno8max | St Title: 5W-20m-SSB/CW-transciver by @tekno8max | Stardance...
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1793357527.3806684
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1793962327.3806684
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66113
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BLARE by @tejuvelumani22 | Stardance
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tejuvelumani22
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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: BLARE by @tejuvelumani22 | Stardance
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1793094703.098624
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1793699503.098624
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1912
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Something in Hardware by @tejusj98 | Stardance
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tejusj98
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1
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1.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-03T03:46:03Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required.", "repo": "https://github.com/tejuas98/my-first-macropad", "demo": ""}]...
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[{"post_id": 1257, "ts": "2026 [{"post_id": 1257, "ts": "2026-06-03T03:43:18Z", "hours": 0.3667, "text": "Exploring KidCad features “it feels so tuff”"}, {"post_id": 955, "ts": "2026-06-02T18:40:23Z", "hours": 0.3667, "text": "My first thing in hardware is A Unique Hack Club Macropad"}]...
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Title: Something in Hardware by @tejusj98 | Starda Title: Something in Hardware by @tejusj98 | Stardance
Devlogs:
My first thing in hardware is A Unique Hack Club Macropad
Exploring KidCad features “it feels so tuff”
Ships:
What I made: I built a custom 3-key vertical mechanical macropad optimized for streamlined, rapid-fire gaming inputs (perfect for fast character swaps or macro hotkeys). The hardware is powered by a Seeed Studio XIAO RP2040 on a custom 2-layer PCB, and it runs on KMK (CircuitPython) for easy, plug-and-play configuration. What was challenging: The biggest hurdle was wrestling with the CAD modeling workspace in Fusion 360. Ensuring the custom “sandwich-mount” enclosure perfectly accommodated the 0.4mm printing tolerances of my PCB while precisely lining up 2.90mm screw holes through both the top plate and bottom tub took some meticulous alignment and timeline troubleshooting. What I’m proud of: Instead of just copying the standard horizontal/landscape layouts from the documentation, I stepped out of my comfort zone to design a unique, minimalist vertical column layout. Hand-routing the PCB and tailoring a custom case around that vertical layout from scratch felt incredibly rewarding. What to know for testing: Because the firmware relies on KMK, it is completely beginner-friendly and handles remapping on the fly. You can just open up main.py in the repository, edit the keymap array to whatever bindings or macros you want, and drop it straight onto the board like a flash drive—no massive C compilers or development environments required....
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1793667394.1082199
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1793753794.1082199
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63614
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Lexio by @tejusbhasin17 | Stardance
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tejusbhasin17
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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: Lexio by @tejusbhasin17 | Stardance
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1793663485.250438
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1794268285.250438
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69294
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My awesome macropad! by @tejeswar_raju357 | Starda My awesome macropad! by @tejeswar_raju357 | Stardance...
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tejeswar_raju357
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0
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Title: My awesome macropad! by @tejeswar_raju357 | Title: My awesome macropad! by @tejeswar_raju357 | Stardance...
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1793130875.9023623
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1793735675.9023623
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37996
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WebCalculator by @tejasyadavmitian | Stardance
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tejasyadavmitian
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Title: WebCalculator by @tejasyadavmitian | Starda Title: WebCalculator by @tejasyadavmitian | Stardance...
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1793191645.6491911
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1793796445.6491911
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14742
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survive by @tejaswini | Stardance
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Title: survive by @tejaswini | Stardance
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1793249582.573109
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1793854382.573109
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12767
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Efficient long range UAV by @tejaswa | Stardance
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tejaswa
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[{"post_id": 80345, "ts": "202 [{"post_id": 80345, "ts": "2026-10-17T10:18:52Z", "hours": 4.2042, "text": "Airplane Im finally learning to properly land this airplane, i did several FBWA runs with this aircraft trying to get my approach right and landing right too I absolutely suck at both of these things, atp im surprised ik how to build the most stable aircraft but idk how to fly the said stable aircraft We cant 100% blame my lack of skill tho cuz if yall notice we can see that the glide ratio is a bit steep, I didnt expect that from this aircraft but due to the autonomous electronics increasing the weight it might be cuz that Since the old wing mount broke and also i wanted to design a new one with 2 servos so i can get flaps with aileron going, which will hopefully reduce my approach speed and angle The efficiency of this aircraft is pretty solid ngl, it cruises at around 5-6A which is very good imo, with this pack i can get around 15-20mins I also made a 4s2p pack for this aircraft using the cells i got from hackclub, i have only bench tested those, the voltage sag is kinda concerning so im not sure if i should fly with them or not Anyways enjoy the flight and do star the repo if yall like the project so far"}, {"post_id": 76674, "ts": "2026-10-04T10:00:29Z", "hours": 0.5447, "text": "Drop mechanism done Gonna test this servo drop mech on this aircraft too, hopefully it works Unfortunately yall have to wait with me till i go back home"}, {"post_id": 75562, "ts": "2026-09-30T13:23:47Z", "hours": 0.6833, "text": "Attained total hands off autonomy successfully (Ignore the wonky video my mum was trying her best) Man this is the best day in my life. For starters ill start from yesterday, after coming home i realised i dont have much pitch stablity cuz the elevator was hitting the carbon spar, so i ditched conventional tail and made a Vtail instead. After i set it up in arduplane the next step was to go out and test it, And oh boy testing i did. I flew first in FBW A (stablize) And it flew fkin beaut, at 30m altitude i set it to Auto mode, I had preprogrammed 4 waypoints and then RTL in the fc. It flew absolutely perfectly (except for the fact that the winds was WAY too high i could NOT fly it but the fc could) So after it finished i tried bringing it home in FBW A mode (worst idea ever ) The wind literally yeeted it in other direction and i switched on RTL, unfortunately it was wraps The plane crashed in a gravel making facility (idk bro) And i was surprised to find out that ABSOLUTELY NOTHING BROKE!!!!!?!!?! THAT HAS TO BE SOME SORT OF MIRACLE BRO Like literally the only thing broken was that ONE SINGULAR SOLDER JOIN CAME LOOSE DIDNT EEN BREAK IT JS CAME LOOSE So after it crashed we panicked and rushed to the facility, the security was super helpful and i had telemetry link with it so i was able to find it in no time This project was excruciating but absolutely worth it in the end, I will be flying it in more beautiful locations later The image in the end is the aftermath of the flight (literally spotless)"}, {"post_id": 75475, "ts": "2026-09-30T06:09:22Z", "hours": 1.2, "text": "Beautiful flight Js look at the way it flies bro i can NOT its way too smooth This was my first time actually flying with a flight computer and god damm was it a good experience, everything was so easy and i wasnt scared of flying it too far as i had setup RTL earlier Unfortunately the bad news is that i had 3 flights with this plane, and in the final flight i was tryna autotune it and mid flight the motor came off the mount and fell in the ground (yes it was 70m above the ground when it happened) thankfully the goated pixhawk was able to save the plane, also i had full control over it so i was able to land the plane safely After further inspection i figured out that the motor heat had melted the PLA mount and made the countersink screws act like wedges in wood and it js came clean off 😭 I did NOT expect that bro. Since then i have asked for a bump and also i made the mount much thicker and in todays flight i will be ziptying the motor on Apart form that i also changed the tail for standard configuration to a V tail, currently the elevator hits the carbon boom which reduces the throw, thsi Vtail is much sturdy and cleaner lets hope for the best in todays flight"}, {"post_id": 74852, "ts": "2026-09-28T13:24:02Z", "hours": 2.1761, "text": "Okay so good news and bad news Bad news being that my 1.5m span UAV unfortunately crashed, i took it out to fly yesterday and due to wings being way too high i couldnt control it and it crashed. Good news being that my 1m span ultra stick DID fly, This is a similar UAV i started designing thats much lighter and more capable. Enjoy the flight video, Unfortunately due to me being a shit pilot i tried to turn it towards me to get a nice shot but the turn radius was too low and it was going straight towards the power lines so i panicked and crashed it, That broke the motor mount so ill print like 5-6 of them and go to fly tmr with the pixhawk"}, {"post_id": 60808, "ts": "2026-09-03T12:49:56Z", "hours": 3.6678, "text": "I have finished the plane This took way more than 2 hours btw, it was js such a hassle i forgot to record Anyways the 2 hours that ARE in this post are the hours i spent analyzing the crash of the flying wing, I have zero idea why it crased, but it just rolled right and hit the ground nose down every chance it got. I went on reddit asking about this they told me its cuz flying wings are fiddly (i dont have much exp w them either), and need to be perfect to fly So i js moved on from that and finished the build of the full plane I did factory reset the flight computer this time to get everything reset, and this is a note to self for future When configuring channel 14 RSSI for Flysky TX, Remember to turn on allow_aux_reverse in RC_OPTIONS parameter for it to work The plane is done and build (will build the fuselage later incase it crashes), Im js waiting for good weather, Im here till 7th of this month, hopefully we get a window in that time or else its wraps for me"}, {"post_id": 56661, "ts": "2026-08-28T14:47:47Z", "hours": 1.6117, "text": "Took the plane out anyway So today i did 3 VERY short flights 2 of those were successful so ill only count 2 First flight the plane started oscillating in the pitch so i ended it short, Also cuz i ran out of ground to fly as due to heavy rainfall the fields i fly usually on are FULL of water After this flight i committed a bit more to the second launch, got the plane in the air (I think AP did it) The tail was oscillating but it wasn’t unflappable, I had to crash the aircraft in the tree because it was heading beyond my line of sight and there was a LOT of water beyond that tree Thankfully the aircraft received no damage in todays flight, everything was so soft the aircraft didn’t even register any of these crashes as a crash, It went good overall I reduced the servo throws by moving the wires down a notch realized that my surfaces are not symmetric so i accounted for that checked everything chucked it in my room and it feels fine for now Something i dont understand is why in 2nd flight did the aircraft pitch left 80 degrees for no reason and it didn’t even stabilize itself, might need to look at the logs for a few more hours to figure that out"}, {"post_id": 56447, "ts": "2026-08-28T06:38:45Z", "hours": 0.4478, "text": "Fuh me The EXACT DAY i finished my build it has NOT stopped raining at all the airfield is completely damp and my aircraft isnt waterproof. I have limited amount of holidays and this weather is NOT helping me, mum says if i am not able to finish it i can come back again and try then, I still have 4 days to go hopefully weather clears out and im able to ATLEAST take out the flying wing"}, {"post_id": 53167, "ts": "2026-08-23T16:40:04Z", "hours": 0.9608, "text": "FINISHED THE BUILD OF THE STEPPING STONE FLYING WING This is the flying wing i normally take out to fly and have fun, Ive had like 60% success rate with this model (without wingtip washout), Mostly because flying wings are hard to fly and i dont know how to fly Good thing about flight computers is that they DO know how to fly so this would be a lil bit easier Ive added 2.5 degrees of wingtip washout on this aircraft, also ran CFD sims on the entire wing profiile and saw that the stall characteristics are like a self stablizing feedback loop I have done all the wiring and flying wing setup in the pixhawk, i just need to go fly to use the autotune mode to get the PID right for this model One thing that is bad with this model is that the elevon throw when its going down is WAY less than compared to that when its going up so i hope that might not fk up the plane Ive ran several indoor tests with the motor on and off, it does stall if not thrown properly but most of the time the launch is butter, lets hope its that way tmr too"}, {"post_id": 52354, "ts": "2026-08-22T13:49:05Z", "hours": 1.3542, "text": "IM HOME Today as soon as i reached home i unboxed my telemetry radio and started working on my flying wing Ill use this aircraft as a stepping stone to learn AP and its modes and if i crash hopefully the damage isnt that much Logging time for builds irl is super hectic bruh i gotta figure out a better way to do this"}, {"post_id": 34720, "ts": "2026-07-25T17:46:15Z", "hours": 1.6575, "text": "This will be my last devlog before leaving my home I wont be home for a month or more now so unfortunately progress on this project will be paused. :( Today i configured my transmitter such that if the aircraft goes beyond range of rx, it automatically comes back home. This was a huge challenge as i didnt have those fancy transmitters with a screen to configure stuff, i have a flysky i4x that comes with JUST the sticks no configuration. Fortunately, buying a flysky transmitter saved me As flysky ibus or sbus protocol transmits the RSSI of radio signal as a pwm signal on its channel 14, To be honest i discovered that while calibrating my radio in mission planner, i was surprised and overjoyed to find that this is actually possible with my transmitter. After finding out and a bit of tinkering later i was able to map RTL on channel 14 and reverse the channel aswell (so it turns on if transmitter disconnects). Honestly this was top 10 flysky respect moments for me. I will be working tirelessly on my game now so be sure to follow that project aswell. I also wanna take a moment to thank EVERYONE who has shown me so much love and support since the beginning of this project, And also to hackclub who were able to provide be with the electronics i could only dream to afford."}, {"post_id": 34131, "ts": "2026-07-24T17:00:44Z", "hours": 1.5714, "text": "I have assembled the airframe , everything is quiet sturdy and under the estimate weight limit, i setup the flight firmware for this specific aircraft, and tuned the rates. Unfortunately due to heavy rainfall near my area and the wing almost entirely being covered with paper, i cant go risk flying it. Also it gets worse as i will not be home for a month or less . I will be disassembling the aircraft which is quiet easy to do due to my smart design choices. I have ordered the XPS sheets that were included in my grant, theyll reach when im not at home so making the fuselage has to wait, but that gives me PLENTY of time to design the fuselage in CAD and make it as clean and robust as possible. On a positive note i took my 450g flying wing out to fly today, it flew quiet well, unfortunately i did manage to crash it as it didnt have a flight computer and these things are quiet hard to fly. Thanks to stardance tho i do have autonomous flight electronics (which costs $180 btw), i can make an autonomous flying wing that will be able to do long range endurance with help of 4 extra cells i have lying around. So thatll prolly be my next project after i come back home . With that i will thanks stardance once again for getting me all these electronics"}, {"post_id": 33414, "ts": "2026-07-23T10:40:33Z", "hours": 4.5925, "text": "This battery is not human bro. This took me way too long to make, the most problematic part was to figure out how to get all the cells together without exploding the pack with extreme heat. I didnt have a spot welder, all i had was nickel strips some cells and a dream, so i used my regular soldering iron and started experimenting on how to solder these packs In the end i found that “spot soldering” worked best for me, i hope im the first one who invented this, but u basically take not that hot of a soldering iron, and then u sand the surface place the strip and dab the soldering iron on the connection to join them together, do this like 4 times for a single joint and u have quiet solid joints While making the connections i did mess up and bit and there was some sparking not enough to burn my house thankfully About the pack, its a 4s4p pack, my first time using 4s configuration, and i am NOT comfortable with the amount of power it delivers, its way too scary gng Im gonna lock the throttle at 70% cuz i know damm well shit can go wrong real fast with these packs. I did some test runs with this on my flying wing and this rc plane, using the pixhawk power module at 50% throttle i saw 11A consumption with PLENTY of power, and on my 3s lipo pack it consumed 21A at 100% so we can safely say its not bottlenecking. Its currently 12000mah, i do have 4 more cells i bought so i can push it to 15000, but ill prolyy do it later cuz this scares me way too much Im not kidding the sound the motor makes while using this pack is way too wild, i HOPE autopilot can handle everything n nothing goes wrong, that being said i will NOT do the maiden with this, instead ill use my 1500mah 3s lipo for that."}, {"post_id": 32877, "ts": "2026-07-22T10:05:34Z", "hours": 1.2, "text": "today i disassembled the aircraft cuz im not gonna be able to fly it anyways rn due to rain Made everything under the wing a LOT cleaner, hid the mess under a sheet of paper, it doesnt look That good, but it looks plenty good rn I am setup and tinkered in the firmware a bit more, idk why i have this fear of maiden launches that stops me from actually flying my models, i really need to get over that Currently I have started working on my game too due to this rain, but ill soon go out for a fuselage less maiden. Pray for me that it goes well."}, {"post_id": 32306, "ts": "2026-07-21T12:07:36Z", "hours": 2.3986, "text": "Ok so i have assembled the avionics, and routed everything in aircraft, as i expected everything does look insanely ugly now Thats okay since i will be making a fuselage later which will hopefully look nice Currently i have ailerons elevator and rudder working fine with differential thrust in action, I do need a proper place to mount the battery aswell, along with a proper place for pixhawk, its just hanging there with double sided tape rn. I really wish i had a better looking fuselage this looks insanely ugly rn, hopefully after i confirm it flies then ill work on the fuselage. My batteries are dead and it JUST rained so i cant go out today, maybe tomorrow i can go for a maiden"}, {"post_id": 31655, "ts": "2026-07-20T07:24:27Z", "hours": 2.3506, "text": "Okay so my back doesnt hurt today I worked on the wing and installed the ESCs, tested the motors using pixhawk and they both respond properly I do have a little concern as the ESCs are getting slightly warm, i did remove the rubber like i did on my older ESC, that doesnt seem to make it any better, the ready to sky esc i used earlier didnt have this heating problem, idk whats going on, i hope it js doesnt end bad The good news is that i installed servos and their linkages to the alerons, i will have a flaperon configuration for nice low effort flaps. Today the aircrafts weight is 560gs without the battery, so im assuming this will be around 750-800 grams with the 1500 3s lipo Istg i hate soldering these thick wires, its js so tedious"}, {"post_id": 31144, "ts": "2026-07-19T09:51:19Z", "hours": 2.3053, "text": "Istg my back is GONE atp so i covered the entire wing in paper turns out yesterday the weight was so high due to wet glue all over the wing, once it dried. So i js covered the entire wing in paper, and its quiet sturdy, Also i fixed the servos inside the wing aswell, it looks very flush, but im sure all that is going to go down the drain once i start installing the esc. This is an insanely tedious job, im just dreading the fuselage part idk how im gonna mke that The support ive been receiving is INSANE it really motivates me to work on it more so thnx yall LOOK AT MY BACK THO GOD DAMM IM FKIN CROOKED"}, {"post_id": 30818, "ts": "2026-07-18T19:00:51Z", "hours": 3.4661, "text": "May lord have mercy on my back damm But the wing is 80% dont, along with the elevator, i have designed everything in most modular and easy t transport as possible. I didnt use my construction method all the way on the wing as it was adding a ton on unnecessary weight on the wing, and the center part does not even need to be that structurally strong so i just let it be exposed, and honestly it looks way better. ALSO MORE ELECTRONICS ARRIVED , today my battery, ESC, and the receiver arrived, i was finally able to see the pixhawk control the servos, for some reason ESCs do get warm when i try to use them but i hope itll be fine. tomorrow the thing im most dreading about, the fuselage and wiring the servos through the wing i will be doing, its most tedious job ever but we gotta do what we gotta do. Im quiet proud how sturdy the frame is tho, the way i made it its absolutely perfect, and it looks like a kit istg. i love working on this project. OH and again HUGE shout out to stardance for getting me all this electronics i will never forget this favor from y’all ever, this is genuinely a core memory of mine now"}, {"post_id": 30253, "ts": "2026-07-17T17:57:35Z", "hours": 2.1783, "text": "Okay dang my back hurts But REAR STABS ARE READY, They are made as perfect, modular and easy to transport as possible. I centered the servos and installed them after lining the entire wing using my custom build process The carbon fiber tube is slid on on site and then clamped to the rear assembly using zipties, this is a little wasteful, but you can also use screws and bolts if youre rich enough. Im quiet proud of the lining job, this rear assembly is one of my best pieces of work ive ever manufactured, I cant wait to see this baby fly Unfortunately no updates on into the cosmos today cuz i was way too excited to work on this project. Oh and shoutout and a huge thanks to hackclub this would NOT have been able to be possible if not for them."}, {"post_id": 30078, "ts": "2026-07-17T11:34:58Z", "hours": 2.7569, "text": "MORE ELECTRONICS ARRIVED TODAY I have made the rear assembly with a beautiful and modular connector that uses zipties to hold onto the carbon spar (i will also add ductape for more rigidity) And i designed the mount of how the BLDC motors are going to hold on the wingspar. ALSO THE SERVOS ARRIVED YAYAYAYAYA, I can finally finish the rear assembly with electronics and all. Unfortunately my gluegun exploded (literally) So i have been set back by a bit but i think im good Heres a graphic for more accurate depiction of how it looked when the gluegun exploded"}, {"post_id": 29338, "ts": "2026-07-16T06:49:45Z", "hours": 1.125, "text": "Ok so i just designed and cut out the rear elevator It looks queit decent, i used 6mm old circular dowels tgat were laying around the house to make it more sturdier, the elevator came out perfect im quiet satisfied by it. Also shout out to this foam, its holds its shape quiet well and its not soft like my old one. Im js waiting for my electronics to arrive, its gonna be christmas soon when all the electroncis do arrive Oh and i will be using the rounded wingtips for everything in aricraft to increase endurance as much as i can. At speeds this aircraft will be running on, i dont expect the vortex to touch the trailing edge of the wing so yeah thats good"}, {"post_id": 28843, "ts": "2026-07-15T11:23:42Z", "hours": 0.9167, "text": "OKAY SO MY DAD GOT ME EPS BLOCKS FINALLY I cut out the airfoil profile twice (i had one 50cm section laying around already) now i finally have the wing structure ready, now after this ima be designing the modular part for the wing that lets it detach and attach to the 10mm carbon fiber tube that i ordered. Cant estimate the RTF weight of the aircraft yet, but without battries im trying to hit around 550g, things are looking pretty decent now EXCEPT THE FACT THAT I ALMOST BURNT MY CLOTHES. Bro i gotta make a better hot wire cutter instead of doing it by hand, i accidentally left the wire touching my pants and i made a lil hole in them. its cool tho FOLLOW ME FOR MORE COOL DEVLOGS"}, {"post_id": 28769, "ts": "2026-07-15T07:44:15Z", "hours": 2.2525, "text": "Ok so i measured and the 2m wing wont fit in my car, really sorry for that, But I will be making the wing 1.5m long, this will reduce the endurance a bit but i wont be sending it to intercity missions just yet so 1.5m will be fine. Also im switching to Clark Y airfoil as its more famous and has a lot of reading material online, the build process has started, i have bought the electronics i need im js waiting for them to arrive now. I cant wait to get my hands on the pixhawk and then take it to fly"}, {"post_id": 27590, "ts": "2026-07-13T09:37:41Z", "hours": 0.3839, "text": "This might be the best day of my life, i got the funding approved for my project got 180 in my HCB, now i can finally start building the project, I have ordered the pixhawk board i just need other electronics and materials. Tomorrow ill be going out to buy 30mm EPS sheets from my local vendor, and then ill start posting time lapses of me building the wing"}, {"post_id": 27046, "ts": "2026-07-12T07:26:53Z", "hours": 0.8683, "text": "Made the wiring diagram in figma and added where the electronics are going to be placed around the aircraft."}, {"post_id": 14908, "ts": "2026-06-24T06:31:56Z", "hours": 1.4833, "text": "Made a real life inspired Aleron servo link for this project. I had printed the old servo links out, they worked fine but the problem was they relied on adhesive to work, and on my aircraft i had used transparent tape over paper as reinforcement so it had 0 hold to it, hence i decided to model a real life inspired servo link with ziptie like behavior, this one doesn’t rely on glue but on the strength of your control surface to hold on, so this ones a lot better and a lot cleaner, the only downside is that it requires a bit of support material to print but that’s okay as aesthetically it looks a lot better, i might make a version that doesn’t require support material if you don’t care about aesthetics so lmk abt that. also this versions step and 3mf file is aslo available on the github"}, {"post_id": 11729, "ts": "2026-06-19T03:13:42Z", "hours": 0.9683, "text": "Made the templates for airofoil, servo horns, motor mount, and the rib template in cad aswell, the rib and airfoil templates have to be traced on cardboard, cut out and have their edges sanded to work properly, motor mounts should be printed twice and there are already way more servo horns than you might need. Even printed these out on my Anycubic Kobra 2 neo to speed up the build process as soon as i get eligible for building"}, {"post_id": 10456, "ts": "2026-06-17T05:54:07Z", "hours": 0.5508, "text": "What if life-saving supplies could reach places of distress without roads, traffic, or human pilots? This project presents a long-endurance autonomous UAV designed to deliver payloads upto 300g using an energy-efficient airframe, autonomous flight planning, and low-cost hardware and really low cost maintenance, most parts of this build are easy to find and the build processes that are used in this aircraft are personally developed worked and tested in real life by me personally. Built from the ground up as a practical engineering platform, the aircraft demonstrates how modern autonomous systems can make aerial logistics more accessible, affordable, and adaptable for real-world challenges. The build uses cheap/easily available parts, and every dime serves a purpose in this project, ive linked the github (currently unfinished) on my project page aswell, please check it out and if yall like it then drop a like aswell. in the images attached, i have made out a flight plan for how it would go in real life, ive ran CFD sims on the aircraft and made a wing profile of 45cm out of thermocol of the SD7037 airfoil to test its stall characteristics to have a better idea about the cruise speed estimation, this testing was done by me sitting in a car with this airfoil outside the window and strapping a MPU gyro to read the angle readings and telling my dad to speed up or slow down."}, {"post_id": 10058, "ts": "2026-06-16T17:10:42Z", "hours": 1.3239, "text": "Currently dont have a pixhawk board, but thought learning to plan a mission wont be that hard, installed mission planner, and now am trying to get a hang of things in this, ill have a servo attached to the AUX port of the pixhawk and ill plan it so the plane reaches X m/s amount of gps speed before dropping the payload and then before X-C m ill drop the payload so that the landing of the payload is as precise as possible here C is the drag coefficient, ill also have to take into account the paracute ill be making out of old plastic bags and how much they will reduce the speed."}, {"post_id": 9807, "ts": "2026-06-16T07:43:35Z", "hours": 1.2044, "text": "Made some realistic changes like adding 2 motors instead of one, estimate weight is around 1.7kgs and ill be using 12 inch fiber props in this build, the battery will be made up of either 3000 or 5000 cells if i manage to get my hands on them, the rear stab LOOKS small but its enough for this build providing 1 vbar ratio, this with differential thrust the aircraft will have insane yaw authority, which can be increased to even more by just moving the thrust motors a little outward on the wing, i have added the pixhawk ESC and my motor models to the document aswell"}, {"post_id": 9361, "ts": "2026-06-15T18:17:24Z", "hours": 1.7128, "text": "Changed the entire design from a flying wing to a conventional UAV type design 2m wingspan and 18cm chord length with a SD7037 airfoil payload capacity of around 500g, there’s a dedicated space for the payload, the entire aircraft will be built out of lightweight pharmocol carbon spars and my own special building techniques that uses trash to reinforce the aircraft. Ive ran CFD sims on this aircraft aswell and im satisfied by the results for now"}, {"post_id": 9193, "ts": "2026-06-15T13:10:54Z", "hours": 0.2917, "text": "Starting out as a flying wing UAV design, uses efficent flying wing type airfoils and will have max payload capacity of around 500g, this aircraft will be mostly responsible for delivering medicines to remote areas without stopping, it’ll use a bomb dropping type mechanism with a parachute strapped to the package. Main aim of this project is to finish everything in as cheap as but as perfect as possible, in india expensive tech doesnt work out, so im making something that people can actually use"}]...
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Title: Efficient long range UAV by @tejaswa | Star Title: Efficient long range UAV by @tejaswa | Stardance
Devlogs:
Starting out as a flying wing UAV design, uses efficent flying wing type airfoils and will have max payload capacity of around 500g, this aircraft will be mostly responsible for delivering medicines to remote areas without stopping, it’ll use a bomb dropping type mechanism with a parachute strapped to the package. Main aim of this project is to finish everything in as cheap as but as perfect as possible, in india expensive tech doesnt work out, so im making something that people can actually use
Changed the entire design from a flying wing to a conventional UAV type design 2m wingspan and 18cm chord length with a SD7037 airfoil payload capacity of around 500g, there’s a dedicated space for the payload, the entire aircraft will be built out of lightweight pharmocol carbon spars and my own special building techniques that uses trash to reinforce the aircraft. Ive ran CFD sims on this aircraft aswell and im satisfied by the results for now
Made some realistic changes like adding 2 motors instead of one, estimate weight is around 1.7kgs and ill be using 12 inch fiber props in this build, the battery will be made up of either 3000 or 5000 cells if i manage to get my hands on them, the rear stab LOOKS small but its enough for this build providing 1 vbar ratio, this with differential thrust the aircraft will have insane yaw authority, which can be increased to even more by just moving the thrust motors a little outward on the wing, i have added the pixhawk ESC and my motor models to the document aswell
Currently dont have a pixhawk board, but thought learning to plan a mission wont be that hard, installed mission planner, and now am trying to get a hang of things in this, ill have a servo attached to the AUX port of the pixhawk and ill plan it so the plane reaches X m/s amount of gps speed before dropping the payload and then before X-C m ill drop the payload so that the landing of the payload is as precise as possible here C is the drag coefficient, ill also have to take into account the paracute ill be making out of old plastic bags and how much they will reduce the speed.
What if life-saving supplies could reach places of distress without roads, traffic, or human pilots? This project presents a long-endurance autonomous UAV designed to deliver payloads upto 300g using an energy-efficient airframe, autonomous flight planning, and low-cost hardware and really low cost maintenance, most parts of this build are easy to find and the build processes that are used in this aircraft are personally developed worked and tested in real life by me personally. Built from the ground up as a practical engineering platform, the aircraft demonstrates how modern autonomous systems can make aerial logistics more accessible, affordable, and adaptable for real-world challenges. The build uses cheap/easily available parts, and every dime serves a purpose in this project, ive linked the github (currently unfinished) on my project page aswell, please check it out and if yall like it then drop a like aswell. in the images attached, i have made out a flight plan for how it would go in real life, ive ran CFD sims on the aircraft and made a wing profile of 45cm out of thermocol of the SD7037 airfoil to test its stall characteristics to have a better idea about the cruise speed estimation, this testing was done by me sitting in a car with this airfoil outside the window and strapping a MPU gyro to read the angle readings and telling my dad to speed up or slow down.
Made the templates for airofoil, servo horns, motor mount, and the rib template in cad aswell, the rib and airfoil templates have to be traced on cardboard, cut out and have their edges sanded to work properly, motor mounts should be printed twice and there are already way more servo horns than you might need. Even printed these out on my Anycubic Kobra 2 neo to speed up the build process as soon as i get eligible for building
Made a real life inspired Aleron servo link for this project. I had printed the old servo links out, they worked fine but the problem was they relied on adhesive to work, and on my aircraft i had used transparent tape over paper as reinforcement so it had 0 hold to it, hence i decided to model a real life inspired servo link with ziptie like behavior, this one doesn’t rely on glue but on the strength of your control surface to hold on, so this ones a lot better and a lot cleaner, the only downside is that it requires a bit of support material to print but that’s okay as aesthetically it looks a lot better, i might make a version that doesn’t require support material if you don’t care about aesthetics so lmk abt that. also this versions step and 3mf file is aslo available on the github
Made the wiring diagram in figma and added where the electronics are going to be placed around the aircraft.
This might be the best day of my life, i got the funding approved for my project got 180 in my HCB, now i can finally start building the project, I have ordered the pixhawk board i just need other electronics and materials. Tomorrow ill be going out to buy 30mm EPS sheets from my local vendor, and then ill start posting time lapses of me building the wing
Ok so i measured and the 2m wing wont fit in my car, really sorry for that, But I will be making the wing 1.5m long, this will reduce the endurance a bit but i wont be sending it to intercity missions just yet so 1.5m will be fine. Also im switching to Clark Y airfoil as its more famous and has a lot of reading material online, the build process has started, i have bought the electronics i need im js waiting for them to arrive now. I cant wait to get my hands on the pixhawk and then take it to fly
OKAY SO MY DAD GOT ME EPS BLOCKS FINALLY I cut out the airfoil profile twice (i had one 50cm section laying around already) now i finally have the wing structure ready, now after this ima be designing the modular part for the wing that lets it detach and attach to the 10mm carbon fiber tube that i ordered. Cant estimate the RTF weight of the aircraft yet, but without battries im trying to hit around 550g, things are looking pretty decent now EXCEPT THE FACT THAT I ALMOST BURNT MY CLOTHES. Bro i gotta make a better hot wire cutter instead of doing it by hand, i accidentally left the wire touching my pants and i made a lil hole in them. its cool tho FOLLOW ME FOR MORE COOL DEVLOGS
Ok so i just designed and cut out the rear elevator It looks queit decent, i used 6mm old circular dowels tgat were laying around the house to make it more sturdier, the elevator came out perfect im quiet satisfied by it. Also shout out to this foam, its holds its shape quiet well and its not soft like my old one. Im js waiting for my electronics to arrive, its gonna be christmas soon when all the electroncis do arrive Oh and i will be using the rounded wingtips for everything in aricraft to increase endurance as much as i can. At speeds this aircraft will be running on, i dont expect the vortex to touch the trailing edge of the wing so yeah thats good
MORE ELECTRONICS ARRIVED TODAY I have made the rear assembly with a beautiful and modular connector that uses zipties to hold onto the carbon spar (i will also add ductape for more rigidity) And i designed the mount of how the BLDC motors are going to hold on the wingspar. ALSO THE SERVOS ARRIVED YAYAYAYAYA, I can finally finish the rear assembly with electronics and all. Unfortunately my gluegun exploded (literally) So i have been set back by a bit but i think im good Heres a graphic for more accurate depiction of how it looked when the gluegun exploded
Okay dang my back hurts But REAR STABS ARE READY, They are made as perfect, modular and easy to transport as possible. I centered the servos and installed them after lining the entire wing using my custom build process The carbon fiber tube is slid on on site and then clamped to the rear assembly using zipties, this is a little wasteful, but you can also use screws and bolts if youre rich enough. Im quiet proud of the lining job, this rear assembly is one of my best pieces of work ive ever manufactured, I cant wait to see this baby fly Unfortunately no updates on into the cosmos today cuz i was way too excited to work on this project. Oh and shoutout and a huge thanks to hackclub this would NOT have been able to be possible if not for them.
May lord have mercy on my back damm But the wing is 80% dont, along with the elevator, i have designed everything in most modular and easy t transport as possible. I didnt use my construction method all the way on the wing as it was adding a ton on unnecessary weight on the wing, and the center part does not even need to be that structurally strong so i just let it be exposed, and honestly it looks way better. ALSO MORE ELECTRONICS ARRIVED , today my battery, ESC, and the receiver arrived, i was finally able to see the pixhawk control the servos, for some reason ESCs do get warm when i try to use them but i hope itll be fine. tomorrow the thing im most dreading about, the fuselage and wiring the servos through the wing i will be doing, its most tedious job ever but we gotta do what we gotta do. Im quiet proud how sturdy the frame is tho, the way i made it its absolutely perfect, and it looks like a kit istg. i love working on this project. OH and again HUGE shout out to stardance for getting me all this electronics i will never forget this favor from y’all ever, this is genuinely a core memory of mine now
Istg my back is GONE atp so i covered the entire wing in paper turns out yesterday the weight was so high due to wet glue all over the wing, once it dried. So i js covered the entire wing in paper, and its quiet sturdy, Also i fixed the servos inside the wing aswell, it looks very flush, but im sure all that is going to go down the drain once i start installing the esc. This is an insanely tedious job, im just dreading the fuselage part idk how im gonna mke that The support ive been receiving is INSANE it really motivates me to work on it more so thnx yall LOOK AT MY BACK THO GOD DAMM IM FKIN CROOKED
Okay so my back doesnt hurt today I worked on the wing and installed the ESCs, tested the motors using pixhawk and they both respond properly I do have a little concern as the ESCs are getting slightly warm, i did remove the rubber like i did on my older ESC, that doesnt seem to make it any better, the ready to sky esc i used earlier didnt have this heating problem, idk whats going on, i hope it js doesnt end bad The good news is that i installed servos and their linkages to the alerons, i will have a flaperon configuration for nice low effort flaps. Today the aircrafts weight is 560gs without the battery, so im assuming this will be around 750-800 grams with the 1500 3s lipo Istg i hate soldering these thick wires, its js so tedious
Ok so i have assembled the avionics, and routed everything in aircraft, as i expected everything does look insanely ugly now Thats okay since i will be making a fuselage later which will hopefully look nice Currently i have ailerons elevator and rudder working fine with differential thrust in action, I do need a proper place to mount the battery aswell, along with a proper place for pixhawk, its just hanging there with double sided tape rn. I really wish i had a better looking fuselage this looks insanely ugly rn, hopefully after i confirm it flies then ill work on the fuselage. My batteries are dead and it JUST rained so i cant go out today, maybe tomorrow i can go for a maiden
today i disassembled the aircraft cuz im not gonna be able to fly it anyways rn due to rain Made everything under the wing a LOT cleaner, hid the mess under a sheet of paper, it doesnt look That good, but it looks plenty good rn I am setup and tinkered in the firmware a bit more, idk why i have this fear of maiden launches that stops me from actually flying my models, i really need to get over that Currently I have started working on my game too due to this rain, but ill soon go out for a fuselage less maiden. Pray for me that it goes well.
This battery is not human bro. This took me way too long to make, the most problematic part was to figure out how to get all the cells together without exploding the pack with extreme heat. I didnt have a spot welder, all i had was nickel strips some cells and a dream, so i used my regular soldering iron and started experimenting on how to solder these packs In the end i found that “spot soldering” worked best for me, i hope im the first one who invented this, but u basically take not that hot of a soldering iron, and then u sand the surface place the strip and dab the soldering iron on the connection to join them together, do this like 4 times for a single joint and u have quiet solid joints While making the connections i did mess up and bit and there was some sparking not enough to burn my house thankfully About the pack, its a 4s4p pack, my first time using 4s configuration, and i am NOT comfortable with the amount of power it delivers, its way too scary gng Im gonna lock the throttle at 70% cuz i know damm well shit can go wrong real fast with these packs. I did some test runs with this on my flying wing and this rc plane, using the pixhawk power module at 50% throttle i saw 11A consumption with PLENTY of power, and on my 3s lipo pack it consumed 21A at 100% so we can safely say its not bottlenecking. Its currently 12000mah, i do have 4 more cells i bought so i can push it to 15000, but ill prolyy do it later cuz this scares me way too much Im not kidding the sound the motor makes while using this pack is way too wild, i HOPE autopilot can handle everything n nothing goes wrong, that being said i will NOT do the maiden with this, instead ill use my 1500mah 3s lipo for that.
I have assembled the airframe , everything is quiet sturdy and under the estimate weight limit, i setup the flight firmware for this specific aircraft, and tuned the rates. Unfortunately due to heavy rainfall near my area and the wing almost entirely being covered with paper, i cant go risk flying it. Also it gets worse as i will not be home for a month or less . I will be disassembling the aircraft which is quiet easy to do due to my smart design choices. I have ordered the XPS sheets that were included in my grant, theyll reach when im not at home so making the fuselage has to wait, but that gives me PLENTY of time to design the fuselage in CAD and make it as clean and robust as possible. On a positive note i took my 450g flying wing out to fly today, it flew quiet well, unfortunately i did manage to crash it as it didnt have a flight computer and these things are quiet hard to fly. Thanks to stardance tho i do have autonomous flight electronics (which costs $180 btw), i can make an autonomous flying wing that will be able to do long range endurance with help of 4 extra cells i have lying around. So thatll prolly be my next project after i come back home . With that i will thanks stardance once again for getting me all these electronics
This will be my last devlog before leaving my home I wont be home for a month or more now so unfortunately progress on this project will be paused. :( Today i configured my transmitter such that if the aircraft goes beyond range of rx, it automatically comes back home. This was a huge challenge as i didnt have those fancy transmitters with a screen to configure stuff, i have a flysky i4x that comes with JUST the sticks no configuration. Fortunately, buying a flysky transmitter saved me As flysky ibus or sbus protocol transmits the RSSI of radio signal as a pwm signal on its channel 14, To be honest i discovered that while calibrating my radio in mission planner, i was surprised and overjoyed to find that this is actually possible with my transmitter. After finding out and a bit of tinkering later i was able to map RTL on channel 14 and reverse the channel aswell (so it turns on if transmitter disconnects). Honestly this was top 10 flysky respect moments for me. I will be working tirelessly on my game now so be sure to follow that project aswell. I also wanna take a moment to thank EVERYONE who has shown me so much love and support since the beginning of this project, And also to hackclub who were able to provide be with the electronics i could only dream to afford.
IM HOME Today as soon as i reached home i unboxed my telemetry radio and started working on my flying wing Ill use this aircraft as a stepping stone to learn AP and its modes and if i crash hopefully the damage isnt that much Logging time for builds irl is super hectic bruh i gotta figure out a better way to do this
FINISHED THE BUILD OF THE STEPPING STONE FLYING WING This is the flying wing i normally take out to fly and have fun, Ive had like 60% success rate with this model (without wingtip washout), Mostly because flying wings are hard to fly and i dont know how to fly Good thing about flight computers is that they DO know how to fly so this would be a lil bit easier Ive added 2.5 degrees of wingtip washout on this aircraft, also ran CFD sims on the entire wing profiile and saw that the stall characteristics are like a self stablizing feedback loop I have done all the wiring and flying wing setup in the pixhawk, i just need to go fly to use the autotune mode to get the PID right for this model One thing that is bad with this model is that the elevon throw when its going down is WAY less than compared to that when its going up so i hope that might not fk up the plane Ive ran several indoor tests with the motor on and off, it does stall if not thrown properly but most of the time the launch is butter, lets hope its that way tmr too
Fuh me The EXACT DAY i finished my build it has NOT stopped raining at all the airfield is completely damp and my aircraft isnt waterproof. I have limited amount of holidays and this weather is NOT helping me, mum says if i am not able to finish it i can come back again and try then, I still have 4 days to go hopefully weather clears out and im able to ATLEAST take out the flying wing
Took the plane out anyway So today i did 3 VERY short flights 2 of those were successful so ill only count 2 First flight the plane started oscillating in the pitch so i ended it short, Also cuz i ran out of ground to fly as due to heavy rainfall the fields i fly usually on are FULL of water After this flight i committed a bit more to the second launch, got the plane in the air (I think AP did it) The tail was oscillating but it wasn’t unflappable, I had to crash the aircraft in the tree because it was heading beyond my line of sight and there was a LOT of water beyond that tree Thankfully the aircraft received no damage in todays flight, everything was so soft the aircraft didn’t even register any of these crashes as a crash, It went good overall I reduced the servo throws by moving the wires down a notch realized that my surfaces are not symmetric so i accounted for that checked everything chucked it in my room and it feels fine for now Something i dont understand is why in 2nd flight did the aircraft pitch left 80 degrees for no reason and it didn’t even stabilize itself, might need to look at the logs for a few more hours to figure that out
I have finished the plane This took way more than 2 hours btw, it was js such a hassle i forgot to record Anyways the 2 hours that ARE in this post are the hours i spent analyzing the crash of the flying wing, I have zero idea why it crased, but it just rolled right and hit the ground nose down every chance it got. I went on reddit asking about this they told me its cuz flying wings are fiddly (i dont have much exp w them either), and need to be perfect to fly So i js moved on from that and finished the build of the full plane I did factory reset the flight computer this time to get everything reset, and this is a note to self for future When configuring channel 14 RSSI for Flysky TX, Remember to turn on allow_aux_reverse in RC_OPTIONS parameter for it to work The plane is done and build (will build the fuselage later incase it crashes), Im js waiting for good weather, Im here till 7th of this month, hopefully we get a window in that time or else its wraps for me
Okay so good news and bad news Bad news being that my 1.5m span UAV unfortunately crashed, i took it out to fly yesterday and due to wings being way too high i couldnt control it and it crashed. Good news being that my 1m span ultra stick DID fly, This is a similar UAV i started designing thats much lighter and more capable. Enjoy the flight video, Unfortunately due to me being a shit pilot i tried to turn it towards me to get a nice shot but the turn radius was too low and it was going straight towards the power lines so i panicked and crashed it, That broke the motor mount so ill print like 5-6 of them and go to fly tmr with the pixhawk
Beautiful flight Js look at the way it flies bro i can NOT its way too smooth This was my first time actually flying with a flight computer and god damm was it a good experience, everything was so easy and i wasnt scared of flying it too far as i had setup RTL earlier Unfortunately the bad news is that i had 3 flights with this plane, and in the final flight i was tryna autotune it and mid flight the motor came off the mount and fell in the ground (yes it was 70m above the ground when it happened) thankfully the goated pixhawk was able to save the plane, also i had full control over it so i was able to land the plane safely After further inspection i figured out that the motor heat had melted the PLA mount and made the countersink screws act like wedges in wood and it js came clean off 😭 I did NOT expect that bro. Since then i have asked for a bump and also i made the mount much thicker and in todays flight i will be ziptying the motor on Apart form that i also changed the tail for standard configuration to a V tail, currently the elevator hits the carbon boom which reduces the throw, thsi Vtail is much sturdy and cleaner lets hope for the best in todays flight
Attained total hands off autonomy successfully (Ignore the wonky video my mum was trying her best) Man this is the best day in my life. For starters ill start from yesterday, after coming home i realised i dont have much pitch stablity cuz the elevator was hitting the carbon spar, so i ditched conventional tail and made a Vtail instead. After i set it up in arduplane the next step was to go out and test it, And oh boy testing i did. I flew first in FBW A (stablize) And it flew fkin beaut, at 30m altitude i set it to Auto mode, I had preprogrammed 4 waypoints and then RTL in the fc. It flew absolutely perfectly (except for the fact that the winds was WAY too high i could NOT fly it but the fc could) So after it finished i tried bringing it home in FBW A mode (worst idea ever ) The wind literally yeeted it in other direction and i switched on RTL, unfortunately it was wraps The plane crashed in a gravel making facility (idk bro) And i was surprised to find out that ABSOLUTELY NOTHING BROKE!!!!!?!!?! THAT HAS TO BE SOME SORT OF MIRACLE BRO Like literally the only thing broken was that ONE SINGULAR SOLDER JOIN CAME LOOSE DIDNT EEN BREAK IT JS CAME LOOSE So after it crashed we panicked and rushed to the facility, the security was super helpful and i had telemetry link with it so i was able to find it in no time This project was excruciating but absolutely worth it in the end, I will be flying it in more beautiful locations later The image in the end is the aftermath of the flight (literally spotless)
Drop mechanism done Gonna test this servo drop mech on this aircraft too, hopefully it works Unfortunately yall have to wait with me till i go back home
Airplane Im finally learning to properly land this airplane, i did several FBWA runs with this aircraft trying to get my approach right and landing right too I absolutely suck at both of these things, atp im surprised ik how to build the most stable aircraft but idk how to fly the said stable aircraft We cant 100% blame my lack of skill tho cuz if yall notice we can see that the glide ratio is a bit steep, I didnt expect that from this aircraft but due to the autonomous electronics increasing the weight it might be cuz that Since the old wing mount broke and also i wanted to design a new one with 2 servos so i can get flaps with aileron going, which will hopefully reduce my approach speed and angle The efficiency of this aircraft is pretty solid ngl, it cruises at around 5-6A which is very good imo, with this pack i can get around 15-20mins I also made a 4s2p pack for this aircraft using the cells i got from hackclub, i have only bench tested those, the voltage sag is kinda concerning so im not sure if i should fly with them or not Anyways enjoy the flight and do star the repo if yall like the project so far...
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The most technically advanced WebOS by @tejaswa | The most technically advanced WebOS by @tejaswa | Stardance...
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-25T14:06:31Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ITS DONE I have made a new programming lanuage for this webOS with an integrated terminal on which you can see your programms running Added a documentation for that programming lanauge on the “browser” which people can read to get familiar w the lanuage Added IRL like file system in which you can make files from the termianl and whatver you make will also exist in the file manager This is exactly like how normal computers do it and i think its pretty nice The most thing im proud of is that new programming language yall HAVE to check it out i included some demo scripts too", "repo": "https://github.com/tejaswa4692/WebOS", "demo": "https://web-os-fawn-two.vercel.app"}, {"ship_num": 2, "ts": "2026-06-18T18:37:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my epic WebOS, a browser-based desktop environment developed using React and Vite. The project includes a window manager, taskbar, desktop shortcuts, and several built-in applications such as a browser, notes editor, music player, paint application, and settings panel. The main focus of the project is the Linux-inspired terminal, which implements a virtual filesystem and supports commands such as ls, cat, touch, mkdir, clear, theme, and neofetch. The most challenging part was designing and implementing the terminal system, since every file, directory, and command had to be simulated, so that was quiet tricky. I’m particularly proud of how closely the terminal experience resembles a real Linux shell while still being integrated into a desktop environment. For testing, I recommend opening the Terminal application first and trying commands such as help , neofetch , ls , touch test.txt , cat test.txt , and mkdir projects to explore the virtual filesystem and command system. Also i recommend checking other apps out aswell, the main focus of this project was terminal but other apps are as polished aswell, so give that a try. For the second part of this challenge im gonna be maiing a completely personalized python inspired programming lanuage with a text editor and you could actually be able to program simple programs in it like you do in your own computer", "repo": "https://github.com/tejaswa4692/WebOS", "demo": "https://web-os-fawn-two.vercel.app"}]...
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[{"post_id": 54453, "ts": "202 [{"post_id": 54453, "ts": "2026-08-25T14:02:20Z", "hours": 4.7483, "text": "Made the OS Since stardance was ending i was like lets js finish this and ship it This devlog i added pyrite, its own python like programming lanuage You can make simple programs in this run them in the terminal inside it Fixed the file manager, now you can use linux commands to make files from terminal and theyll actually show up in the file manager so thats pretty cool I think ill call it wraps now"}, {"post_id": 11439, "ts": "2026-06-18T18:23:49Z", "hours": 0.6386, "text": "Fixed the music app finally, the beep boop music is playing, that was such a headache, made some minor bug changes aswell, updated the readme to ship the project, and im quiet satisfied with what has been made even tho Webdev isnt my forte."}, {"post_id": 11322, "ts": "2026-06-18T15:04:46Z", "hours": 0.5469, "text": "Going with the technical field, remaking the linux type commands in this, added a proper file system, cat, touch, cp, move and a LOT more file commands. Tried to fix the music player glitch that my music wasnt playing, in the end im still not able to fix that so ill keep onto that, but with respect to the technical approach im quiet satified by the terminal rn, just wait till i reach the 2nd tier in this challenge"}, {"post_id": 11101, "ts": "2026-06-18T04:54:07Z", "hours": 0.435, "text": "Added something i learned in my computer science class in the paint app too, it only made sense to add it in my os too. I learned about floodfill and how its used to fill in colors in closed polygons by checking each pixel around it if its of any color other than background"}, {"post_id": 10492, "ts": "2026-06-17T07:26:13Z", "hours": 0.4219, "text": "working on a webos for the webos1 challenge, i have currently added a music app in which you can store my local directory, then you have a lil browser in which it just shows you predefined results, a paint app in which u can actually draw and save your artpieces as jpeg files, a little terminal with simple linux type commands and obviously neofetch, also added a lil notes app cuz well we love notes app. This screenshot may have a little easter egg for whats coming up next in WebOS challenge 2"}]...
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Title: The most technically advanced WebOS by @tej Title: The most technically advanced WebOS by @tejaswa | Stardance
Devlogs:
working on a webos for the webos1 challenge, i have currently added a music app in which you can store my local directory, then you have a lil browser in which it just shows you predefined results, a paint app in which u can actually draw and save your artpieces as jpeg files, a little terminal with simple linux type commands and obviously neofetch, also added a lil notes app cuz well we love notes app. This screenshot may have a little easter egg for whats coming up next in WebOS challenge 2
Added something i learned in my computer science class in the paint app too, it only made sense to add it in my os too. I learned about floodfill and how its used to fill in colors in closed polygons by checking each pixel around it if its of any color other than background
Going with the technical field, remaking the linux type commands in this, added a proper file system, cat, touch, cp, move and a LOT more file commands. Tried to fix the music player glitch that my music wasnt playing, in the end im still not able to fix that so ill keep onto that, but with respect to the technical approach im quiet satified by the terminal rn, just wait till i reach the 2nd tier in this challenge
Fixed the music app finally, the beep boop music is playing, that was such a headache, made some minor bug changes aswell, updated the readme to ship the project, and im quiet satisfied with what has been made even tho Webdev isnt my forte.
Made the OS Since stardance was ending i was like lets js finish this and ship it This devlog i added pyrite, its own python like programming lanuage You can make simple programs in this run them in the terminal inside it Fixed the file manager, now you can use linux commands to make files from terminal and theyll actually show up in the file manager so thats pretty cool I think ill call it wraps now
Ships:
I built my epic WebOS, a browser-based desktop environment developed using React and Vite. The project includes a window manager, taskbar, desktop shortcuts, and several built-in applications such as a browser, notes editor, music player, paint application, and settings panel. The main focus of the project is the Linux-inspired terminal, which implements a virtual filesystem and supports commands such as ls, cat, touch, mkdir, clear, theme, and neofetch. The most challenging part was designing and implementing the terminal system, since every file, directory, and command had to be simulated, so that was quiet tricky. I’m particularly proud of how closely the terminal experience resembles a real Linux shell while still being integrated into a desktop environment. For testing, I recommend opening the Terminal application first and trying commands such as help , neofetch , ls , touch test.txt , cat test.txt , and mkdir projects to explore the virtual filesystem and command system. Also i recommend checking other apps out aswell, the main focus of this project was terminal but other apps are as polished aswell, so give that a try. For the second part of this challenge im gonna be maiing a completely personalized python inspired programming lanuage with a text editor and you could actually be able to program simple programs in it like you do in your own computer
ITS DONE I have made a new programming lanuage for this webOS with an integrated terminal on which you can see your programms running Added a documentation for that programming lanauge on the “browser” which people can read to get familiar w the lanuage Added IRL like file system in which you can make files from the termianl and whatver you make will also exist in the file manager This is exactly like how normal computers do it and i think its pretty nice The most thing im proud of is that new programming language yall HAVE to check it out i included some demo scripts too...
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Into the cosmos by @tejaswa | Stardance
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tejaswa
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4
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125.0
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2835
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-30T12:36:08Z", "hours": 11.0, "multiplier": 18.99, "payout": 251, "blessing": "neutral", "text": "Final ship This will be my final ship for into the cosmos if you dont know about this project, This is basically a KSP and SFS inspired chill space exploration/base building game, I have worked a lot on this project trying to capture my vision and i think i did a pretty good job with this In this final ship i have introduced electricity with proper supply/demand system in-built. When you place an appliance, it needs a generator to be wired to it via an electric pole, if there are too many appliances and not enough generators, the whole grid shuts down. For each planet you need to have a mental map of your supply demand system and that’s quiet fun if you ask me. For some reason, the boombox music selection isnt working, im unable to export the other tracks so this is a known bug please dont slime me over it And yeah have fun drive around planets, make bases, send satellites in orbits the whole universe is yours : D (Im sorry for a lil larger file size TuT)", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://github.com/tejaswa4692/IntoTheCosmos/releases/tag/10-30-26"}, {"ship_num": 2, "ts": "2026-08-16T04:20:51Z", "hours": 54.0, "multiplier": 19.58, "payout": 1259, "blessing": "neutral", "text": "INTO THE COSMOS This is the game i have designed with inspiration from Spaceflight sim and Kerbal Space program, i wanted to capture the total freedom of roaming in space without the stress of designing a space vehicle for hours just for it to crash into a million pieces. I wanted to make a chill relaxing game that people can come back home after a long day of work to, boot it up and have fun just roaming the eternal space without stressing out. Im quiet proud of how im capturing this vision of mine and im very happy with what im making. Heres some information of what i added this ship: I’ve basically been adding a bunch of systems that I’ve wanted in the game for a while, and the game is starting to feel a lot more like an actual sandbox now. First thing, I finally added electricity. This is probably one of the systems I’m most interested in because now I can actually start making more things depend on power instead of everything magically working forever. This also gives me a lot more stuff I can do with spacecraft and bases in the future. I also added scraps and scrap refining. You can now collect scraps while exploring and actually do something with them instead of them just being random useless objects. I’ve also added the material processing system around this, so scraps can be refined into materials that can actually be used to build useful buildings. This is going to become a much bigger system later on. ROVERS ARE FINALLY HERE You can now actually drive around on planets instead of just landing there and leaving. I really wanted this because the planets were starting to feel a little pointless once you landed on them. Now you can actually get out there and explore the surface properly. I’ve also added planet properties. Planets now have their own properties which means I can start making different planets actually matter instead of them just being randomly generated balls you land on. There’s a lot I can do with this later, especially with resources and exploration. I also did a pretty big overhaul on the visuals. The ambiance shaders have been improved and I’ve added a bunch of new stuff to make the planets and space itself look better. black holes now also have a hidden easter egg…. Ive also given every planet a beautiful atmosphere And yes. Mudfish I don’t know why. They’re still stupid. They just walk around on planets doing absolutely nothing useful. But honestly the universe felt too empty without them so I’m keeping them. A lot of this update was also spent doing optimization because some of the newer systems were starting to get pretty heavy. I’ve been going through different parts of the game and trying to make everything run better without completely murdering the visuals. Overall this update is probably one of the biggest changes to the game so far. And I still have a stupid amount of things I want to add. https://www.youtube.com/watch?v=ZZg3blASmgc This is the link to the youtube video if you dont have time to review the game PLEASE check it out and rate the project I read and appreciate every single one of you reviewing this game, please be as informative as you can be as this is one of the biggest games ive worked on till now, thx and have fun playing the game", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://github.com/tejaswa4692/IntoTheCosmos/releases/tag/10-30-26"}, {"ship_num": 3, "ts": "2026-07-08T12:04:25Z", "hours": 46.0, "multiplier": 19.75, "payout": 1084, "blessing": "neutral", "text": "Into the Cosmos Join Boney on a journey across the endless cosmos, where every horizon hides another world waiting to be discovered. Launch into the unknown, weave between glowing nebulae, drift past impossible black holes, and set foot on planets no one has ever seen before. Build observatories to mark your path through the stars, refuel your rocket, deploy satellites into orbit, and keep pushing farther into the infinite. And when the day is finally over, come relax with Boney and lose yourself among the stars for a while. I’ve always loved games like Kerbal Space Program and Spaceflight Simulator, but I wanted something where you could jump straight into flying without spending hours designing the perfect rocket first. The result is a sandbox space game built around realistic orbital mechanics, exploration, and simply enjoying the journey. The universe is procedurally generated, meaning there is always another unique planet waiting somewhere beyond the next launch. Every expedition can take you somewhere completely new, and every observatory you build becomes another milestone in your adventure. Satellites aren’t just for show either. Launch them into orbit, revisit them later, and use them as your eyes in the sky while you continue expanding your reach across the universe. If you’re new to orbital mechanics, don’t worry. The game includes detailed instructions, an optional on-screen keybind guide, and a full in-game settings menu that lets you tweak graphics and performance to match your hardware. Whether you’re playing on a high-end gaming PC or something much more modest, I spent a lot of time optimizing the project so as many people as possible could enjoy it smoothly. There is one place, however, that lies farther than anywhere you were ever meant to reach. Most people will never find it. Those who do usually don’t come back with an explanation. I call it The Farlands. Whether it’s a bug, a feature, or something else entirely is for you to decide. I built this game in Godot 4.6.2, spending countless hours refining the physics, procedural generation, shaders, rendering, UI, and gameplay systems. Every optimization, every visual effect, and every mechanic was added with one goal in mind: making space feel like a place you can get lost in for hours without realizing where the time went. So fuel up, trust your trajectory, and see just how far Boney can go. If you decide to give the game a try, I’d really appreciate a detailed review afterwards. The feedback I received on my last project genuinely helped shape this game into what it is today, and I’d love to hear what you think could be improved, what you enjoyed, and what you’d like to see added next. If you enjoy the project, consider starring the GitHub repository and liking the YouTube video. It really helps more people discover the game and motivates me to keep building and improving it. So fuel up, trust your trajectory, and see just how far Boney can go.", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://github.com/tejaswa4692/IntoTheCosmos/releases/tag/10-30-26"}, {"ship_num": 4, "ts": "2026-06-30T14:45:22Z", "hours": 14.0, "multiplier": 17.81, "payout": 241, "blessing": "neutral", "text": "I made Into the Cosmos, a realistic 3D spaceflight sandbox inspired by Kerbal Space Program and Spaceflight Simulator. The game lets players jump straight into the mission and experience realistic orbital rather than spend hours designing the rocket just for it to fail when launching. This is a relaxing and fun game where players can just sit back and enjoy the physics and thrill of sending rockets to space. The biggest challenge was making somewhat realistic physics with enjoyable gameplay. Getting the gravity, RCS controls, and spacecraft handling to feel both snappy and fun to play with without absolutely broken, writing so many lines of code, and deciding on how im gonna be approaching some problems was quiet fun, i have a lot of fun designing it, i used to go to bed thinking what ill be adding to the game tommrow. I’m most proud of achieving the relaxing experience I originally envisioned. Im quiet glad i was able to fianlly have a direction towards my game and have an idea of what i wanted. And the gameplay is quiet fun aswell, i found myself “playtesting” my games just having fun slamming the rocket into planets, doing interplanetary missions. Setting satellite in different planets To test the project, I recommend reading the in-game controls and instructions first. They explain the basics of reaching orbit and make the experience much more enjoyable.", "repo": "https://github.com/tejaswa4692/IntoTheCosmos", "demo": "https://github.com/tejaswa4692/IntoTheCosmos/releases/tag/10-30-26"}]...
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[{"post_id": 84751, "ts": "202 [{"post_id": 84751, "ts": "2026-10-30T06:30:12Z", "hours": 0.6822, "text": "Final devlog of the game, honestly idk what i did, i havent worked on thsi game for a LONG time, But it was pretty fun ngl. I love all of yall who supported me on this journey to make this project and shoutout to every follower who decided to follow this to be a part of this journey. When i started this project i didnt know this would be one of the best games ive ever started, im super proud of it and i enjoy playing it aswell, Thanks to everyone again who kept me motivated with their feedback and support my heart goes out for yall And honorable mention to the fulfillers, fraud squad, shiprights, zach and hackclub for making this possible, I couldnt have done it without yall As everything must come to an end, i think this project must too, This wasnt one of my BEST projects as that one is YET to come, but this one was the one that taught me so much Have fun in life yall and wish you best of luck"}, {"post_id": 54490, "ts": "2026-08-25T14:44:08Z", "hours": 0.6006, "text": "SHOUT OUT TO @253_Mathilde_IYKYK For starters i made a lil script so that if a rocket is in the SOI of a planet and then it scans near it by pressing F it shows all the necessary details about the planet, currently they are obvious details but i will work on making them useful. I have a few ideas of what i can do with it Now to the important part @253_Mathilde_IYKYK recommended me to add a song they like SO I ADDED IT TO THE GAME Hope yall like it :) (Sorry for not including video idk why stardance was bugging and throwing error when i was tryna upload a video)"}, {"post_id": 53590, "ts": "2026-08-24T06:27:00Z", "hours": 1.7239, "text": "BOOMBOX!!1! , macondo marketing team too good Last night i spent unhealthy amount of time watching ig posts of macondo on hackclub ig, I lowk feel insane amount of fomo and i wanted to go so bad The songs they used in the marketing reels are still stuck in my head So as any reasonable person would, I added a boombox in my game with with my fav songs from the reels they made @zach PLES FLY ME IN NEXT IRL HC EVENT PLES IM BROKE"}, {"post_id": 51670, "ts": "2026-08-21T14:03:35Z", "hours": 1.3228, "text": "IM RICH!!11!! 2080 sd and top 10 in multi I got all positive reviews from yall and i apprciate every single one of u for rating my project. I have finally added scrap mines to the game, i had already made the 3d model for them i just thought they didnt fit in the game but since im adding automation and electricity to the game i think this would be a great addition. Currently they produce 10 scraps, copper, iron per 10 seconds so 1/ sec i will later randomize this and give them weights, im js too lazy cuz of this clg n shi istg Good thing is tho tmr im going home That does mean my work on hardware projects will start again That being said i need you to give me more recommendation for the game, the reviews didn’t give me any ideas or unique views what i could add to my game."}, {"post_id": 49072, "ts": "2026-08-17T17:51:03Z", "hours": 2.0336, "text": "In these 2 hours i have lost all my sanity But finally the factorio like supply/demand electricity mesh finally works First i thought of using recursion to spread the electricity through every single tower But then i ran into a problem where towers interconnected so to fix that i passed a self parameter that didnt seem to help. Then i decided to make towers only connect once (which was a disaster and brought its own set of bugs) and that to tremendously failed So finally i decided upon a global mesh chain architecture where all the nodes in a chain have similar looking list, and whenever an appliance is connected to it the chain just iterates through its connected devices, This in turn brings the time complexity down to O(n) and makes everything a whole lot more efficient. Finally this is done Currently only the tesla charger works with this new logic, later i will add other electric appliances to this mesh network aswell and give them watt draw Few things to keep in mind, Currently 1 generator makes 50kW and one vehicle charger consumes 40W, If the demand isnt satisfied every node in mesh rejects the connection until the demand IS satisfied I know this might feel stupid for some people but this is only done as a feature so you dont overload the electronics in space"}, {"post_id": 48779, "ts": "2026-08-17T09:55:49Z", "hours": 2.4833, "text": "TESLA SUPER CHARGING So for starters i forgot to tell yall that i DIDNT get slimed by senior my clg department helped me and scared tf outta bro and i got to fight bro too And in this update i added set battery capacity to rovers They use supercapacitors to store charge so that means they can be charged and discharged for eternity Then i added charging stations to the game and made them use power grid electricity. I think players might abuse electricity by only placing 1 generator to power an entire city so i will be implementing complex wattage draw logic like they have in factorio to get some supply/demand action rolling. Then i worked on implementing save game in the game and i failed terribly (this will be a hurdle for later) I spent like solid half an hour trying to implement it just for my save file to be completely empty Idk whats going wrong but i will eventually figure it out. For now tho i will be working on factorio like supply/demand logic for electricity wish me luck"}, {"post_id": 48283, "ts": "2026-08-16T16:23:11Z", "hours": 2.1503, "text": "Some really cool additions For starters today i implemented a little list at bottom of the screen that can be used to store the coordinates of player rn Yall might be wondering what tis could be used for, But i have something really cool cooking up in my head lets hope i am able to express it properly. EXPRESSING MY LOVE OF YAGI ANTENNAS I ADDED A YAGI ANTENNA TO THE GAME!1!!! It has a search feature that looks around for strongest signal and then does nothing But in future i will be making a whole mechanic out of this. Then i made a little web release it butchered the visuals i worked hard on. Its okay tho cuz i added a warning label like last time on that release too. Linked the web release as playable link for the game I want YOU to tell me what should i add to this game as im running into a roadblock where i dont know what i could add for the electrical update for the game that would actually be a useful addition, Comment down below to drop your ideas the best one will make it into the game"}, {"post_id": 47469, "ts": "2026-08-15T12:12:27Z", "hours": 4.2428, "text": "YAYAYAYAYAYA 3RD SHIP INCOMING In the first 2 hours i logged i worked on making the 3d models as refined as possible and made them look good by referring to astroneer as someone commented on my game Also made multiple 3d models for the electric pole and finally used the one that sat right with me. Made a new 3d model for generator and upgrade station aswell In the next 2 hours i made minor tweaks and fixed satellite bugs along with updating the help menu with newer control code, also was thinking of implementing a scrap mine but dropped that idea (maybe later ships) Then i added a little keytip marker near the refinery and chest of observatory to aid the player. Added a bunch of sounds to the electronics of the game and now it sounds a whole lot better (also reduced the main music) FINALLY TIME TO SHIP Thnx to all of the support on this proj i wont disappoint yall at all with future ships"}, {"post_id": 46499, "ts": "2026-08-13T19:09:37Z", "hours": 1.13, "text": "I was aiming for 3 hours today but i lowk got in a fight with a senior in my clg and bro is threatening me to slime me tmr it might be wraps for me gng Putting the sliming part aside, today i made the 3D models for a generator concept (or actual thing) i found online of what they use in space. The i did sm audio editing to have a whrrrrrrrrrrrr looped sound effect and it was quiet easy to make a whrrrrrrrrrr loop, easier than i imagined. Then i added another sound and layered both ontop of each other and now it genuinely sounds kinda peak After that i made the electricity spread across all the electric poles, heres the code for that if body.is_in_group(\"tower\"): towers_closest.append(body) create_lines(body.location_to_connect_wire_to) if has_electricity_running: body.has_electricity_running = true elif body.is_in_group(\"electrical_appliance\"): if body.connected == false: towers_closest.append(body) create_lines(body.location_to_connect_wire_to) body.connected = true if body.is_in_group(\"generator\"): has_electricity_running = true for i in towers_closest: if i.is_in_group(\"tower\"): i.has_electricity_running = true I might lowk be taking AI’s job in writing bad code, they should make a me gpt in which i reply with shit code that DOES work. I also visualized the flow of electricity by hiding/showing a random cylindrical mesh that shows if it has elec flowing through it. Tmr ill be redoing ALL the icons cuz currently they look straight dookey, and also fixing the UI, then if i have time give observatory and everything an electric connection and make them so they dont work without it. This was all i worked on today, yall pray for me lets hope i dont get slimed tmr ."}, {"post_id": 45792, "ts": "2026-08-12T14:42:25Z", "hours": 6.0336, "text": "LETS GO IM FINALLY UNBANNED Unban stuff aside, time to explain the devlog even tho being unbanned feels great and i have insane amount of motivation to work on my proj now In past idk however weeks ive been working on 2 major things, first is that ive finally listened to the last ship reviewers and added upgrades for rocket, with custom 3d models for each rocket tier. currently it uses a separate key to open close the menu which is bad but ill fix later Also only the rockets fuel attribute is updated when you upgrade a rocket so ill fix that too. Also after the ban i was working on electronics update for my game, i have implemented electric poles, 50Kv Generators for now, i am going towards direction of factorio im afraid, but i dont wnana make it very grind-y so ill keep that in mind (hopefully) For future i will be adding better UI/UX its currently embarrassingly bad rn (even tho my degree is Computer science and Design) So yeah that will need a massive revamp Also id like to give a shout out to water #Freewater #heaintdonunwrong"}, {"post_id": 40560, "ts": "2026-08-04T06:09:37Z", "hours": 1.4125, "text": "After getting falsely accused for fraud for using the godot wakatime extension and getting a heart attack I have finally added little homes for these skinny dookeys I hate, HATE behavior trees with every cell in my body I hate to admit but i did take help of claude chat to help me set this shi up, it was js the free version tho so we good. I added so like normally it ran away from player if it sensed one near, but now if the player is close by and it has a home near it runs to that and hides in the home, and if player is far enough it emerges back out. Ill move on to adding more entities now rather than polishing these dudes, i think from the final game i wont even keep them in cuz how ugly and weird they are Aye free me bro i aint do nothing wrong, fix the wakatime extension fr"}, {"post_id": 39489, "ts": "2026-08-02T13:55:59Z", "hours": 1.7764, "text": "REALLY NICE ADDITIONS Ive finally added some life to the game. I have added these weird mudfishes inspired by those weird furless cats. These mud fishes aren’t stupid tho, i ___have implemented a proper behavior tree to them, Each one of them has their own set of actions. Normally like minecraft mobs they roam around look around the world, but if a player is near their vicinity, they RUN away from the player protecting them. Currently i have no clue what ill use them for, but one thing is for sure that they have really nice skin I wonder what will happen to it in the near future Really happy by this addition tbh, the world was getting kinda lonely, this was important, in next updates ill be adding colonies of these things mounds and their homes, along with their baby variant."}, {"post_id": 38887, "ts": "2026-08-01T13:38:58Z", "hours": 1.4058, "text": "Man i hate making 3D models Not my best work yet, but refinery is done, After several iterations, getting inspo from pinterest and then ditching it and drawing one in back of the class, im finally set on a design, it looks pretty good as of rn. (its not) I fixed a bug where the text was glitching out when i tried to craft scraps, and now it works as it should. The logic is perfect for how it should act in game and im hoping i dont have to touch it again in future to fix it. That being said ofcourse ill be making the 3D model better, But for now i just wanna focus on programming stuff and making the loop right. We can always make it prettier later . Im unfortunately still not home and i still have to survive in this godforsaken room, but hopefully ill be home soon as ill get my appli signed to go home, And then ill be working on both this and the plane together"}, {"post_id": 37473, "ts": "2026-07-30T07:46:37Z", "hours": 4.0967, "text": "Finally a devlog after several days of straight struggle For starters ill tell yall why it took me so long I lowk changed places and i live alone in a room now, i had to shift and living conditions here are absolute hell I somehow survive without going wild due to all the bs ive been facing recently. My productivity has taken a severe hit, a feature like this took me way too much time to complete than it should’ve. That being said i did wander off in different directions cuz i was lowk clueless which direction i should take this game (i still havent decided ) In this devlog i added advanced material processing and advanced materials to the game, with a minecraft furnace like cooking mechanics, i made the logic quiet efficient and refined, its not my best work but it can always be better later. I js hope this eternal torture ends and i finally get to have better living conditions. istg ive been boiled alive, breathing is a struggle in this place Ill keep serving yall with most banger updates so keep me followed, this game is gonna be the next big thing lowk Now i will be makig the 3d model for refinery, before this i made a failure ahh model in whcih i js made a complete simithing room inside a space bubble 😭 Gotta make something better than that so time to lock in"}, {"post_id": 35113, "ts": "2026-07-26T10:39:31Z", "hours": 2.3589, "text": "OKAYAYAYAYAYA UPDATE TIME I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise. Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️ Also progress on this game will go back to high now as i wont be home to work on my plen."}, {"post_id": 32900, "ts": "2026-07-22T11:12:22Z", "hours": 2.2856, "text": "OKAKAKAYAYAY some more cool additions for exploration aspect for the gam I added an arrow that points towards a set direction, which also changes its with respect to how far the rocket is from that point Also I FINALLY FIXED THE WATER WALKING SOUND ISSUE!!!1!!! Turns out it was quiet easy, i was just too stupid and over complicating it, a simple rewrite fixed everything. For next update i will be adding findable clues, maps, coordinates left out to rot by a “past explorer” that you find across the universe, this is gonna require a bit of time and skill but i can deliver that easy with some time Again progress is a bit slow cuz im actively working on my biggest endurance aircraft but i will keep tis game updated nonetheless, and in future u might even find it on steam who knows"}, {"post_id": 31916, "ts": "2026-07-20T18:18:16Z", "hours": 1.595, "text": "AYEEEYEYYE UPDATE ON THE PEAKEST GAME Made a really smart decision and got rid of the ugly hotbar like menu to place items, now da gam has a nice build menu in which most of the time was spent in making my code more cleaner. But it works now, it looks way more clean and immersive. Instead of relying on hardcoded information for items, i finally made a global that can handle all of that, idk why i didnt do that earlier. About the sound engine, i genuinely hate it a lot, i will be redoing it from scratch and figure out wtf is wrong with it Sorry for slow progress, i dont have much time till im at home so im tryna maximise the time i spend on my rc plen, ples follow it aswell"}, {"post_id": 30554, "ts": "2026-07-18T07:09:50Z", "hours": 1.0953, "text": "Oh i did manage to fix the water walking loop a lil more, its not perfect, but i dont understand whats going on. so ill just work on that later Anyways thats that, big changes i made are that now to place observatories or rovers you need to have a specific amount of scrap on you, i will be turning this into a full fledged build menu so its more appealing, and i will have this menu as a quick hotbar to place blueprints of items. I find this gameloop satisfying as it takes away the management hassle and this game is supposed to be relaxing. And bro how long IS the queue my bambu is STILL not shipped Sorry for slow updates on this project, currently working my ass off irl on the UAV project of mine as i have a deadline to finish it. If i did manage to get a good rep towards this proj, ill be taking the reviewers advice and hosting this game on steam. That developer grant might come in handy ngl"}, {"post_id": 29586, "ts": "2026-07-16T16:53:16Z", "hours": 3.3417, "text": "AYEEEEEE DEVLOG TIME So today i redid the observatory 3d model, gave it some clean nasa textures, its not upto my standards but its getting there, also fixed that stupid atmosphere bug now everything looks insanely better. Added a planet to the launch screen to flex aswell, i think it looks awesome there. Oh and also i tried to add water walking sound but am failing miserably but worry not as i will be reworking the soundengine too later Taking a moment to give a shout out to my followers who motivated me to work on tis more also HM all the reviewers who gave incredibly nice feedback"}, {"post_id": 28757, "ts": "2026-07-15T07:07:48Z", "hours": 3.0931, "text": "HOLEE SHIT, ADDED INSANE STUFF TO MY GAME IT LOOKS SO BEAUTIFUL NOW, I CANT BELIVE IT So, for starters, since yesterday I have been learning shaders. I fixed that shitty atmosphere shader that I translated from someone else’s shader to Godot. I had to make a lot of changes to it to get it working properly for my game. ALSO I MADE A SICK ASS WATER SHADER FOR PLANETS TO HAVE. Then I REWROTE THE PLANET GENERATION SCRIPT. Now each planet has unique properties like: Ambient temperature Water availability Air density, which determines water availability too I also tried adding comets and comet trails to the game, but failed tremendously. Oh, and also, dont go near the black hole. OH AND I GOT MY PAYOUT, AND I GOT THE BAMBULAB A1 MINI. THIS DAY JUST KEEPS GETTING BETTER"}, {"post_id": 27829, "ts": "2026-07-13T18:30:42Z", "hours": 3.1256, "text": "Devlog #idk Didn’t get a ton of new content added today, but I spent most of the time cleaning up annoying bugs and polishing the game. The biggest fix was the rocket explosion system. There was a bug where the rocket would slam into the ground at over 300 m/s … and just refuse to explode. I rewrote the logic, and it’s finally behaving properly. I also started modeling the mothership . It honestly looks like absolute dookey right now, but it’ll do as a placeholder. 3D modeling definitely isn’t my strongest skill, so I’m calling this version “good enough” for now. On the graphics side, I added a proper atmosphere around the planets, which makes them look much better. I also experimented with chromatic aberration , but it didn’t really fit the style of the game, so I ended up removing it. Huge thanks to @aloyak for the inspiration and some really helpful rendering tips. He showed me a much better way to increase the render distance without killing performance, so I’ll be implementing those improvements tomorrow. Also… I earned 1085 Stardust on my second ship. Not bad."}, {"post_id": 27157, "ts": "2026-07-12T13:40:03Z", "hours": 4.2947, "text": "OKAY so really cool changes First of all i fixed major inside stuff, instead of having 350 lines of gd script files in which i had to sift through to find the function i need, and then get overwhelmed later, i made everything modular, All the functions are Nodes in the scene that hold scripts. These scripts hold the functions that were earlier stored in the main .gd file, so now everything is a lot less cluttered and makes my life easier. I also did the same for the rocket scene as it was getting cluttered too. I added chests to the game where you can store items in (dont mind the invisible hotbar), They will be locations to store your items which will be scattered inside of observatories, im also thinking of redoing observatories as this model now looks ugly, and i think this has a lot more potential. Oh and also i have decided upon how im gonna make the player create an observatory, you land on a planet, collect scraps, them build an observatory, and then everything in observatory would cost the player X amount of scraps, also abandoned motherships will also provide the player upgrades for rocket. I got 3 ratings which im thrilled about, but also kinda sad because the reviewers prolly playing the itch release of the game and not the actual one but eh i think its fine, as long as my game is peak. Next ill be working on making an actual 3d model for the mothership"}, {"post_id": 26683, "ts": "2026-07-11T16:52:12Z", "hours": 2.1936, "text": "Designed the actual model for the rover, im pretty happy with how it turned out, i think ill keep it. tweaked the settings for the rover to get it just right, the only problem im facing is that due to the curvature of the planet, rover js flys off n start orbiting at high speed, i gotta add down force to tis i think. I removed the inventory cuz it was too wonky, i think ill have a hotbar and a backpack like peak, i think thatll be more immersive than having a stupid inventory. (this is totally not because i went rabid trying to implement it)"}, {"post_id": 26423, "ts": "2026-07-11T06:30:37Z", "hours": 2.1986, "text": "So i changed the Help UI of the game, made it look a lil better than that roblox ahh UI, Added mother stations to the game where u can get rocket upgrades, im slowly trying to figure out the game loop, itll be that you are a lonely astronaut in eternal void of space, your kind has been extinct, these ships are abandoned u can repair them and get a specific upgrade from each of them. Also i made the web version available too, its been 3 days and ive been sitting at 0 ratings just demotivated the hell out of me, the quality of graphics and gameplay is butchered but i had made that clear in the itch page, lets hope people rate it now"}, {"post_id": 25881, "ts": "2026-07-10T11:24:42Z", "hours": 5.6075, "text": "Working on making the game loop more fun, Im thinking ill be taking the game towards single player base building story mode type of game, I made a web version cuz i had 0 reviews after 2 days, the web version isnt good at all but its make do, I added rovers to the game now too its insanely fun driving them around the planet and having fun, i will be adding more stuff to the game, inventory system turns out is way harder than i expected so ill do that later. Enjoy this clip of the game"}, {"post_id": 25202, "ts": "2026-07-09T09:33:14Z", "hours": 2.2953, "text": "Made major game optimizations, Am adding a proper inventory system with crafting, I have designed inventory with crafting in past for my cooking game shouldn’t be that hard, But doing it in preexisting is a bit of a challenge. I have implemented a simple hotbar and item system in the game, I also used Godots IK nodes to control the bones, and god damm was it useful, this might come in handy in future. Switch to this camera does make it look a lot better"}, {"post_id": 24651, "ts": "2026-07-08T11:38:24Z", "hours": 0.5031, "text": "Okay just fixed another tiny bug, im glad i checked it, when i select the satellite for an observatory, the UI doesn’t open again, so it made it impossible to refuel, i fixed that by giving an option to control satellite now. I think im set for the ship now, i reccomplied the binaries, the readme is ready to, along with the latest youtube video https://youtu.be/RQmEh_rwnzQ"}, {"post_id": 24598, "ts": "2026-07-08T09:44:34Z", "hours": 4.72, "text": "Final devlog before ship. I have polished the UI, remade the boney 3d model, Fixed observatory logic, made other tiny gamebreaking improvements, Also i have fixed animations for boney, added a jump animation. Major change is 3rd Person camera now, which makes the whole experince even more immersive. I have playtested it several times, im kinda nervous and hoping it works perfectly as it is on my machine."}, {"post_id": 24288, "ts": "2026-07-07T19:13:44Z", "hours": 4.7478, "text": "Getting the project production-ready. I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game. A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them. I also found a pretty game-breaking bug, so I’m documenting it here for future me: If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later. I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing. Turning it on made a huge difference, the game looks so much cleaner now. As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe. I also changed observatories so each planet can only have one. Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere. Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing."}, {"post_id": 24002, "ts": "2026-07-07T08:55:54Z", "hours": 4.1525, "text": "Today i have just started refining the 2/3 stage gameplay i made it so you cant just spam sattelites wherever you want, but instead you have to get them docked on your rocket at the research center. I made the ugly loading screen a little better, i will fix it even more by designing custom graphics for it I revamped the 3d model for the research facility, it has interior and the infamous meme toilet where little boneys take a dookie in unison. (This will be a feature in 3/3 version of the game) Currently i have fixed some more gamebreaking bug where the ui just straight up didnt work, turns out it was due to my own stupidity of forgetting to hide an transparent panel in the scene tree."}, {"post_id": 23577, "ts": "2026-07-06T16:46:05Z", "hours": 4.7711, "text": "SO, Im now starting to add everything people complained about or found annoying in my first ship, Someone pointed out i had made the help but the help i made didnt tell what keybinds to use, so i have designed a dynamically UI screen to add guide for button keypress, it was a bit of a tedious job but its done now. Since i understand that not everyone has a good computer, (I have an RTX4050 with Ryzen 7 AMD Ryzen 7 7435HS CPU with 24 gigs of ram so i cant rely on my laptop to be an average computer) but i know not everyone has these specs so i took the time to code more settings in the settings section, now i can select the major factors of FPS drop in this game. Also i redid the noise the planets used, the noise textures is used before if you see from earlier videos looks very choppy, unrealistic and creative, now it looks a LOT better. Currently i haven’t added keybinds UI for the rocket, which ill add later, I will be making a ship soon after fixing more bugs that i delayed for later."}, {"post_id": 23362, "ts": "2026-07-06T09:04:28Z", "hours": 7.4369, "text": "Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time. I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks. Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell. Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference. I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space."}, {"post_id": 22728, "ts": "2026-07-05T09:44:51Z", "hours": 4.8342, "text": "ABSOLUTELY INSANE ADDITIONS FOR MY GAME THIS TIME. First of all my first ship was finally reviewed so i read all the reviews and made a mental note of all of them, they were all positive and im very happy people resonate with my project so i appreciate everyone who wrote a very thoughtful review for me i thank you all a lot. Now in the technical part of the game: I finally fixed my nebula raymarched shader, now it actually has volume and you can go inside it and it looks absolutely ethereal. Reviews told me that they would love it if the planets had more details, so details i added, i made a VERY efficient chunking pipeline to scatter debries, and whatever i want on the planet mesh, i am being able to have the whole planet populated with no noticeable drop to performance. I made the script in a way that its a module, so in case if i ever want a planet with vegetation or trees, i can just drop the 3d obj file for that mesh and boom ill have a proper chunk based scatter for that mesh. I tested the chunks using debug cubes and it works perfectly as it should. I also added spacewalking to the game, you can genuinely just float in the space and enjoy the view from the outside, this was quiet easy but its an addition that i shouldve added a long time ago. Also ive finally added randomly generated textures for planet surfaces, these dont look AS realistic rn, but im sure after changing a few parameters and adding proper debrie 3d models, it’ll look absolutely astonishing. From the reviews i read that i didn’t add any help for what keys to use and genuinely thats on me im too stupid so in future ship ill 100% fix that Also ive added a feature where you can currently place observatories on planets and use them to control the satellites, This is just for now as for future ill make the player do stuff on the planet first to have their base setup, I dont wanna complicate it too much as this is supposed to be a relaxing game, but i think this much is necessary. Ive also 3d modeled a tiny astronaut along with his animations and im calling the player boney, i have decided on boney’s lore yet but i can assure yall one thing, it will be insanely deep, and there will be clues for it all around the game, you just have to notice it. I also have massively optimised the star spawning shader, i am able to have 10s of thousands stars on the screen without having any frame drops at all, i used GPU instancing for this and this is genuinely black magic, I also used GPU bill boarding to help aid the performance even more. Removed the unnecessary calculations and now the sky is denser than ever. I also herd people wanted me to make a web release for it as the download process was quiet tedious, but i think 2 devlogs ago you can see me in godots compatibility mode, it BUTCHERED the visuals completely so i dont think i can bring myself to do that after spending so much time writing complex shaders. TODO: Add wormholes, infinite planet generation, coordinate system."}, {"post_id": 22073, "ts": "2026-07-04T10:05:33Z", "hours": 5.02, "text": "Okay this devogg im glad to announce i have successfully fixed that bug in last devlog which i told yall about, this devlog i added a lot of visual eye candy changes, and a few more functional changes. For starters i added a settings menu and a homepage so users with low end devices can change the settings accordingly, these settings will obviously be updated as the game updates. Secondly, ive added GPU instanced particles all around the player to give to the eyecandy factor of the game. Thirdly i added black holes and their custom ray marched shader to them, they also have the stretch effect of light when u go near them like how they describe “spaghettification” in encyclopedias. I also added ray marched nebula in aswell, they currently dont serve a specific purpose apart from the eyecandy factor, but to be fair not everything has to have a purpose as this is just a relaxing chill game. I also changed the music to a different royalty free music, i was genuinely so tired of listening to that track on loop it was driving me crazy."}, {"post_id": 21430, "ts": "2026-07-03T11:40:44Z", "hours": 5.1097, "text": "I have genuinely lost hairs, sanity and life, i have this insanely annoying gamebreaking bug. Currently if the world has more than 1 active gravity source, the satellite doesnt perfectly orbit the planet it should be orbiting, after a while it looses velocity and crashes, this is absolutely gamebreaking as the main concept of the game is gravity. I have tried so many fixes, managed to break the game multiple times, but in the end i think i have a clue of whats going on, when i introduced SOI for each planet, the orbit was still terminating with a crash on the planet, i had made it so that if the body is outside the sphere of influence,it sets the gravity influence from that planet to 0, but even if im in my own sphere, i still somehow crash, i initially thought that the other planets might be attracting the satellite, but i think its the floating point calculations that are messing the orbit up, currently i have no clue how ill fix it but ik ill figure something out. If you guys have any idea what it could be please comment i lowk need all the ideas i can get Anyways i fixed the satellite observatory logic, refined it a bit more, ran tests, tried to implement multiplayer but stopped cuz other bugs got overwhelming. I think ill focus more on designing a nice clean UI now rather than bug fix, which ill do later, cuz they do say “make it exist first, make it perfect later”."}, {"post_id": 20673, "ts": "2026-07-02T10:15:08Z", "hours": 4.4403, "text": "Devlog 8 of my epic space game: Following the trend of making a relaxing space sim game with multiplayer, i added quiet a lot of stuff this devlog, i first of all laid a foundation for future, redid all the buggy code, made all the functions future proof, and then i added observatories, proper satellite controller, and made the satellites be able to control with their respective observatory, now the player can spawn satellites, send them to space or go on a mission, come land back and control the sattelite they have sent to the space. In future ill be adding dynamic and unique planets that will be randomly generated eveytime you log into the game."}, {"post_id": 19227, "ts": "2026-06-30T14:21:37Z", "hours": 0.8425, "text": "DEVLOG 7 OF INTO THE COSMOS This devlog i made some really important additions of a help menu for newer players, i find this quiet important as making an orbit around the planet is quiet hard, so i handdrew some quick informative help guide that can help you quickstart. Also finally ready for my ship #1, i have setup the readme, and made a release for this project, Also uploaded a lil youtube video cuz the guide said so."}, {"post_id": 18501, "ts": "2026-06-29T17:48:37Z", "hours": 1.6342, "text": "Devlog 6 of my epic space game: This update i added quiet a bunch of stuff i was excited to add. First of all major addition, A Satellite, you can carry it from your rocket, take it it in your low planetary orbit and release it in there, itll keep orbiting the planet if you made your orbit right. RCS and thrust with VFX for the satellite this was essential as real life satellites also have this feature and im trying to nail reality as much as i can with this project Finally a better camera, now camera can switch between 2 registered entities, and the selected entity will only be controlled by the camera so thats pretty neat. In the video i showcase the rocket, the satellite, satellite boosters and rcs, landing the rocket, rendezvous with the satellite back again (not really but eh lets just call it that) For future im planning to add redocking (its gonna be very hard to do it in game tho), the game is actually quiet hard its not as simple to create orbits, if the user doesnt have the knowledge of how orbits are made then itll be quiet hard for them to understand that, so for the final release ill also be making a little tutorial. The video is 1.5x btw"}, {"post_id": 18150, "ts": "2026-06-29T05:15:37Z", "hours": 2.8544, "text": "Devlog 5 of my epic space travel game: Finally added more stuff i was delaying to add RCS thrusters effects, now rcs thrusters also have a thrust cone like the main booster Really nice explpsion vfx, now the explosion doesnt look like a low effort particle, its multilayered particles now with sound effects Balanced the game a bit as currently landing was quiet hard, so i fixed that Game is coming together really well, personally i spend a lot of time playing it myself so i know its a banger project, Moving forward i will be adding satellites, save states, fuel system, multi stage rockets, production level graphics to the game. (not posting video as they dont do as well)"}, {"post_id": 17045, "ts": "2026-06-27T17:51:18Z", "hours": 2.4083, "text": "Devlog for my awesome space game, so today i remade the 3d model for the rocket which i was dreading to do but finally got it off, the insane part is that i added a really nice vfx trail instead of kiddie looking particle trail for the rocket, this one looks like an actual thruster and the real deal. Also added music this time around, i tried to add thruster sound but that wasnt working so left that for some other day. tommrow i think ill add proper 3d models for planets and make a replica mini solar system (not ours) The vfx look so sick tho i cant have enough of them"}, {"post_id": 16377, "ts": "2026-06-26T17:33:15Z", "hours": 1.7225, "text": "KSP style sandbox game: Okay so a lot happened since last time, firstly i switched to arch linux as my daily os, and in the game i added planets, RCS, realistic gravity. a planet is a datatype that has information of the mass and gravity scale of that planet, and it can attract the rocket object, also the cool part is you can have multiple planets and create really creative orbits around them, its almost like were actually in spacec Added RCS thrusters as landing on planets was impossible without it, rcs uses shift + wasdqe keys to move in all 3 axis, this makes it very playable but not extremely easy, in the video you can see i still haven’t got the total hang of it yet myself, but ik ill do. Ik i was gonna make a playable release today but due to me wiping windows thats gotta wait a while before it actually happens, For future plans i think ill add a proper environment that replicates space, have enhanced 3d models with HD textures, rcs particles and stuff, also an actual level to play around in."}, {"post_id": 15657, "ts": "2026-06-25T13:49:03Z", "hours": 2.7311, "text": "Okay game is coming along quiet awesome, i managed to make a proper 3d model this time, it has textures and an ugly ass nose cone which ill fix later, currently i made more quality of life changes, made the rocket more snappier, and made it so you can revive, added a lil bit of juice by adding explosion particles and revamped thrust particles as well. Somehow managed to break the entire camera script, but that was soon fixed too so the game is coming along quiet good. For the direction aspect, i currently think flying the rocket around the map is quiet fun ngl, watching me maneuver the landscape by trying to not hit anything in process, also added a moon map and made it similar to the moon by downloading the hightmap data and texture data from actual nasa, but i gave up on that cuz the low res one was trash and high res hightmap was like a bajillion gigabytes and aint nobody gonna download this game if its that big. I played around with different gravity settings and realised flying the rocket is quiet easy if youre on moon compared to earth (duh). So IF (big if) i add levels to it, this might be a hint of what theyll be, again i dont like level system as theyre not fun and u get tired of it soon, i might add multiplayer capabilities later with a python webserver running on the server machine so you can battle with your friends too, possibilities are endless, and ill serve yall good with this one. Like this project and follow me, in the next devlog ill release exe file for this project."}, {"post_id": 14983, "ts": "2026-06-24T10:25:23Z", "hours": 1.3406, "text": "Making an awesome godot game in which you control a rocket ship and you can basically do anything with it, currently i havent decided the direction i wanna take this game towards, i might make it into a demolition sandbox type game, a space exploration game, or a movement type game where you have to reach the destination, like that one cool math game. till now ive achieved Rigid body rocket with its yaw and pitch controls An animated rocket 3d model A test scene with kennys prototype textures A particle style thrust system In next devlog i might add sounds, explosions, and gasoline"}]...
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Title: Into the cosmos by @tejaswa | Stardance
De Title: Into the cosmos by @tejaswa | Stardance
Devlogs:
Making an awesome godot game in which you control a rocket ship and you can basically do anything with it, currently i havent decided the direction i wanna take this game towards, i might make it into a demolition sandbox type game, a space exploration game, or a movement type game where you have to reach the destination, like that one cool math game. till now ive achieved Rigid body rocket with its yaw and pitch controls An animated rocket 3d model A test scene with kennys prototype textures A particle style thrust system In next devlog i might add sounds, explosions, and gasoline
Okay game is coming along quiet awesome, i managed to make a proper 3d model this time, it has textures and an ugly ass nose cone which ill fix later, currently i made more quality of life changes, made the rocket more snappier, and made it so you can revive, added a lil bit of juice by adding explosion particles and revamped thrust particles as well. Somehow managed to break the entire camera script, but that was soon fixed too so the game is coming along quiet good. For the direction aspect, i currently think flying the rocket around the map is quiet fun ngl, watching me maneuver the landscape by trying to not hit anything in process, also added a moon map and made it similar to the moon by downloading the hightmap data and texture data from actual nasa, but i gave up on that cuz the low res one was trash and high res hightmap was like a bajillion gigabytes and aint nobody gonna download this game if its that big. I played around with different gravity settings and realised flying the rocket is quiet easy if youre on moon compared to earth (duh). So IF (big if) i add levels to it, this might be a hint of what theyll be, again i dont like level system as theyre not fun and u get tired of it soon, i might add multiplayer capabilities later with a python webserver running on the server machine so you can battle with your friends too, possibilities are endless, and ill serve yall good with this one. Like this project and follow me, in the next devlog ill release exe file for this project.
KSP style sandbox game: Okay so a lot happened since last time, firstly i switched to arch linux as my daily os, and in the game i added planets, RCS, realistic gravity. a planet is a datatype that has information of the mass and gravity scale of that planet, and it can attract the rocket object, also the cool part is you can have multiple planets and create really creative orbits around them, its almost like were actually in spacec Added RCS thrusters as landing on planets was impossible without it, rcs uses shift + wasdqe keys to move in all 3 axis, this makes it very playable but not extremely easy, in the video you can see i still haven’t got the total hang of it yet myself, but ik ill do. Ik i was gonna make a playable release today but due to me wiping windows thats gotta wait a while before it actually happens, For future plans i think ill add a proper environment that replicates space, have enhanced 3d models with HD textures, rcs particles and stuff, also an actual level to play around in.
Devlog for my awesome space game, so today i remade the 3d model for the rocket which i was dreading to do but finally got it off, the insane part is that i added a really nice vfx trail instead of kiddie looking particle trail for the rocket, this one looks like an actual thruster and the real deal. Also added music this time around, i tried to add thruster sound but that wasnt working so left that for some other day. tommrow i think ill add proper 3d models for planets and make a replica mini solar system (not ours) The vfx look so sick tho i cant have enough of them
Devlog 5 of my epic space travel game: Finally added more stuff i was delaying to add RCS thrusters effects, now rcs thrusters also have a thrust cone like the main booster Really nice explpsion vfx, now the explosion doesnt look like a low effort particle, its multilayered particles now with sound effects Balanced the game a bit as currently landing was quiet hard, so i fixed that Game is coming together really well, personally i spend a lot of time playing it myself so i know its a banger project, Moving forward i will be adding satellites, save states, fuel system, multi stage rockets, production level graphics to the game. (not posting video as they dont do as well)
Devlog 6 of my epic space game: This update i added quiet a bunch of stuff i was excited to add. First of all major addition, A Satellite, you can carry it from your rocket, take it it in your low planetary orbit and release it in there, itll keep orbiting the planet if you made your orbit right. RCS and thrust with VFX for the satellite this was essential as real life satellites also have this feature and im trying to nail reality as much as i can with this project Finally a better camera, now camera can switch between 2 registered entities, and the selected entity will only be controlled by the camera so thats pretty neat. In the video i showcase the rocket, the satellite, satellite boosters and rcs, landing the rocket, rendezvous with the satellite back again (not really but eh lets just call it that) For future im planning to add redocking (its gonna be very hard to do it in game tho), the game is actually quiet hard its not as simple to create orbits, if the user doesnt have the knowledge of how orbits are made then itll be quiet hard for them to understand that, so for the final release ill also be making a little tutorial. The video is 1.5x btw
DEVLOG 7 OF INTO THE COSMOS This devlog i made some really important additions of a help menu for newer players, i find this quiet important as making an orbit around the planet is quiet hard, so i handdrew some quick informative help guide that can help you quickstart. Also finally ready for my ship #1, i have setup the readme, and made a release for this project, Also uploaded a lil youtube video cuz the guide said so.
Devlog 8 of my epic space game: Following the trend of making a relaxing space sim game with multiplayer, i added quiet a lot of stuff this devlog, i first of all laid a foundation for future, redid all the buggy code, made all the functions future proof, and then i added observatories, proper satellite controller, and made the satellites be able to control with their respective observatory, now the player can spawn satellites, send them to space or go on a mission, come land back and control the sattelite they have sent to the space. In future ill be adding dynamic and unique planets that will be randomly generated eveytime you log into the game.
I have genuinely lost hairs, sanity and life, i have this insanely annoying gamebreaking bug. Currently if the world has more than 1 active gravity source, the satellite doesnt perfectly orbit the planet it should be orbiting, after a while it looses velocity and crashes, this is absolutely gamebreaking as the main concept of the game is gravity. I have tried so many fixes, managed to break the game multiple times, but in the end i think i have a clue of whats going on, when i introduced SOI for each planet, the orbit was still terminating with a crash on the planet, i had made it so that if the body is outside the sphere of influence,it sets the gravity influence from that planet to 0, but even if im in my own sphere, i still somehow crash, i initially thought that the other planets might be attracting the satellite, but i think its the floating point calculations that are messing the orbit up, currently i have no clue how ill fix it but ik ill figure something out. If you guys have any idea what it could be please comment i lowk need all the ideas i can get Anyways i fixed the satellite observatory logic, refined it a bit more, ran tests, tried to implement multiplayer but stopped cuz other bugs got overwhelming. I think ill focus more on designing a nice clean UI now rather than bug fix, which ill do later, cuz they do say “make it exist first, make it perfect later”.
Okay this devogg im glad to announce i have successfully fixed that bug in last devlog which i told yall about, this devlog i added a lot of visual eye candy changes, and a few more functional changes. For starters i added a settings menu and a homepage so users with low end devices can change the settings accordingly, these settings will obviously be updated as the game updates. Secondly, ive added GPU instanced particles all around the player to give to the eyecandy factor of the game. Thirdly i added black holes and their custom ray marched shader to them, they also have the stretch effect of light when u go near them like how they describe “spaghettification” in encyclopedias. I also added ray marched nebula in aswell, they currently dont serve a specific purpose apart from the eyecandy factor, but to be fair not everything has to have a purpose as this is just a relaxing chill game. I also changed the music to a different royalty free music, i was genuinely so tired of listening to that track on loop it was driving me crazy.
ABSOLUTELY INSANE ADDITIONS FOR MY GAME THIS TIME. First of all my first ship was finally reviewed so i read all the reviews and made a mental note of all of them, they were all positive and im very happy people resonate with my project so i appreciate everyone who wrote a very thoughtful review for me i thank you all a lot. Now in the technical part of the game: I finally fixed my nebula raymarched shader, now it actually has volume and you can go inside it and it looks absolutely ethereal. Reviews told me that they would love it if the planets had more details, so details i added, i made a VERY efficient chunking pipeline to scatter debries, and whatever i want on the planet mesh, i am being able to have the whole planet populated with no noticeable drop to performance. I made the script in a way that its a module, so in case if i ever want a planet with vegetation or trees, i can just drop the 3d obj file for that mesh and boom ill have a proper chunk based scatter for that mesh. I tested the chunks using debug cubes and it works perfectly as it should. I also added spacewalking to the game, you can genuinely just float in the space and enjoy the view from the outside, this was quiet easy but its an addition that i shouldve added a long time ago. Also ive finally added randomly generated textures for planet surfaces, these dont look AS realistic rn, but im sure after changing a few parameters and adding proper debrie 3d models, it’ll look absolutely astonishing. From the reviews i read that i didn’t add any help for what keys to use and genuinely thats on me im too stupid so in future ship ill 100% fix that Also ive added a feature where you can currently place observatories on planets and use them to control the satellites, This is just for now as for future ill make the player do stuff on the planet first to have their base setup, I dont wanna complicate it too much as this is supposed to be a relaxing game, but i think this much is necessary. Ive also 3d modeled a tiny astronaut along with his animations and im calling the player boney, i have decided on boney’s lore yet but i can assure yall one thing, it will be insanely deep, and there will be clues for it all around the game, you just have to notice it. I also have massively optimised the star spawning shader, i am able to have 10s of thousands stars on the screen without having any frame drops at all, i used GPU instancing for this and this is genuinely black magic, I also used GPU bill boarding to help aid the performance even more. Removed the unnecessary calculations and now the sky is denser than ever. I also herd people wanted me to make a web release for it as the download process was quiet tedious, but i think 2 devlogs ago you can see me in godots compatibility mode, it BUTCHERED the visuals completely so i dont think i can bring myself to do that after spending so much time writing complex shaders. TODO: Add wormholes, infinite planet generation, coordinate system.
Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time. I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks. Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell. Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference. I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space.
SO, Im now starting to add everything people complained about or found annoying in my first ship, Someone pointed out i had made the help but the help i made didnt tell what keybinds to use, so i have designed a dynamically UI screen to add guide for button keypress, it was a bit of a tedious job but its done now. Since i understand that not everyone has a good computer, (I have an RTX4050 with Ryzen 7 AMD Ryzen 7 7435HS CPU with 24 gigs of ram so i cant rely on my laptop to be an average computer) but i know not everyone has these specs so i took the time to code more settings in the settings section, now i can select the major factors of FPS drop in this game. Also i redid the noise the planets used, the noise textures is used before if you see from earlier videos looks very choppy, unrealistic and creative, now it looks a LOT better. Currently i haven’t added keybinds UI for the rocket, which ill add later, I will be making a ship soon after fixing more bugs that i delayed for later.
Today i have just started refining the 2/3 stage gameplay i made it so you cant just spam sattelites wherever you want, but instead you have to get them docked on your rocket at the research center. I made the ugly loading screen a little better, i will fix it even more by designing custom graphics for it I revamped the 3d model for the research facility, it has interior and the infamous meme toilet where little boneys take a dookie in unison. (This will be a feature in 3/3 version of the game) Currently i have fixed some more gamebreaking bug where the ui just straight up didnt work, turns out it was due to my own stupidity of forgetting to hide an transparent panel in the scene tree.
Getting the project production-ready. I’ve finally added local storage for the settings menu, so your graphics and gameplay preferences now persist between sessions instead of resetting every time you launch the game. A lot of people mentioned in the last devlog that they couldn’t figure out the controls, so I added a “Show Keybinds” toggle in the settings menu (press ESC to open it). It displays the controls on-screen whenever you need them. I also found a pretty game-breaking bug, so I’m documenting it here for future me: If you’re mounted in the rocket, enable Show Keybinds, and then hit Apply, the player can no longer unmount from the rocket. I’ll be fixing that later. I spent some time messing around with Godot’s built-in graphics settings and realized I’d completely forgotten to enable anti-aliasing. Turning it on made a huge difference, the game looks so much cleaner now. As you can see, I’ve also added a fuel gauge for the rocket. It helps sell the whole “claiming and exploring planets” vibe. I also changed observatories so each planet can only have one. Another gameplay change is that you now have to visit an observatory to dock a satellite onto your rocket instead of doing it anywhere. Finally, I changed how world persistence works. If your rocket crashes and you reset the game, any observatories you’ve already built will still be there instead of disappearing.
Final devlog before ship. I have polished the UI, remade the boney 3d model, Fixed observatory logic, made other tiny gamebreaking improvements, Also i have fixed animations for boney, added a jump animation. Major change is 3rd Person camera now, which makes the whole experince even more immersive. I have playtested it several times, im kinda nervous and hoping it works perfectly as it is on my machine.
Okay just fixed another tiny bug, im glad i checked it, when i select the satellite for an observatory, the UI doesn’t open again, so it made it impossible to refuel, i fixed that by giving an option to control satellite now. I think im set for the ship now, i reccomplied the binaries, the readme is ready to, along with the latest youtube video https://youtu.be/RQmEh_rwnzQ
Made major game optimizations, Am adding a proper inventory system with crafting, I have designed inventory with crafting in past for my cooking game shouldn’t be that hard, But doing it in preexisting is a bit of a challenge. I have implemented a simple hotbar and item system in the game, I also used Godots IK nodes to control the bones, and god damm was it useful, this might come in handy in future. Switch to this camera does make it look a lot better
Working on making the game loop more fun, Im thinking ill be taking the game towards single player base building story mode type of game, I made a web version cuz i had 0 reviews after 2 days, the web version isnt good at all but its make do, I added rovers to the game now too its insanely fun driving them around the planet and having fun, i will be adding more stuff to the game, inventory system turns out is way harder than i expected so ill do that later. Enjoy this clip of the game
So i changed the Help UI of the game, made it look a lil better than that roblox ahh UI, Added mother stations to the game where u can get rocket upgrades, im slowly trying to figure out the game loop, itll be that you are a lonely astronaut in eternal void of space, your kind has been extinct, these ships are abandoned u can repair them and get a specific upgrade from each of them. Also i made the web version available too, its been 3 days and ive been sitting at 0 ratings just demotivated the hell out of me, the quality of graphics and gameplay is butchered but i had made that clear in the itch page, lets hope people rate it now
Designed the actual model for the rover, im pretty happy with how it turned out, i think ill keep it. tweaked the settings for the rover to get it just right, the only problem im facing is that due to the curvature of the planet, rover js flys off n start orbiting at high speed, i gotta add down force to tis i think. I removed the inventory cuz it was too wonky, i think ill have a hotbar and a backpack like peak, i think thatll be more immersive than having a stupid inventory. (this is totally not because i went rabid trying to implement it)
OKAY so really cool changes First of all i fixed major inside stuff, instead of having 350 lines of gd script files in which i had to sift through to find the function i need, and then get overwhelmed later, i made everything modular, All the functions are Nodes in the scene that hold scripts. These scripts hold the functions that were earlier stored in the main .gd file, so now everything is a lot less cluttered and makes my life easier. I also did the same for the rocket scene as it was getting cluttered too. I added chests to the game where you can store items in (dont mind the invisible hotbar), They will be locations to store your items which will be scattered inside of observatories, im also thinking of redoing observatories as this model now looks ugly, and i think this has a lot more potential. Oh and also i have decided upon how im gonna make the player create an observatory, you land on a planet, collect scraps, them build an observatory, and then everything in observatory would cost the player X amount of scraps, also abandoned motherships will also provide the player upgrades for rocket. I got 3 ratings which im thrilled about, but also kinda sad because the reviewers prolly playing the itch release of the game and not the actual one but eh i think its fine, as long as my game is peak. Next ill be working on making an actual 3d model for the mothership
Devlog #idk Didn’t get a ton of new content added today, but I spent most of the time cleaning up annoying bugs and polishing the game. The biggest fix was the rocket explosion system. There was a bug where the rocket would slam into the ground at over 300 m/s … and just refuse to explode. I rewrote the logic, and it’s finally behaving properly. I also started modeling the mothership . It honestly looks like absolute dookey right now, but it’ll do as a placeholder. 3D modeling definitely isn’t my strongest skill, so I’m calling this version “good enough” for now. On the graphics side, I added a proper atmosphere around the planets, which makes them look much better. I also experimented with chromatic aberration , but it didn’t really fit the style of the game, so I ended up removing it. Huge thanks to @aloyak for the inspiration and some really helpful rendering tips. He showed me a much better way to increase the render distance without killing performance, so I’ll be implementing those improvements tomorrow. Also… I earned 1085 Stardust on my second ship. Not bad.
HOLEE SHIT, ADDED INSANE STUFF TO MY GAME IT LOOKS SO BEAUTIFUL NOW, I CANT BELIVE IT So, for starters, since yesterday I have been learning shaders. I fixed that shitty atmosphere shader that I translated from someone else’s shader to Godot. I had to make a lot of changes to it to get it working properly for my game. ALSO I MADE A SICK ASS WATER SHADER FOR PLANETS TO HAVE. Then I REWROTE THE PLANET GENERATION SCRIPT. Now each planet has unique properties like: Ambient temperature Water availability Air density, which determines water availability too I also tried adding comets and comet trails to the game, but failed tremendously. Oh, and also, dont go near the black hole. OH AND I GOT MY PAYOUT, AND I GOT THE BAMBULAB A1 MINI. THIS DAY JUST KEEPS GETTING BETTER
AYEEEEEE DEVLOG TIME So today i redid the observatory 3d model, gave it some clean nasa textures, its not upto my standards but its getting there, also fixed that stupid atmosphere bug now everything looks insanely better. Added a planet to the launch screen to flex aswell, i think it looks awesome there. Oh and also i tried to add water walking sound but am failing miserably but worry not as i will be reworking the soundengine too later Taking a moment to give a shout out to my followers who motivated me to work on tis more also HM all the reviewers who gave incredibly nice feedback
Oh i did manage to fix the water walking loop a lil more, its not perfect, but i dont understand whats going on. so ill just work on that later Anyways thats that, big changes i made are that now to place observatories or rovers you need to have a specific amount of scrap on you, i will be turning this into a full fledged build menu so its more appealing, and i will have this menu as a quick hotbar to place blueprints of items. I find this gameloop satisfying as it takes away the management hassle and this game is supposed to be relaxing. And bro how long IS the queue my bambu is STILL not shipped Sorry for slow updates on this project, currently working my ass off irl on the UAV project of mine as i have a deadline to finish it. If i did manage to get a good rep towards this proj, ill be taking the reviewers advice and hosting this game on steam. That developer grant might come in handy ngl
AYEEEYEYYE UPDATE ON THE PEAKEST GAME Made a really smart decision and got rid of the ugly hotbar like menu to place items, now da gam has a nice build menu in which most of the time was spent in making my code more cleaner. But it works now, it looks way more clean and immersive. Instead of relying on hardcoded information for items, i finally made a global that can handle all of that, idk why i didnt do that earlier. About the sound engine, i genuinely hate it a lot, i will be redoing it from scratch and figure out wtf is wrong with it Sorry for slow progress, i dont have much time till im at home so im tryna maximise the time i spend on my rc plen, ples follow it aswell
OKAKAKAYAYAY some more cool additions for exploration aspect for the gam I added an arrow that points towards a set direction, which also changes its with respect to how far the rocket is from that point Also I FINALLY FIXED THE WATER WALKING SOUND ISSUE!!!1!!! Turns out it was quiet easy, i was just too stupid and over complicating it, a simple rewrite fixed everything. For next update i will be adding findable clues, maps, coordinates left out to rot by a “past explorer” that you find across the universe, this is gonna require a bit of time and skill but i can deliver that easy with some time Again progress is a bit slow cuz im actively working on my biggest endurance aircraft but i will keep tis game updated nonetheless, and in future u might even find it on steam who knows
OKAYAYAYAYAYA UPDATE TIME I have graves implemented in the game now, after careful consideration about which direction i wanna take my game towards, i think graves would be a nice addition without disrespecting the procedural nature of the game. I want to make this game very lore heavy while being fully open world and giving the remote in players hands. I dont wnana confine them with thick story plot, or tedious tasks. Nor do i wanna make the game absolutely boring and pointless. The “Rot” i talk about is a cosmic disease the players universe is going through, unexplainable things are happening, weird inter dimensional gates are popping up at random places, everything is near extension. Im not sure about the role of player in all this tho, i will figure something out tho, i wont disappoint yall thats my promise. Also i worked a bit more on a weird bug where items were being placed not where the raycast was supposed to hit. Also I will be removing the inventory system entirely and just rely on blueprint building aspect lmk if yall think thats a good idea Also shout out to hackclub for getting me so much stuff i really love every single one of yall ❤️ Also progress on this game will go back to high now as i wont be home to work on my plen.
Finally a devlog after several days of straight struggle For starters ill tell yall why it took me so long I lowk changed places and i live alone in a room now, i had to shift and living conditions here are absolute hell I somehow survive without going wild due to all the bs ive been facing recently. My productivity has taken a severe hit, a feature like this took me way too much time to complete than it should’ve. That being said i did wander off in different directions cuz i was lowk clueless which direction i should take this game (i still havent decided ) In this devlog i added advanced material processing and advanced materials to the game, with a minecraft furnace like cooking mechanics, i made the logic quiet efficient and refined, its not my best work but it can always be better later. I js hope this eternal torture ends and i finally get to have better living conditions. istg ive been boiled alive, breathing is a struggle in this place Ill keep serving yall with most banger updates so keep me followed, this game is gonna be the next big thing lowk Now i will be makig the 3d model for refinery, before this i made a failure ahh model in whcih i js made a complete simithing room inside a space bubble 😭 Gotta make something better than that so time to lock in
Man i hate making 3D models Not my best work yet, but refinery is done, After several iterations, getting inspo from pinterest and then ditching it and drawing one in back of the class, im finally set on a design, it looks pretty good as of rn. (its not) I fixed a bug where the text was glitching out when i tried to craft scraps, and now it works as it should. The logic is perfect for how it should act in game and im hoping i dont have to touch it again in future to fix it. That being said ofcourse ill be making the 3D model better, But for now i just wanna focus on programming stuff and making the loop right. We can always make it prettier later . Im unfortunately still not home and i still have to survive in this godforsaken room, but hopefully ill be home soon as ill get my appli signed to go home, And then ill be working on both this and the plane together
REALLY NICE ADDITIONS Ive finally added some life to the game. I have added these weird mudfishes inspired by those weird furless cats. These mud fishes aren’t stupid tho, i ___have implemented a proper behavior tree to them, Each one of them has their own set of actions. Normally like minecraft mobs they roam around look around the world, but if a player is near their vicinity, they RUN away from the player protecting them. Currently i have no clue what ill use them for, but one thing is for sure that they have really nice skin I wonder what will happen to it in the near future Really happy by this addition tbh, the world was getting kinda lonely, this was important, in next updates ill be adding colonies of these things mounds and their homes, along with their baby variant.
After getting falsely accused for fraud for using the godot wakatime extension and getting a heart attack I have finally added little homes for these skinny dookeys I hate, HATE behavior trees with every cell in my body I hate to admit but i did take help of claude chat to help me set this shi up, it was js the free version tho so we good. I added so like normally it ran away from player if it sensed one near, but now if the player is close by and it has a home near it runs to that and hides in the home, and if player is far enough it emerges back out. Ill move on to adding more entities now rather than polishing these dudes, i think from the final game i wont even keep them in cuz how ugly and weird they are Aye free me bro i aint do nothing wrong, fix the wakatime extension fr
LETS GO IM FINALLY UNBANNED Unban stuff aside, time to explain the devlog even tho being unbanned feels great and i have insane amount of motivation to work on my proj now In past idk however weeks ive been working on 2 major things, first is that ive finally listened to the last ship reviewers and added upgrades for rocket, with custom 3d models for each rocket tier. currently it uses a separate key to open close the menu which is bad but ill fix later Also only the rockets fuel attribute is updated when you upgrade a rocket so ill fix that too. Also after the ban i was working on electronics update for my game, i have implemented electric poles, 50Kv Generators for now, i am going towards direction of factorio im afraid, but i dont wnana make it very grind-y so ill keep that in mind (hopefully) For future i will be adding better UI/UX its currently embarrassingly bad rn (even tho my degree is Computer science and Design) So yeah that will need a massive revamp Also id like to give a shout out to water #Freewater #heaintdonunwrong
I was aiming for 3 hours today but i lowk got in a fight with a senior in my clg and bro is threatening me to slime me tmr it might be wraps for me gng Putting the sliming part aside, today i made the 3D models for a generator concept (or actual thing) i found online of what they use in space. The i did sm audio editing to have a whrrrrrrrrrrrr looped sound effect and it was quiet easy to make a whrrrrrrrrrr loop, easier than i imagined. Then i added another sound and layered both ontop of each other and now it genuinely sounds kinda peak After that i made the electricity spread across all the electric poles, heres the code for that if body.is_in_group("tower"): towers_closest.append(body) create_lines(body.location_to_connect_wire_to) if has_electricity_running: body.has_electricity_running = true elif body.is_in_group("electrical_appliance"): if body.connected == false: towers_closest.append(body) create_lines(body.location_to_connect_wire_to) body.connected = true if body.is_in_group("generator"): has_electricity_running = true for i in towers_closest: if i.is_in_group("tower"): i.has_electricity_running = true I might lowk be taking AI’s job in writing bad code, they should make a me gpt in which i reply with shit code that DOES work. I also visualized the flow of electricity by hiding/showing a random cylindrical mesh that shows if it has elec flowing through it. Tmr ill be redoing ALL the icons cuz currently they look straight dookey, and also fixing the UI, then if i have time give observatory and everything an electric connection and make them so they dont work without it. This was all i worked on today, yall pray for me lets hope i dont get slimed tmr .
YAYAYAYAYAYA 3RD SHIP INCOMING In the first 2 hours i logged i worked on making the 3d models as refined as possible and made them look good by referring to astroneer as someone commented on my game Also made multiple 3d models for the electric pole and finally used the one that sat right with me. Made a new 3d model for generator and upgrade station aswell In the next 2 hours i made minor tweaks and fixed satellite bugs along with updating the help menu with newer control code, also was thinking of implementing a scrap mine but dropped that idea (maybe later ships) Then i added a little keytip marker near the refinery and chest of observatory to aid the player. Added a bunch of sounds to the electronics of the game and now it sounds a whole lot better (also reduced the main music) FINALLY TIME TO SHIP Thnx to all of the support on this proj i wont disappoint yall at all with future ships
Some really cool additions For starters today i implemented a little list at bottom of the screen that can be used to store the coordinates of player rn Yall might be wondering what tis could be used for, But i have something really cool cooking up in my head lets hope i am able to express it properly. EXPRESSING MY LOVE OF YAGI ANTENNAS I ADDED A YAGI ANTENNA TO THE GAME!1!!! It has a search feature that looks around for strongest signal and then does nothing But in future i will be making a whole mechanic out of this. Then i made a little web release it butchered the visuals i worked hard on. Its okay tho cuz i added a warning label like last time on that release too. Linked the web release as playable link for the game I want YOU to tell me what should i add to this game as im running into a roadblock where i dont know what i could add for the electrical update for the game that would actually be a useful addition, Comment down below to drop your ideas the best one will make it into the game
TESLA SUPER CHARGING So for starters i forgot to tell yall that i DIDNT get slimed by senior my clg department helped me and scared tf outta bro and i got to fight bro too And in this update i added set battery capacity to rovers They use supercapacitors to store charge so that means they can be charged and discharged for eternity Then i added charging stations to the game and made them use power grid electricity. I think players might abuse electricity by only placing 1 generator to power an entire city so i will be implementing complex wattage draw logic like they have in factorio to get some supply/demand action rolling. Then i worked on implementing save game in the game and i failed terribly (this will be a hurdle for later) I spent like solid half an hour trying to implement it just for my save file to be completely empty Idk whats going wrong but i will eventually figure it out. For now tho i will be working on factorio like supply/demand logic for electricity wish me luck
In these 2 hours i have lost all my sanity But finally the factorio like supply/demand electricity mesh finally works First i thought of using recursion to spread the electricity through every single tower But then i ran into a problem where towers interconnected so to fix that i passed a self parameter that didnt seem to help. Then i decided to make towers only connect once (which was a disaster and brought its own set of bugs) and that to tremendously failed So finally i decided upon a global mesh chain architecture where all the nodes in a chain have similar looking list, and whenever an appliance is connected to it the chain just iterates through its connected devices, This in turn brings the time complexity down to O(n) and makes everything a whole lot more efficient. Finally this is done Currently only the tesla charger works with this new logic, later i will add other electric appliances to this mesh network aswell and give them watt draw Few things to keep in mind, Currently 1 generator makes 50kW and one vehicle charger consumes 40W, If the demand isnt satisfied every node in mesh rejects the connection until the demand IS satisfied I know this might feel stupid for some people but this is only done as a feature so you dont overload the electronics in space
IM RICH!!11!! 2080 sd and top 10 in multi I got all positive reviews from yall and i apprciate every single one of u for rating my project. I have finally added scrap mines to the game, i had already made the 3d model for them i just thought they didnt fit in the game but since im adding automation and electricity to the game i think this would be a great addition. Currently they produce 10 scraps, copper, iron per 10 seconds so 1/ sec i will later randomize this and give them weights, im js too lazy cuz of this clg n shi istg Good thing is tho tmr im going home That does mean my work on hardware projects will start again That being said i need you to give me more recommendation for the game, the reviews didn’t give me any ideas or unique views what i could add to my game.
BOOMBOX!!1! , macondo marketing team too good Last night i spent unhealthy amount of time watching ig posts of macondo on hackclub ig, I lowk feel insane amount of fomo and i wanted to go so bad The songs they used in the marketing reels are still stuck in my head So as any reasonable person would, I added a boombox in my game with with my fav songs from the reels they made @zach PLES FLY ME IN NEXT IRL HC EVENT PLES IM BROKE
SHOUT OUT TO @253_Mathilde_IYKYK For starters i made a lil script so that if a rocket is in the SOI of a planet and then it scans near it by pressing F it shows all the necessary details about the planet, currently they are obvious details but i will work on making them useful. I have a few ideas of what i can do with it Now to the important part @253_Mathilde_IYKYK recommended me to add a song they like SO I ADDED IT TO THE GAME Hope yall like it :) (Sorry for not including video idk why stardance was bugging and throwing error when i was tryna upload a video)
Final devlog of the game, honestly idk what i did, i havent worked on thsi game for a LONG time, But it was pretty fun ngl. I love all of yall who supported me on this journey to make this project and shoutout to every follower who decided to follow this to be a part of this journey. When i started this project i didnt know this would be one of the best games ive ever started, im super proud of it and i enjoy playing it aswell, Thanks to everyone again who kept me motivated with their feedback and support my heart goes out for yall And honorable mention to the fulfillers, fraud squad, shiprights, zach and hackclub for making this possible, I couldnt have done it without yall As everything must come to an end, i think this project must too, This wasnt one of my BEST projects as that one is YET to come, but this one was the one that taught me so much Have fun in life yall and wish you best of luck
Ships:
I made Into the Cosmos, a realistic 3D spaceflight sandbox inspired by Kerbal Space Program and Spaceflight Simulator. The game lets players jump straight into the mission and experience realistic orbital rather than spend hours designing the rocket just for it to fail when launching. This is a relaxing and fun game where players can just sit back and enjoy the physics and thrill of sending rockets to space. The biggest challenge was making somewhat realistic physics with enjoyable gameplay. Getting the gravity, RCS controls, and spacecraft handling to feel both snappy and fun to play with without absolutely broken, writing so many lines of code, and deciding on how im gonna be approaching some problems was quiet fun, i have a lot of fun designing it, i used to go to bed thinking what ill be adding to the game tommrow. I’m most proud of achieving the relaxing experience I originally envisioned. Im quiet glad i was able to fianlly have a direction towards my game and have an idea of what i wanted. And the gameplay is quiet fun aswell, i found myself “playtesting” my games just having fun slamming the rocket into planets, doing interplanetary missions. Setting satellite in different planets To test the project, I recommend reading the in-game controls and instructions first. They explain the basics of reaching orbit and make the experience much more enjoyable.
Into the Cosmos Join Boney on a journey across the endless cosmos, where every horizon hides another world waiting to be discovered. Launch into the unknown, weave between glowing nebulae, drift past impossible black holes, and set foot on planets no one has ever seen before. Build observatories to mark your path through the stars, refuel your rocket, deploy satellites into orbit, and keep pushing farther into the infinite. And when the day is finally over, come relax with Boney and lose yourself among the stars for a while. I’ve always loved games like Kerbal Space Program and Spaceflight Simulator, but I wanted something where you could jump straight into flying without spending hours designing the perfect rocket first. The result is a sandbox space game built around realistic orbital mechanics, exploration, and simply enjoying the journey. The universe is procedurally generated, meaning there is always another unique planet waiting somewhere beyond the next launch. Every expedition can take you somewhere completely new, and every observatory you build becomes another milestone in your adventure. Satellites aren’t just for show either. Launch them into orbit, revisit them later, and use them as your eyes in the sky while you continue expanding your reach across the universe. If you’re new to orbital mechanics, don’t worry. The game includes detailed instructions, an optional on-screen keybind guide, and a full in-game settings menu that lets you tweak graphics and performance to match your hardware. Whether you’re playing on a high-end gaming PC or something much more modest, I spent a lot of time optimizing the project so as many people as possible could enjoy it smoothly. There is one place, however, that lies farther than anywhere you were ever meant to reach. Most people will never find it. Those who do usually don’t come back with an explanation. I call it The Farlands. Whether it’s a bug, a feature, or something else entirely is for you to decide. I built this game in Godot 4.6.2, spending countless hours refining the physics, procedural generation, shaders, rendering, UI, and gameplay systems. Every optimization, every visual effect, and every mechanic was added with one goal in mind: making space feel like a place you can get lost in for hours without realizing where the time went. So fuel up, trust your trajectory, and see just how far Boney can go. If you decide to give the game a try, I’d really appreciate a detailed review afterwards. The feedback I received on my last project genuinely helped shape this game into what it is today, and I’d love to hear what you think could be improved, what you enjoyed, and what you’d like to see added next. If you enjoy the project, consider starring the GitHub repository and liking the YouTube video. It really helps more people discover the game and motivates me to keep building and improving it. So fuel up, trust your trajectory, and see just how far Boney can go.
INTO THE COSMOS This is the game i have designed with inspiration from Spaceflight sim and Kerbal Space program, i wanted to capture the total freedom of roaming in space without the stress of designing a space vehicle for hours just for it to crash into a million pieces. I wanted to make a chill relaxing game that people can come back home after a long day of work to, boot it up and have fun just roaming the eternal space without stressing out. Im quiet proud of how im capturing this vision of mine and im very happy with what im making. Heres some information of what i added this ship: I’ve basically been adding a bunch of systems that I’ve wanted in the game for a while, and the game is starting to feel a lot more like an actual sandbox now. First thing, I finally added electricity. This is probably one of the systems I’m most interested in because now I can actually start making more things depend on power instead of everything magically working forever. This also gives me a lot more stuff I can do with spacecraft and bases in the future. I also added scraps and scrap refining. You can now collect scraps while exploring and actually do something with them instead of them just being random useless objects. I’ve also added the material processing system around this, so scraps can be refined into materials that can actually be used to build useful buildings. This is going to become a much bigger system later on. ROVERS ARE FINALLY HERE You can now actually drive around on planets instead of just landing there and leaving. I really wanted this because the planets were starting to feel a little pointless once you landed on them. Now you can actually get out there and explore the surface properly. I’ve also added planet properties. Planets now have their own properties which means I can start making different planets actually matter instead of them just being randomly generated balls you land on. There’s a lot I can do with this later, especially with resources and exploration. I also did a pretty big overhaul on the visuals. The ambiance shaders have been improved and I’ve added a bunch of new stuff to make the planets and space itself look better. black holes now also have a hidden easter egg…. Ive also given every planet a beautiful atmosphere And yes. Mudfish I don’t know why. They’re still stupid. They just walk around on planets doing absolutely nothing useful. But honestly the universe felt too empty without them so I’m keeping them. A lot of this update was also spent doing optimization because some of the newer systems were starting to get pretty heavy. I’ve been going through different parts of the game and trying to make everything run better without completely murdering the visuals. Overall this update is probably one of the biggest changes to the game so far. And I still have a stupid amount of things I want to add. https://www.youtube.com/watch?v=ZZg3blASmgc This is the link to the youtube video if you dont have time to review the game PLEASE check it out and rate the project I read and appreciate every single one of you reviewing this game, please be as informative as you can be as this is one of the biggest games ive worked on till now, thx and have fun playing the game
Final ship This will be my final ship for into the cosmos if you dont know about this project, This is basically a KSP and SFS inspired chill space exploration/base building game, I have worked a lot on this project trying to capture my vision and i think i did a pretty good job with this In this final ship i have introduced electricity with proper supply/demand system in-built. When you place an appliance, it needs a generator to be wired to it via an electric pole, if there are too many appliances and not enough generators, the whole grid shuts down. For each planet you need to have a mental map of your supply demand system and that’s quiet fun if you ask me. For some reason, the boombox music selection isnt working, im unable to export the other tracks so this is a known bug please dont slime me over it And yeah have fun drive around planets, make bases, send satellites in orbits the whole universe is yours : D (Im sorry for a lil larger file size TuT)...
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1793667219.1046648
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1793753619.1046648
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48410
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AeroTrack by @tejaswa | Stardance
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tejaswa
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0
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12.5
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0
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[]
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[{"post_id": 64942, "ts": "202 [{"post_id": 64942, "ts": "2026-09-09T17:54:53Z", "hours": 1.1464, "text": "Breadboards are mid and they ruined my life, i got devorced lost my house, kids, properties, car and everything else cuz of them I wrote a header file for this encoder, Normally thesehigh precision 21 bit encoders use SPI to communicate to the MCU, BUT I SWEAR ON MY LIFE THOSE PADS ARE TOO FKIN SMALL. ISTG THESE ARE THE SMALLEST PADS IVE EVER SEEN HOW IS ONE SUPPOSED TO SOLDER ON THESE I was NOT gonna solder those lil shis w my fat and rusted ass soldering iron, so i instead used 14bit resolution PWM out of the encoder, its not AS precise as the 21 bit but il solder them when im home OH AND THIS IS MY HOSTEL ROOM BTW I HATE IT HERE The consistency of this encoder is perfect tho resolution is consistent (both the stepper and the encoder) I showed yall in the video how consistent it was. Sometimes it floats aound a bit but ik its cuz of the breadboard fkin up the pwm signals whcih are alr prone to interference. Ill fix that tho so need to worry, Ill design everything in a way so that in future its very easy to switch from PWM to SPI Anywyas thats all i did for today, for tmr i have better calibration for motors and when the motors calibrate ill calibrate the encoders too, I havent worked much w header files for C, This is my first time so ill have to learn abt that a lot too"}, {"post_id": 62932, "ts": "2026-09-06T14:00:54Z", "hours": 1.7839, "text": "I love writing clean code I genuinely think one thing im good at is writing clean and structured code, Anyways apart from that, i was able to utilize sensorless homing in my TMC2209 drivers which i very ingeniously picked cuz i totally knew what they were capable of. To be honest i was js surfing da net and found out that u can actually home using these drivers without any external switches, so i was able to save the hassle and wire for that, It was pretty hard getting it running im not gonna lie, With help of chatgpt i was able to figure out why it wasnt working, and in the end i was able to get it to home properly I wired up the GPS use a library for it too and then sent those functions in a different header file so my main file remains clean. I coded a lil GPS_3D return func that gives x y and alt of the GPS which we will be using to aim the yagi to the target. You see the no gps fix message cuz my house walls are pretty thick, these GPS cant get fix inside (my planes expensive GPS cant get it indoors either) Update on my rc plane: Its my last day at home before ill be going to clg and it has not stopped raining for a single day so its wraps for that, I might be able to find a window to test it maybe. Tmr ill be working on getting the motor encoder working, Im still waiting up on my bearings and the wodden staff istg its taking way too long"}, {"post_id": 62003, "ts": "2026-09-05T06:35:03Z", "hours": 1.3983, "text": "MY CUSTOM DIPOLE IS WORKING AND NOTHING BURNED FOR STARTERS MY COAX IS HERE I went back to my dipole because it was WAY easier to solder the wires on stainless steel than it was on aluminum, Kinda bummed out cuz stainless steel velocity factor is higher than Al, So im 80% sure my antenna isnt tuned rn (hasn’t unlocked its full potential) Also i havent tuned my antenna for endpoint factor either. I tested with mavlink in same room and another room the RSSI didnt drop, I will be conducting more experiments today driving around tryna compare both the antennas I will research on how to build a 1:1 or 4:1 balun and make that too if possible, follow this proj and lets figure this blackmagic out together"}, {"post_id": 61492, "ts": "2026-09-04T13:11:15Z", "hours": 1.4667, "text": "OH ITS CHRISTMAS EVERYDAY MY PARTS ARRIVED ITS SUCH A MASSIVE BOX I CANT CONTAIN MYSELF, Im so so so excited thankyou zach thankyou stardance and thanku hackclub for getting me all this As soon as my parcel arrived i hopped on da puter tryna make the stepper go brr When i was starting out surprisingly it was NOT working as intended The stepper was making a LOT of noise and it was just jerky and stalling and had 0 torque, for the life of me i couldn’t figure out what the issue was. TURNS OUT, Claude fkin lied to me and told me wrong way to wire the stepper phase wires, so i had changed the wiring of how the stepper connector initially came with, After my free tokens expired i was like shi i gotta take shi in my own hands, I tried that and it instantly worked The torque was perfect and microstepping was insanely clean Now that this wiring stuff is done, all that remains is i have to figre out a way to get the motor encoder with the motor, i have multiple ideas on how i will do it so follow this project to see more of this in the end i would like to thank hackclub once AGAIN for getting me all this i love yall"}, {"post_id": 59117, "ts": "2026-08-31T19:02:35Z", "hours": 0.55, "text": "Dipole is done I made a 1/2 wave dipole antenna using 14 AWG aluminum wires I recorded 30 mins of work but this job took me 2 total hours to complete For starters i ALMOST disintegrated my 3D printer because of a stupid soda can I forgot i kept it under the arm (the X axis arm that moves up and down) and i didnt realise i kept it there, My first layers were SO trash because of it it was a solid half an hour of troubleshooting till i figured out what the issue was. Thankfully i didnt overtighten my screws so my rails are fine, But i cant say the same about my nozzle My nozzle scraped the bed after i removed the can cuz i set the Z offset too low and i did stop the print but it was lowk a lil late, It still works so thats fine But this stupid 6min print took me 2 Hours of work Anyways, This half wave is made of aluminum 14AWG single cored wire, i used a drill machine to straighten it and then cut 16.75cm pieces ( 2 cm more than that and then i folded the 2 cm part to work as connectors) It looks pretty perfect to me, I hope it works that way too If this doesnt work as expected ill look into building my DIY balun"}, {"post_id": 55412, "ts": "2026-08-27T07:00:55Z", "hours": 0.3097, "text": "Added the MCU and other sensors that will be necessary in the CAD too"}, {"post_id": 50787, "ts": "2026-08-20T05:17:08Z", "hours": 0.6167, "text": "Might get the funding soon I updated the readme with build instructions, rn i didnt add the dipole construction and itll be a long process of trial and error and i wanna provide the final method for construction It makes me vv happy that they actually saw the part where i implemented it in game and appreciated so hats off to them for that Everything is updated now i can apply for funding i think"}, {"post_id": 50301, "ts": "2026-08-19T13:47:02Z", "hours": 0.9167, "text": "MY TRAIN TO HOME IS IN 2 DAYS I cant wait to go home finally away from this fuh ahh clg and work on my projects Anyways i worked on the wiring diagram for the project in figma, wrote the readme and setup the github and i think im ready to req funding now (oh btw 3D prints are not included in the funding) They HAVE to let me on their magazine after this no chance all 3 of my projects dont make it there"}, {"post_id": 50256, "ts": "2026-08-19T12:30:07Z", "hours": 1.1333, "text": "Worked on da project a bit more Refined the 3D model a bit more, thought about the wiring diagram and made a BOM Currently only thing left are the 1m coax cable that because im not home i dont have acess to my radio telemetry so i cant see which connector they use, i did ask my parents to send me a pic but theyre a bit busy so thats on hold The entire project is lokey coming to life and im insanely excited to work on my frist RF project I learned about RF patterns Smith charts and different types of antennas, and i think i wont just stick to 433 yagi, i will be making my own various antennas The good thing is i dont have to spend a fortune on a radio setup as SIK radios that i have currently do have a RSSI meter (i hope they dont get slimed tho so i gotta calculate twice before making)"}, {"post_id": 48192, "ts": "2026-08-16T14:19:27Z", "hours": 1.3589, "text": "Whipped out this lil guy (Bro is NOT little) added motors and removed the curved part and am gonna use a 1/2 dipole for this Researching for this project is insane theres barely any content for 433mhz yagis or directional antennas. This project might be a hard one gng im getting kinda demotivated ngl I decided that ill use bike spokes as reflectors and see if they work. The driven element would be a single cored copper wire made into a makeshift half wave dipole antenna"}, {"post_id": 47688, "ts": "2026-08-15T19:23:33Z", "hours": 1.8169, "text": "They say RF is an engineers worst nightmare How bad could it be This is a custom 433MHz Yagi antenna tracker for my UAV. It uses the Pixhawk’s MAVLink GPS data, a ground-station GPS, and an ESP32 to calculate where the aircraft is and automatically point the Yagi at it using two direct-drive NEMA17 motors with absolute encoders. The whole thing is being built from scratch, including the antenna and tracking system. Today i made a rough 3d model of how the actual antenna would be irl (no impedance matching done yet) along with the rough kinematics of the whole structure Itll be mounted on top of a table with bearings and stepper motors, I might be adding pulleys to it later but i wanna keep cost as low as i can and range as high as i can, No physical limit switches or wonky mechanical stuff needed cuz of the awesome digital encoders A GPS for the GSC so that it knows where its at then ill be implementing compelx math to figure out where to point the antenna Maybe even RF Sims This is a whole new blackmagic territory im stepping into purely for the love of the game."}]...
|
Title: AeroTrack by @tejaswa | Stardance
Devlogs: Title: AeroTrack by @tejaswa | Stardance
Devlogs:
They say RF is an engineers worst nightmare How bad could it be This is a custom 433MHz Yagi antenna tracker for my UAV. It uses the Pixhawk’s MAVLink GPS data, a ground-station GPS, and an ESP32 to calculate where the aircraft is and automatically point the Yagi at it using two direct-drive NEMA17 motors with absolute encoders. The whole thing is being built from scratch, including the antenna and tracking system. Today i made a rough 3d model of how the actual antenna would be irl (no impedance matching done yet) along with the rough kinematics of the whole structure Itll be mounted on top of a table with bearings and stepper motors, I might be adding pulleys to it later but i wanna keep cost as low as i can and range as high as i can, No physical limit switches or wonky mechanical stuff needed cuz of the awesome digital encoders A GPS for the GSC so that it knows where its at then ill be implementing compelx math to figure out where to point the antenna Maybe even RF Sims This is a whole new blackmagic territory im stepping into purely for the love of the game.
Whipped out this lil guy (Bro is NOT little) added motors and removed the curved part and am gonna use a 1/2 dipole for this Researching for this project is insane theres barely any content for 433mhz yagis or directional antennas. This project might be a hard one gng im getting kinda demotivated ngl I decided that ill use bike spokes as reflectors and see if they work. The driven element would be a single cored copper wire made into a makeshift half wave dipole antenna
Worked on da project a bit more Refined the 3D model a bit more, thought about the wiring diagram and made a BOM Currently only thing left are the 1m coax cable that because im not home i dont have acess to my radio telemetry so i cant see which connector they use, i did ask my parents to send me a pic but theyre a bit busy so thats on hold The entire project is lokey coming to life and im insanely excited to work on my frist RF project I learned about RF patterns Smith charts and different types of antennas, and i think i wont just stick to 433 yagi, i will be making my own various antennas The good thing is i dont have to spend a fortune on a radio setup as SIK radios that i have currently do have a RSSI meter (i hope they dont get slimed tho so i gotta calculate twice before making)
MY TRAIN TO HOME IS IN 2 DAYS I cant wait to go home finally away from this fuh ahh clg and work on my projects Anyways i worked on the wiring diagram for the project in figma, wrote the readme and setup the github and i think im ready to req funding now (oh btw 3D prints are not included in the funding) They HAVE to let me on their magazine after this no chance all 3 of my projects dont make it there
Might get the funding soon I updated the readme with build instructions, rn i didnt add the dipole construction and itll be a long process of trial and error and i wanna provide the final method for construction It makes me vv happy that they actually saw the part where i implemented it in game and appreciated so hats off to them for that Everything is updated now i can apply for funding i think
Added the MCU and other sensors that will be necessary in the CAD too
Dipole is done I made a 1/2 wave dipole antenna using 14 AWG aluminum wires I recorded 30 mins of work but this job took me 2 total hours to complete For starters i ALMOST disintegrated my 3D printer because of a stupid soda can I forgot i kept it under the arm (the X axis arm that moves up and down) and i didnt realise i kept it there, My first layers were SO trash because of it it was a solid half an hour of troubleshooting till i figured out what the issue was. Thankfully i didnt overtighten my screws so my rails are fine, But i cant say the same about my nozzle My nozzle scraped the bed after i removed the can cuz i set the Z offset too low and i did stop the print but it was lowk a lil late, It still works so thats fine But this stupid 6min print took me 2 Hours of work Anyways, This half wave is made of aluminum 14AWG single cored wire, i used a drill machine to straighten it and then cut 16.75cm pieces ( 2 cm more than that and then i folded the 2 cm part to work as connectors) It looks pretty perfect to me, I hope it works that way too If this doesnt work as expected ill look into building my DIY balun
OH ITS CHRISTMAS EVERYDAY MY PARTS ARRIVED ITS SUCH A MASSIVE BOX I CANT CONTAIN MYSELF, Im so so so excited thankyou zach thankyou stardance and thanku hackclub for getting me all this As soon as my parcel arrived i hopped on da puter tryna make the stepper go brr When i was starting out surprisingly it was NOT working as intended The stepper was making a LOT of noise and it was just jerky and stalling and had 0 torque, for the life of me i couldn’t figure out what the issue was. TURNS OUT, Claude fkin lied to me and told me wrong way to wire the stepper phase wires, so i had changed the wiring of how the stepper connector initially came with, After my free tokens expired i was like shi i gotta take shi in my own hands, I tried that and it instantly worked The torque was perfect and microstepping was insanely clean Now that this wiring stuff is done, all that remains is i have to figre out a way to get the motor encoder with the motor, i have multiple ideas on how i will do it so follow this project to see more of this in the end i would like to thank hackclub once AGAIN for getting me all this i love yall
MY CUSTOM DIPOLE IS WORKING AND NOTHING BURNED FOR STARTERS MY COAX IS HERE I went back to my dipole because it was WAY easier to solder the wires on stainless steel than it was on aluminum, Kinda bummed out cuz stainless steel velocity factor is higher than Al, So im 80% sure my antenna isnt tuned rn (hasn’t unlocked its full potential) Also i havent tuned my antenna for endpoint factor either. I tested with mavlink in same room and another room the RSSI didnt drop, I will be conducting more experiments today driving around tryna compare both the antennas I will research on how to build a 1:1 or 4:1 balun and make that too if possible, follow this proj and lets figure this blackmagic out together
I love writing clean code I genuinely think one thing im good at is writing clean and structured code, Anyways apart from that, i was able to utilize sensorless homing in my TMC2209 drivers which i very ingeniously picked cuz i totally knew what they were capable of. To be honest i was js surfing da net and found out that u can actually home using these drivers without any external switches, so i was able to save the hassle and wire for that, It was pretty hard getting it running im not gonna lie, With help of chatgpt i was able to figure out why it wasnt working, and in the end i was able to get it to home properly I wired up the GPS use a library for it too and then sent those functions in a different header file so my main file remains clean. I coded a lil GPS_3D return func that gives x y and alt of the GPS which we will be using to aim the yagi to the target. You see the no gps fix message cuz my house walls are pretty thick, these GPS cant get fix inside (my planes expensive GPS cant get it indoors either) Update on my rc plane: Its my last day at home before ill be going to clg and it has not stopped raining for a single day so its wraps for that, I might be able to find a window to test it maybe. Tmr ill be working on getting the motor encoder working, Im still waiting up on my bearings and the wodden staff istg its taking way too long
Breadboards are mid and they ruined my life, i got devorced lost my house, kids, properties, car and everything else cuz of them I wrote a header file for this encoder, Normally thesehigh precision 21 bit encoders use SPI to communicate to the MCU, BUT I SWEAR ON MY LIFE THOSE PADS ARE TOO FKIN SMALL. ISTG THESE ARE THE SMALLEST PADS IVE EVER SEEN HOW IS ONE SUPPOSED TO SOLDER ON THESE I was NOT gonna solder those lil shis w my fat and rusted ass soldering iron, so i instead used 14bit resolution PWM out of the encoder, its not AS precise as the 21 bit but il solder them when im home OH AND THIS IS MY HOSTEL ROOM BTW I HATE IT HERE The consistency of this encoder is perfect tho resolution is consistent (both the stepper and the encoder) I showed yall in the video how consistent it was. Sometimes it floats aound a bit but ik its cuz of the breadboard fkin up the pwm signals whcih are alr prone to interference. Ill fix that tho so need to worry, Ill design everything in a way so that in future its very easy to switch from PWM to SPI Anywyas thats all i did for today, for tmr i have better calibration for motors and when the motors calibrate ill calibrate the encoders too, I havent worked much w header files for C, This is my first time so ill have to learn abt that a lot too...
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1793228116.9267876
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1793832916.9267876
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47311
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My awesome macropad! by @tejasvenugopal01 | Starda My awesome macropad! by @tejasvenugopal01 | Stardance...
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tejasvenugopal01
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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 @tejasvenugopal01 | Title: My awesome macropad! by @tejasvenugopal01 | Stardance...
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1793177540.25615
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1793782340.25615
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9098
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My first slack bot! by @tejasva | Stardance
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tejasva
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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 @tejasva | Stardance
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1793364560.6768084
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1793969360.6768084
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|
19054
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Frictionless by @tejasv | Stardance
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tejasv
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1
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5.14
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0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-29T19:25:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What did you make? I made TidyUp, a simple productivity tool for people who feel overwhelmed or stuck. It helps users clear their head, choose one small task, and start a short focus timer without needing an account. What was challenging? The hardest part was making productivity feel less stressful. I wanted TidyUp to guide users without overwhelming them with another complicated task system. What are you proud of? I’m proud that TidyUp is actually usable. Users can capture tasks, choose one next action, run a timer, save distractions for later, and track their progress. I’m also proud of the friendly, playful design and the idea that starting counts as progress How can people test it? Choose a mood, start a reset, add a few loose ends, select one task, and run the 5-minute timer. You can also test the history keyboard shortcuts, local storage, and curated video library. TidyUp works locally and does not require an account. To test it: 1.Open the app. Choose SCATTERED or AVOIDING. Click START A 3-MINUTE RESET. 4.Continue through the breathing step, or choose the 5-4-3-2-1 grounding alternative. Paste several loose ends into the capture box. 6.Select one item and turn it into a small visible action. 7.Choose a 5-minute timer. 8.Pause the timer and park a distraction. Resume the timer or move to the completion screen. 10Select I STARTED, PARTLY, or NOT YET. 11 Open HISTORY to see the result.", "repo": "https://github.com/tejasvswipe/tidy-up", "demo": "https://tidy-up-one.vercel.app"}]...
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[{"post_id": 75931, "ts": "202 [{"post_id": 75931, "ts": "2026-10-01T17:02:11Z", "hours": 1.8519, "text": "COMPLETED THE PORBLEM RESOLVED THE QUERY , AND MOST INTERSETINGLY I GOT A GIRLFRIENDDDD!!!"}, {"post_id": 75494, "ts": "2026-09-30T08:53:04Z", "hours": 0.2833, "text": "i was working to prove the less use of ai . plz forgive me , i want stardust ,i just used 10% ai"}, {"post_id": 75314, "ts": "2026-09-29T18:49:31Z", "hours": 0.4189, "text": "The CSS refactor and special quirk is completed"}, {"post_id": 75305, "ts": "2026-09-29T18:08:36Z", "hours": 0.6333, "text": "Yeppiee , it’s working and the things are working , checkout : tidy-up-one.vercel.app"}, {"post_id": 75214, "ts": "2026-09-29T14:33:56Z", "hours": 0.5667, "text": "completed the ui changed and made it genz worthy"}, {"post_id": 73632, "ts": "2026-09-25T15:23:20Z", "hours": 0.5244, "text": "new features – with new look"}, {"post_id": 70573, "ts": "2026-09-19T11:51:29Z", "hours": 0.3569, "text": "TidyUp calms anxiety, captures loose ends, and guides one small focus action so you can start."}]...
|
Title: Frictionless by @tejasv | Stardance
Devlog Title: Frictionless by @tejasv | Stardance
Devlogs:
TidyUp calms anxiety, captures loose ends, and guides one small focus action so you can start.
new features – with new look
completed the ui changed and made it genz worthy
Yeppiee , it’s working and the things are working , checkout : tidy-up-one.vercel.app
The CSS refactor and special quirk is completed
i was working to prove the less use of ai . plz forgive me , i want stardust ,i just used 10% ai
COMPLETED THE PORBLEM RESOLVED THE QUERY , AND MOST INTERSETINGLY I GOT A GIRLFRIENDDDD!!!
Ships:
What did you make? I made TidyUp, a simple productivity tool for people who feel overwhelmed or stuck. It helps users clear their head, choose one small task, and start a short focus timer without needing an account. What was challenging? The hardest part was making productivity feel less stressful. I wanted TidyUp to guide users without overwhelming them with another complicated task system. What are you proud of? I’m proud that TidyUp is actually usable. Users can capture tasks, choose one next action, run a timer, save distractions for later, and track their progress. I’m also proud of the friendly, playful design and the idea that starting counts as progress How can people test it? Choose a mood, start a reset, add a few loose ends, select one task, and run the 5-minute timer. You can also test the history keyboard shortcuts, local storage, and curated video library. TidyUp works locally and does not require an account. To test it: 1.Open the app. Choose SCATTERED or AVOIDING. Click START A 3-MINUTE RESET. 4.Continue through the breathing step, or choose the 5-4-3-2-1 grounding alternative. Paste several loose ends into the capture box. 6.Select one item and turn it into a small visible action. 7.Choose a 5-minute timer. 8.Pause the timer and park a distraction. Resume the timer or move to the completion screen. 10Select I STARTED, PARTLY, or NOT YET. 11 Open HISTORY to see the result....
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1793008447.91982
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1793872447.91982
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27449
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My awesome macropad! by @tejasv | Stardance
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tejasv
|
0
|
10.03
|
0
|
[]
|
[{"post_id": 77386, "ts": "202 [{"post_id": 77386, "ts": "2026-10-06T19:11:04Z", "hours": 1.0164, "text": "yo this is my pcb belnder design"}, {"post_id": 77137, "ts": "2026-10-05T19:06:57Z", "hours": 0.3667, "text": "make a design of rthe case"}, {"post_id": 77124, "ts": "2026-10-05T18:30:49Z", "hours": 1.0478, "text": "worked for : redisgn ht epcb and wire routing"}, {"post_id": 74769, "ts": "2026-09-28T06:26:31Z", "hours": 1.6833, "text": "perfect wiriing with common ground , yepiiieeee!!!"}, {"post_id": 73991, "ts": "2026-09-26T14:14:03Z", "hours": 2.4169, "text": "PARTIAL WIRING COMPLITED , IDENTIFY ERROR"}, {"post_id": 73828, "ts": "2026-09-26T03:34:10Z", "hours": 0.8342, "text": "yo this goat is finalizing , i configure how to wire,"}, {"post_id": 73535, "ts": "2026-09-25T10:39:35Z", "hours": 1.3836, "text": "design thhe placement of the pcb , having so much problem in nwwiring , any suggesstion or help ."}, {"post_id": 73059, "ts": "2026-09-24T09:23:32Z", "hours": 1.2764, "text": "a pcb and design for the hack macro pad challenge"}]...
|
Title: My awesome macropad! by @tejasv | Stardance Title: My awesome macropad! by @tejasv | Stardance
Devlogs:
a pcb and design for the hack macro pad challenge
design thhe placement of the pcb , having so much problem in nwwiring , any suggesstion or help .
yo this goat is finalizing , i configure how to wire,
PARTIAL WIRING COMPLITED , IDENTIFY ERROR
perfect wiriing with common ground , yepiiieeee!!!
worked for : redisgn ht epcb and wire routing
make a design of rthe case
yo this is my pcb belnder design...
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1793598477.8569114
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1794462477.8569114
|
|
63186
|
rizzy-alarm by @tejasv | Stardance
|
tejasv
|
0
|
2.1
|
0
|
[]
|
[{"post_id": 77509, "ts": "202 [{"post_id": 77509, "ts": "2026-10-07T08:56:07Z", "hours": 0.33, "text": "made pcb and gerber"}, {"post_id": 77393, "ts": "2026-10-06T19:43:40Z", "hours": 1.7714, "text": "made a blender design"}]...
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Title: rizzy-alarm by @tejasv | Stardance
Devlogs Title: rizzy-alarm by @tejasv | Stardance
Devlogs:
made a blender design
made pcb and gerber...
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1793426126.822871
|
1794290126.822871
|
|
63192
|
event-horizon by @tejasv | Stardance
|
tejasv
|
1
|
1.73
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T09:46:55Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made event-horizon , a NASA-powered custom new-tab dashboard. It displays NASA’s Astronomy Picture of the Day with the image or video, title, date, explanation, and a link to the original media. I designed it as a fixed Chrome-style browser window using a neo-brutalist and maximalist visual style. It has bold borders, bright colors, large typography, a live clock, a date picker, a Today button, a reload button, signal status, and an internal scroll area for reading the NASA explanation without scrolling the entire page. The most challenging parts were connecting the NASA APOD API, supporting both image and video results, handling loading and error states, and keeping the browser-style layout fixed while allowing only the content panel to scroll. I also learned how to use Vite environment variables and deploy a production build. To test the project, open the site and wait for the NASA picture to load. Use the date picker to explore another date, click “Jump to Today” to return to today’s picture, and click the original-image link to view the full-resolution media. Press the T key to return to today’s picture.", "repo": "https://github.com/tejasvswipe/event-horizon", "demo": "https://event-horizon-fur.vercel.app"}]...
|
[{"post_id": 73457, "ts": "202 [{"post_id": 73457, "ts": "2026-09-25T04:03:05Z", "hours": 0.3428, "text": "i worked here to chnge the ui hope u like it"}, {"post_id": 72691, "ts": "2026-09-23T14:52:59Z", "hours": 0.3911, "text": "its been a good vibe with the pin the favourites features yepiee, checkout : event-horizon-fur.vercel.app"}, {"post_id": 70080, "ts": "2026-09-18T12:42:23Z", "hours": 0.77, "text": "see what happened in space on ur bday ,for cool ppl only event-horizon-fur.vercel.app"}]...
|
Title: event-horizon by @tejasv | Stardance
Devlo Title: event-horizon by @tejasv | Stardance
Devlogs:
see what happened in space on ur bday ,for cool ppl only event-horizon-fur.vercel.app
its been a good vibe with the pin the favourites features yepiee, checkout : event-horizon-fur.vercel.app
i worked here to chnge the ui hope u like it
Ships:
I made event-horizon , a NASA-powered custom new-tab dashboard. It displays NASA’s Astronomy Picture of the Day with the image or video, title, date, explanation, and a link to the original media. I designed it as a fixed Chrome-style browser window using a neo-brutalist and maximalist visual style. It has bold borders, bright colors, large typography, a live clock, a date picker, a Today button, a reload button, signal status, and an internal scroll area for reading the NASA explanation without scrolling the entire page. The most challenging parts were connecting the NASA APOD API, supporting both image and video results, handling loading and error states, and keeping the browser-style layout fixed while allowing only the content panel to scroll. I also learned how to use Vite environment variables and deploy a production build. To test the project, open the site and wait for the NASA picture to load. Use the date picker to explore another date, click “Jump to Today” to return to today’s picture, and click the original-image link to view the full-resolution media. Press the T key to return to today’s picture....
|
1793044090.1141288
|
1793908090.1141288
|
|
64828
|
mit-topper-pov by @tejasv | Stardance
|
tejasv
|
1
|
2.79
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T21:16:44Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created mit-pov, a browser-based desktop OS software, but with the perspective taken from an MIT topper’s point of view rather than the default OS design. The first screen that appeared after launch was the welcome page, which then transitioned to the actual desktop. The desktop comprises a wallpaper, a top bar, a clock, and icons on the bottom bar, which open windows with drag-and-drop. The applications were Transcript.exe (GPA and coursework in the form of a real-life transcript), Trophy Case.exe (showcasing achievements), and Projects.exe (portfolio cards in the form of a portfolio). The new application the user has not seen in the tutorial is the Terminal.exe, which is a fake interactive terminal where the user can type in commands, such as whoami, and receive an appropriate response in the terminal emulator. What were the biggest challenges? The biggest challenge was implementing the window mechanic. It had to have drag-and-drop, focus listening, and opening/closing functions, and all of them had to share the same set of rules or have some of them overridden due to specific cases, such as having multiple windows open at the same time and having their z-index sorted out. What are you most proud of? I am most proud of the fact that the application was not just a modified version of the given tutorial. It involved using React and TypeScript framework rather than the default JavaScript code and, thus, constituted a different project at its core. What should users know before testing? The users do not have to log in or type in any credentials before launching. The first step would be to open applications by clicking on the icons on the bottom bar and playing around with them, including dragging windows. Then, the user should try to open the Terminal.exe and type some commands to see the easter eggs.", "repo": "https://github.com/tejasvswipe/mit-pov-webos", "demo": "https://mit-pov-webos.vercel.app"}]...
|
[{"post_id": 75507, "ts": "202 [{"post_id": 75507, "ts": "2026-09-30T09:49:16Z", "hours": 0.2667, "text": "ADDED PLENTY OF FEATURES TO MAKE IN 80% HUMAN AND REWRITE README BY MY SELF"}, {"post_id": 75288, "ts": "2026-09-29T17:16:52Z", "hours": 0.3272, "text": "Debugged the code"}, {"post_id": 74768, "ts": "2026-09-28T06:19:37Z", "hours": 1.1936, "text": "added new feature , spotify integrity , alarm , llm support, now this website has 12 features , vroooommm!!!!! MIT i am coming"}, {"post_id": 72408, "ts": "2026-09-22T21:06:06Z", "hours": 0.7753, "text": "an ui ux update with real features mit-pov-webos.vercel.app"}, {"post_id": 72348, "ts": "2026-09-22T18:36:53Z", "hours": 0.3078, "text": "developin’ the backend for the GOAT for the MIT aspirants and beautiful , rizzy frontend in the , for the cool aspirants only"}]...
|
Title: mit-topper-pov by @tejasv | Stardance
Devl Title: mit-topper-pov by @tejasv | Stardance
Devlogs:
developin’ the backend for the GOAT for the MIT aspirants and beautiful , rizzy frontend in the , for the cool aspirants only
an ui ux update with real features mit-pov-webos.vercel.app
added new feature , spotify integrity , alarm , llm support, now this website has 12 features , vroooommm!!!!! MIT i am coming
Debugged the code
ADDED PLENTY OF FEATURES TO MAKE IN 80% HUMAN AND REWRITE README BY MY SELF
Ships:
I created mit-pov, a browser-based desktop OS software, but with the perspective taken from an MIT topper’s point of view rather than the default OS design. The first screen that appeared after launch was the welcome page, which then transitioned to the actual desktop. The desktop comprises a wallpaper, a top bar, a clock, and icons on the bottom bar, which open windows with drag-and-drop. The applications were Transcript.exe (GPA and coursework in the form of a real-life transcript), Trophy Case.exe (showcasing achievements), and Projects.exe (portfolio cards in the form of a portfolio). The new application the user has not seen in the tutorial is the Terminal.exe, which is a fake interactive terminal where the user can type in commands, such as whoami, and receive an appropriate response in the terminal emulator. What were the biggest challenges? The biggest challenge was implementing the window mechanic. It had to have drag-and-drop, focus listening, and opening/closing functions, and all of them had to share the same set of rules or have some of them overridden due to specific cases, such as having multiple windows open at the same time and having their z-index sorted out. What are you most proud of? I am most proud of the fact that the application was not just a modified version of the given tutorial. It involved using React and TypeScript framework rather than the default JavaScript code and, thus, constituted a different project at its core. What should users know before testing? The users do not have to log in or type in any credentials before launching. The first step would be to open applications by clicking on the icons on the bottom bar and playing around with them, including dragging windows. Then, the user should try to open the Terminal.exe and type some commands to see the easter eggs....
|
1793051343.5365715
|
1793915343.5365715
|
|
67000
|
neo-note by @tejasv | Stardance
|
tejasv
|
0
|
1.85
|
0
|
[]
|
[{"post_id": 75805, "ts": "202 [{"post_id": 75805, "ts": "2026-10-01T06:22:20Z", "hours": 0.5647, "text": "completed the mongo DB and supabase authorization"}, {"post_id": 75584, "ts": "2026-09-30T14:14:06Z", "hours": 0.5636, "text": "completed the data base work and the api routing ,without ai"}, {"post_id": 75525, "ts": "2026-09-30T11:30:21Z", "hours": 0.7222, "text": "completed the core model backend and working faster to get it done today"}]...
|
Title: neo-note by @tejasv | Stardance
Devlogs:
c Title: neo-note by @tejasv | Stardance
Devlogs:
completed the core model backend and working faster to get it done today
completed the data base work and the api routing ,without ai
completed the mongo DB and supabase authorization...
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1793454639.5973775
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1794318639.5973775
|
|
67057
|
Tejas.in by @tejasv | Stardance
|
tejasv
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-01T17:51:10Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I SOLVED REIMANN HYPOTHESIS .LOL . ITS A PERSONAL SITE , OBV . SO THE CHALLENGING PART IS THAT , FIGURE I MADE IT THE CORNER AND DOING THE REALIZIATION THAT I DIDINT POSTED A DEVLOG , ITS RELLY MESSY ,ATP . BUT THE SITE IS A CLEAN POLISHED HUAMN MADE , MF ITS HUMAN AND A BIT QUIRK OF AI , IT HAVE 4 SECTIONS , GO AND SEE THE LINK IS BELOW.HAHAHA , I FELT THE MOST FUCKIN’ ASS PART IS nothing its ezzzz , a notmal website ,yk that strip i made is a bit tough and all good , plz dont fuck me approve it in one time ,ahm ,csorry take ur time", "repo": "https://github.com/tejasvswipe/tejas", "demo": "https://tejas-pink.vercel.app"}]...
|
[{"post_id": 75926, "ts": "202 [{"post_id": 75926, "ts": "2026-10-01T16:54:04Z", "hours": 3.5447, "text": "its partially comppleted . yepiee , hardest to set the config , mann… it takes hours sadly doesnt counts in coding time"}]...
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Title: Tejas.in by @tejasv | Stardance
Devlogs:
i Title: Tejas.in by @tejasv | Stardance
Devlogs:
its partially comppleted . yepiee , hardest to set the config , mann… it takes hours sadly doesnt counts in coding time
Ships:
I SOLVED REIMANN HYPOTHESIS .LOL . ITS A PERSONAL SITE , OBV . SO THE CHALLENGING PART IS THAT , FIGURE I MADE IT THE CORNER AND DOING THE REALIZIATION THAT I DIDINT POSTED A DEVLOG , ITS RELLY MESSY ,ATP . BUT THE SITE IS A CLEAN POLISHED HUAMN MADE , MF ITS HUMAN AND A BIT QUIRK OF AI , IT HAVE 4 SECTIONS , GO AND SEE THE LINK IS BELOW.HAHAHA , I FELT THE MOST FUCKIN’ ASS PART IS nothing its ezzzz , a notmal website ,yk that strip i made is a bit tough and all good , plz dont fuck me approve it in one time ,ahm ,csorry take ur time...
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1793051344.3503225
|
1793915344.3503225
|
|
67879
|
esp-home by @tejasv | Stardance
|
tejasv
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: esp-home by @tejasv | Stardance
|
1793461667.687938
|
1794325667.687938
|