|
2408
|
PulseRay by @urged-st | Stardance
|
urged-st
|
1
|
12.0
|
181
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-12T12:55:44Z", "hours": 12.0, "multiplier": 15.77, "payout": 181, "blessing": "neutral", "text": "I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance.", "repo": "https://github.com/urged-st/PulseRay", "demo": "https://pulseray.vercel.app/"}]...
|
[{"post_id": 6850, "ts": "2026 [{"post_id": 6850, "ts": "2026-06-11T14:35:16Z", "hours": 1.345, "text": "Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)"}, {"post_id": 4772, "ts": "2026-06-08T08:13:27Z", "hours": 0.8692, "text": "It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo"}, {"post_id": 4136, "ts": "2026-06-07T10:32:36Z", "hours": 2.8914, "text": "Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram."}, {"post_id": 2423, "ts": "2026-06-04T21:57:57Z", "hours": 0.6917, "text": "UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!"}, {"post_id": 2233, "ts": "2026-06-04T16:52:07Z", "hours": 0.8417, "text": "UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/"}, {"post_id": 1742, "ts": "2026-06-03T22:33:49Z", "hours": 1.095, "text": "Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate."}, {"post_id": 1401, "ts": "2026-06-03T12:34:49Z", "hours": 0.7019, "text": "Not much done, just fixed a bug where the using the slider would drag the background along with it 😭"}, {"post_id": 817, "ts": "2026-06-02T14:28:42Z", "hours": 1.6878, "text": "Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!"}, {"post_id": 453, "ts": "2026-06-01T21:38:55Z", "hours": 0.5669, "text": "Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine."}, {"post_id": 429, "ts": "2026-06-01T20:41:06Z", "hours": 1.0692, "text": "Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected."}]...
|
Title: PulseRay by @urged-st | Stardance
Devlogs: Title: PulseRay by @urged-st | Stardance
Devlogs:
Finished base model of the pulsar, it spins! First time using canvas so it took longer than expected.
Finished the base template I added the waveform viewer and signal status - this took most of the time, the sliders weren’t too hard to figure out. At least now it’s working fully. Next steps? I am going to try and have Earth be movable, so users can see the effect of observer position, might also make it have a scrollable and zoomable background maybe, make it feel more like a space engine.
Learnt how to use function mousePressed and Relesased, so i’ve made the background pannable, and also added zoom. You can now drag Earth around too!
Not much done, just fixed a bug where the using the slider would drag the background along with it 😭
Added a distance factor, and different presets for the pulsar! Signals are now weaker the further away you place Earth, and you can select preset pulsar types to investigate.
UI Changes added distance counter added pulse counter New Features tried to implement a pulse counter (it works :D), counts pulse based on whether or not last pulse was valid I also added a “reset view” button, as even as a developer it was annoying having to re-run the program to test different distances and angles, so reset view brings Earth back to its initial position (so you can have it come back after dragging it miles away lol) Fixes I had to fix this one as it was just qol, but after selecting any preset, then changing the sliders, the selected preset didn’t show “custom” it showed whatever one was picked last, which could be misleading for new users. alsooo i have an instagram now, check it out for video logs (and drop a follow if you’d like to :) https://www.instagram.com/urged.st/
UI changes changed up that boring graph, I added gridlines and a scale, changed the waveform colour to green to make it easier to see. New features pulse detection now factors in distance (totally didn’t forget to add this before lol) so pulses from further away won’t be detected as they are too weak (as in real life!) Next Ideas I want to add more information, probably a toggleable menu in the corner with some basic information about pulsars maybe a catalogue of real pulsars? a pulse rate tooltip, I am definitely adding this one in the next session its too essential to leave out probably gonna switch some of the UI up, the logic is working fine at the moment I’ve spent a lot of time on it so might focus on aesthetics for an hour or so Note about the screenshot: You can see that the beam is covering the observer line of Earth, and there is some signal being produced, however it’s below the threshold of 0.2, hence why it displays “NO SIGNAL”!
Pulsar simulator MASSIVE UI update… So i got really tired of the default p5.js fonts so I decided to change things up, and in the process I ended up wanting to redesign the info box i had made initially (you can see the previous designs on my insta). Before it was static and looked like it had come out of a powerpoint presentation so I learnt how to add fonts and found space mono, which i really liked. I also had to redesign the previous cards i had made because they were again static and boring… I kept running into issues and limitations with the p5.js canvas as before i was just using that for the darkened overlay and cards, so i went ahead and redid the entire overlay as pure html and css because i had more experience in that and it was easier to bend to my will. So 3hrs logged brings Pulsar Sim this new revamped landing/info page! I also changed some of the fonts on the project itself, I dont know if i you can add multiple pics onto a devlog yet but i’ll send a screenshot in the next one. Next step for me is to make the middle card expandable, and include more detailed explanations on neutron stars and pulsars, as the information i provided initially is really basic and surface-level. I’d say this was a really successful UI overhaul - any feedback you guys have would be really valuable, i’ll try post more to showcase everything, and if you want to see videos of the project itself they are on my instagram.
It is done!! I have deployed this project at https://pulsarsimulator.vercel.app/ , check it out! Final Steps: polish information on the article and other cards gather feedback from users and work on that before I ship hit 10 hours lol I am still on 9 make the fade in animation for the cards occur on startup too, currently it only occurs when you click the button. MAYBE i might make custom sliders but i think this is fine This is one of 4 simulators, I will research for the second one today, and if possible complete a demo
Nothing much, added my github link as a button, attempted to add touchscreen controls for the guys on ipads but unfortunately failed miserably… it kept messing with the actual mouse moving code and I just couldn’t fix it. Might work on it sometime if I get bored of working on G-Lens lol (my other project)
Ships:
I have developed a functioning pulsar simulator, where you can change the width and speed of the beams and explore the effect it has on the detected signal. It aims to simulate how we detect pulsars from Earth using radio telescopes, where they would be completely invisible otherwise. You can also drag Earth around as changing distance also affects the strength of the signal. It calculates the pulse rate, frequency and other signal-related values in real time. It was especially difficult to make the signal generation as accurate as possible, as I was not using any physics-specific libraries (as I would do if I made this in Python), however since I wanted to deploy this to the web I used HTML, CSS, and Javascript (p5.js). By far the part which was the most time consuming and difficult was the landing/help page which appears when you load the page. The animations, design and content took hours to write, and the cards themselves went through many iterations, from looking like a powerpoint presentation to a professional app! Since this is my first Javascript project, I’m extremely happy with the way it turned out, and will continue to develop the majority of my stardance projects with p5.js, most probably. One thing that I wish I could figure out was how to make it touch screen compatible, as you won’t be able to drag around the canvas with a touchscreen. Hopefully, I can implement this in the future, but at this time I cannot figure out how to add it. Therefore users of this app, for the ideal experience should access it on a laptop/pc. Later, this app will (hopefully) be collated with 3 other simulations onto one website, which I will also develop for Stardance....
|
1792878748.3963103
|
1793742748.3963103
|
|
61845
|
My fav songs by @GUDDETIYASWANTH | Stardance
|
GUDDETIYASWANTH
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T07:54:12Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website that contains all my current fav songs that I listen on repeat, it was a bit challenging with the choosing color palatte, and GOD it was hard to make a collapsing header and that still doesn’t work great but since it’s my first time using javascript, I am bit proud of myself, i think i made a great website, I collected all the images from the google and pinterest, I used a bit of AI for choosing color palatte and learning how make a collapsing header, I had a great time doing it.", "repo": "https://github.com/guddetiyashwanth3-ui/My-Website", "demo": "https://guddetiyashwanth3-ui.github.io/My-Website/"}]...
|
[{"post_id": 68508, "ts": "202 [{"post_id": 68508, "ts": "2026-09-15T07:26:58Z", "hours": 0.6081, "text": "Add a collapsing header to the website, I think it’s good enough for me rn"}, {"post_id": 68484, "ts": "2026-09-15T06:33:08Z", "hours": 0.3897, "text": "Hmmm.. I’ve added a few more songs but still pondering on the color scheme and thinking about adding few more things."}, {"post_id": 68444, "ts": "2026-09-15T04:05:51Z", "hours": 2.3544, "text": "I have been working on my website which gives a list of my current fav songs that i play on repeat, but i cant get the color palette right T_T, the background color always ends up looking bland, please give any suggestions for the color palatte."}]...
|
Title: My fav songs by @GUDDETIYASWANTH | Stardanc Title: My fav songs by @GUDDETIYASWANTH | Stardance
Devlogs:
I have been working on my website which gives a list of my current fav songs that i play on repeat, but i cant get the color palette right T_T, the background color always ends up looking bland, please give any suggestions for the color palatte.
Hmmm.. I’ve added a few more songs but still pondering on the color scheme and thinking about adding few more things.
Add a collapsing header to the website, I think it’s good enough for me rn
Ships:
I made a website that contains all my current fav songs that I listen on repeat, it was a bit challenging with the choosing color palatte, and GOD it was hard to make a collapsing header and that still doesn’t work great but since it’s my first time using javascript, I am bit proud of myself, i think i made a great website, I collected all the images from the google and pinterest, I used a bit of AI for choosing color palatte and learning how make a collapsing header, I had a great time doing it....
|
1793415168.272693
|
1793501568.272693
|
|
15512
|
Some Code that I made when I was bored by @lemu | Some Code that I made when I was bored by @lemu | Stardance...
|
lemu
|
0
|
1.29
|
0
|
[]
|
[{"post_id": 6851, "ts": "2026 [{"post_id": 6851, "ts": "2026-06-11T14:37:05Z", "hours": 1.2883, "text": ".OBJ vertex reader. Just testing out my coding capabilities and thought that maybe I could make a CAD software LOL"}]...
|
Title: Some Code that I made when I was bored by @ Title: Some Code that I made when I was bored by @lemu | Stardance
Devlogs:
.OBJ vertex reader. Just testing out my coding capabilities and thought that maybe I could make a CAD software LOL...
|
1793396899.180127
|
1794001699.180127
|
|
14324
|
StardustOS by @august | Stardance
|
august
|
0
|
3.02
|
0
|
[]
|
[{"post_id": 68511, "ts": "202 [{"post_id": 68511, "ts": "2026-09-15T07:29:34Z", "hours": 3.0239, "text": "I finally got the loading screen to work! (I haven’t built anything else yet, but still) Thanks to online websites, I got the code for the background and managed to mash it together to create this. I used particles.casberry.in, originkit, and online tutorials for the background and animation, and some help from AI for the cursor warp. Now, I’ll start the login screen mechanism and the actual desktop."}]...
|
Title: StardustOS by @august | Stardance
Devlogs: Title: StardustOS by @august | Stardance
Devlogs:
I finally got the loading screen to work! (I haven’t built anything else yet, but still) Thanks to online websites, I got the code for the background and managed to mash it together to create this. I used particles.casberry.in, originkit, and online tutorials for the background and animation, and some help from AI for the cursor warp. Now, I’ll start the login screen mechanism and the actual desktop....
|
1793166918.3559012
|
1793771718.3559012
|
|
62379
|
Ai agent platform by @quartz001481 | Stardance
|
quartz001481
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T10:03:12Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a script that lets you put in your google api and call gemini repeatedly to solve difficut problems. It lets you choose between different models and you can even download it to run if you are scared of leaking your api key. If you have any suggestions of how to make this project better please leave a comment!", "repo": "https://github.com/quartz00148/psychic-doodle", "demo": "https://agentplatform.neocities.org/"}]...
|
[{"post_id": 68514, "ts": "202 [{"post_id": 68514, "ts": "2026-09-15T07:40:22Z", "hours": 0.2636, "text": "Ai agent platform that calls gemini over and over again I added in a dropdown menu where you can change the model to lower tokens used because you can swap to a worse model for other projects."}]...
|
Title: Ai agent platform by @quartz001481 | Starda Title: Ai agent platform by @quartz001481 | Stardance
Devlogs:
Ai agent platform that calls gemini over and over again I added in a dropdown menu where you can change the model to lower tokens used because you can swap to a worse model for other projects.
Ships:
I made a script that lets you put in your google api and call gemini repeatedly to solve difficut problems. It lets you choose between different models and you can even download it to run if you are scared of leaking your api key. If you have any suggestions of how to make this project better please leave a comment!...
|
1793415401.3465335
|
1793501801.3465335
|
|
52539
|
AMBRA by @ewph | Stardance
|
ewph
|
0
|
15.88
|
0
|
[]
|
[{"post_id": 68543, "ts": "202 [{"post_id": 68543, "ts": "2026-09-15T09:20:00Z", "hours": 12.7775, "text": "Huge update to AMBRA! This update lays more of the foundation for a full-featured music player. Once the basic features are done, all the cool stuff can start making its way in. All major changes: - Added persistent, editable playlists with sidebar navigation - Added play/shuffle (so far, there's more to come in the way of playing) for library and playlists - Overhauled the library with separate pages for tracks, artists, and albums - Improved search for better ranking and filtering - Added playback restoration (being able to close the app and be in the same spot in the song) - Added a super basic (and unstyled lol, pretty obviously no CSS) audio output switcher"}, {"post_id": 61976, "ts": "2026-09-05T05:37:05Z", "hours": 3.1039, "text": "Improved search to work across all services, working on UI improvements because it looks ugly (plus a small showcase of what the app looks like since it’s my first devlog)"}]...
|
Title: AMBRA by @ewph | Stardance
Devlogs:
Improv Title: AMBRA by @ewph | Stardance
Devlogs:
Improved search to work across all services, working on UI improvements because it looks ugly (plus a small showcase of what the app looks like since it’s my first devlog)
Huge update to AMBRA! This update lays more of the foundation for a full-featured music player. Once the basic features are done, all the cool stuff can start making its way in. All major changes: - Added persistent, editable playlists with sidebar navigation - Added play/shuffle (so far, there's more to come in the way of playing) for library and playlists - Overhauled the library with separate pages for tracks, artists, and albums - Improved search for better ranking and filtering - Added playback restoration (being able to close the app and be in the same spot in the song) - Added a super basic (and unstyled lol, pretty obviously no CSS) audio output switcher...
|
1792712886.4583771
|
1793317686.4583771
|
|
62402
|
MCNS — Modular Computational Neural System of a Fr MCNS — Modular Computational Neural System of a FruitFly by @kaxokaze | Stardance...
|
kaxokaze
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-25T19:51:15Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "MCNS (Modular Computational Neural System) is my attempt to build a computational “brain” of a fruit fly from real connectome data. I’m using Janelia FlyEM’s MaleCNS dataset — neuron skeletons, synapses, connectivity, neurotransmitters, and other biological data — as the foundation for a digital fly. The biggest challenge is scale: hundreds of thousands of neuron morphology files and massive biological datasets have to be downloaded, validated, organized, and transformed without losing their biological meaning. I’m proud that MCNS is being built as a real data-driven system rather than a simulated concept. The long-term goal is to turn the reconstructed neural architecture into something computationally explorable and eventually capable of modeling aspects of fly neural behavior. The project is still actively under development, so the GitHub repository is the best way to follow and test what exists so far.", "repo": "https://github.com/kaxokaze/mcns", "demo": "https://mcns.onrender.com/"}]...
|
[{"post_id": 68558, "ts": "202 [{"post_id": 68558, "ts": "2026-09-15T10:06:12Z", "hours": 2.9044, "text": "dataset completion in progress. :c"}]...
|
Title: MCNS — Modular Computational Neural System Title: MCNS — Modular Computational Neural System of a FruitFly by @kaxokaze | Stardance
Devlogs:
dataset completion in progress. :c
Ships:
MCNS (Modular Computational Neural System) is my attempt to build a computational “brain” of a fruit fly from real connectome data. I’m using Janelia FlyEM’s MaleCNS dataset — neuron skeletons, synapses, connectivity, neurotransmitters, and other biological data — as the foundation for a digital fly. The biggest challenge is scale: hundreds of thousands of neuron morphology files and massive biological datasets have to be downloaded, validated, organized, and transformed without losing their biological meaning. I’m proud that MCNS is being built as a real data-driven system rather than a simulated concept. The long-term goal is to turn the reconstructed neural architecture into something computationally explorable and eventually capable of modeling aspects of fly neural behavior. The project is still actively under development, so the GitHub repository is the best way to follow and test what exists so far....
|
1793415420.5897653
|
1793501820.5897653
|
|
53478
|
IR Control by @cseprenyi | Stardance
|
cseprenyi
|
0
|
0.63
|
0
|
[]
|
[{"post_id": 68580, "ts": "202 [{"post_id": 68580, "ts": "2026-09-15T10:51:13Z", "hours": 0.6281, "text": "Added options to the tray icon to open the config and IR command mappings."}]...
|
Title: IR Control by @cseprenyi | Stardance
Devlo Title: IR Control by @cseprenyi | Stardance
Devlogs:
Added options to the tray icon to open the config and IR command mappings....
|
1792749137.7415147
|
1793353937.7415147
|
|
58415
|
Frictionless by @SarthakVishwakarma | Stardance
|
SarthakVishwakarma
|
1
|
2.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T14:59:27Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just created a site which helps people more. It seems a demo version (maybe really it’s a demo version) and really its give an idea to another ones to created this type of software. In this site this site was linked with NASA satellite which send a live data like images and more, this site check the data and tells that where should be the natural disaster will be come and when did. This will help the life. For more information read README after improvement. Last time many people said that this is AI generated but the reality is “NO” this is not an AI generated site.", "repo": "https://github.com/sarthakvishwakarma44-prog/Frictionless.", "demo": "https://sarthakvishwakarma44-prog.github.io/Frictionless./"}]...
|
[{"post_id": 68581, "ts": "202 [{"post_id": 68581, "ts": "2026-09-15T10:51:55Z", "hours": 1.0331, "text": "Earth Rescue Mission.:}"}, {"post_id": 63596, "ts": "2026-09-07T14:51:35Z", "hours": 0.4089, "text": "Earth Rescue Mission.:}"}, {"post_id": 63550, "ts": "2026-09-07T13:55:13Z", "hours": 0.9392, "text": "Earth Rescue mission.:}"}]...
|
Title: Frictionless by @SarthakVishwakarma | Stard Title: Frictionless by @SarthakVishwakarma | Stardance
Devlogs:
Earth Rescue mission.:}
Earth Rescue Mission.:}
Earth Rescue Mission.:}
Ships:
I just created a site which helps people more. It seems a demo version (maybe really it’s a demo version) and really its give an idea to another ones to created this type of software. In this site this site was linked with NASA satellite which send a live data like images and more, this site check the data and tells that where should be the natural disaster will be come and when did. This will help the life. For more information read README after improvement. Last time many people said that this is AI generated but the reality is “NO” this is not an AI generated site....
|
1793245789.9257565
|
1793332189.9257565
|
|
60717
|
Lunapad by @mach | Stardance
|
mach
|
0
|
8.02
|
0
|
[]
|
[{"post_id": 68589, "ts": "202 [{"post_id": 68589, "ts": "2026-09-15T11:11:48Z", "hours": 8.0167, "text": "i am done with my pcb routing and case along with the firmware. i made the case in two parts, top and bottom held together by 4 underside screws. for the firmware i chose qmk."}]...
|
Title: Lunapad by @mach | Stardance
Devlogs:
i am Title: Lunapad by @mach | Stardance
Devlogs:
i am done with my pcb routing and case along with the firmware. i made the case in two parts, top and bottom held together by 4 underside screws. for the firmware i chose qmk....
|
1793036974.9092832
|
1793641774.9092832
|
|
62196
|
NFC business card by @RishitJain | Stardance
|
RishitJain
|
0
|
3.77
|
0
|
[]
|
[{"post_id": 68595, "ts": "202 [{"post_id": 68595, "ts": "2026-09-15T11:26:55Z", "hours": 1.2, "text": "Designed Aesthetics for NFC business card"}, {"post_id": 68561, "ts": "2026-09-15T10:11:40Z", "hours": 2.5667, "text": "i made the nfc part of my business card, its now a workign tag and lights up an led when someone uises the tag."}]...
|
Title: NFC business card by @RishitJain | Stardanc Title: NFC business card by @RishitJain | Stardance
Devlogs:
i made the nfc part of my business card, its now a workign tag and lights up an led when someone uises the tag.
Designed Aesthetics for NFC business card...
|
1793044267.8700125
|
1793649067.8700125
|
|
60969
|
My very own WebOS by @siddharth_ponugumati | Stard My very own WebOS by @siddharth_ponugumati | Stardance...
|
siddharth_ponugumati
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T11:51:18Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "THIS WAS SO GOOD I took up this project to try and learn html and it was AMAZING Though i did not complete the final task i think this is good enegh for my first time with html", "repo": "https://github.com/sure7831/webos", "demo": "https://webos-nk98.vercel.app/"}]...
|
[{"post_id": 68601, "ts": "202 [{"post_id": 68601, "ts": "2026-09-15T11:48:19Z", "hours": 1.3008, "text": "this is it i am done with the project and finally made my first app thoug i did not make a advanced app this is good enough. I have no experience in HYML and am surprised i got this far"}, {"post_id": 67985, "ts": "2026-09-14T09:58:49Z", "hours": 1.6319, "text": "finally got what is essentialy a app working this is going to be my second last devlog for this project and i would describe this as a very fun project"}, {"post_id": 67920, "ts": "2026-09-14T07:07:10Z", "hours": 1.7272, "text": "finally finished the topbara"}, {"post_id": 66743, "ts": "2026-09-12T17:11:38Z", "hours": 0.6072, "text": "first time learning html"}]...
|
Title: My very own WebOS by @siddharth_ponugumati Title: My very own WebOS by @siddharth_ponugumati | Stardance
Devlogs:
first time learning html
finally finished the topbara
finally got what is essentialy a app working this is going to be my second last devlog for this project and i would describe this as a very fun project
this is it i am done with the project and finally made my first app thoug i did not make a advanced app this is good enough. I have no experience in HYML and am surprised i got this far
Ships:
THIS WAS SO GOOD I took up this project to try and learn html and it was AMAZING Though i did not complete the final task i think this is good enegh for my first time with html...
|
1793411788.1360676
|
1793498188.1360676
|
|
62447
|
a2dpnova by @nimit | Stardance
|
nimit
|
0
|
2.52
|
0
|
[]
|
[{"post_id": 68604, "ts": "202 [{"post_id": 68604, "ts": "2026-09-15T11:51:57Z", "hours": 2.5236, "text": "Finished the project!"}]...
|
Title: a2dpnova by @nimit | Stardance
Devlogs:
Fi Title: a2dpnova by @nimit | Stardance
Devlogs:
Finished the project!...
|
1793044424.2981908
|
1793649224.2981908
|
|
60581
|
website2 by @Huzaifah_Iswardi | Stardance
|
Huzaifah_Iswardi
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-16T10:34:57Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Here i make a website that fetch nasa apod information daily using js. I think the most challenging part is to set it up on github. Overall i love this project so much. I added 2 main feature for this project Bg color changer - you can change the bg at the top left corner using rgb color picker 2.malaysia real time clock - its placed at the top right corner. -prewiew the website in desktop is recommended-", "repo": "https://github.com/fah67425/bug-free-guacamole", "demo": "https://fah67425.github.io/bug-free-guacamole/"}]...
|
[{"post_id": 68622, "ts": "202 [{"post_id": 68622, "ts": "2026-09-15T12:38:16Z", "hours": 3.0689, "text": "look ! Im fetching all nasa information hahahaha"}]...
|
Title: website2 by @Huzaifah_Iswardi | Stardance
Title: website2 by @Huzaifah_Iswardi | Stardance
Devlogs:
look ! Im fetching all nasa information hahahaha
Ships:
Here i make a website that fetch nasa apod information daily using js. I think the most challenging part is to set it up on github. Overall i love this project so much. I added 2 main feature for this project Bg color changer - you can change the bg at the top left corner using rgb color picker 2.malaysia real time clock - its placed at the top right corner. -prewiew the website in desktop is recommended-...
|
1793411660.6650774
|
1793498060.6650774
|
|
50440
|
Spiderboot by @tyri | Stardance
|
tyri
|
0
|
21.0
|
0
|
[]
|
[{"post_id": 68623, "ts": "202 [{"post_id": 68623, "ts": "2026-09-15T12:38:26Z", "hours": 1.0836, "text": "Hey everyone so today i finally started fixing all the issues with the pcb of the spider. I am not the best at this so i got a bit of help from ai but there is still a long way to go. I added resistors and even made my own symbel cause kicad doesnt have it. I didnt excpect it to take this little amount of time but there is still a long way to go cause i still havent fixed all the issues with it. I am going to continue working on it in a bit though"}, {"post_id": 62257, "ts": "2026-09-05T15:15:44Z", "hours": 1.5667, "text": "Hey everyone, so this sessions is just my friends recording where he first build the spider that i fixed on the last session. He did alot of researched on each part to find the best one and also took alot of time to place each component so it can be easily understood by as. Some of his connections as i said before were wrong so dont take inspo from this build. The camera we had to remove it later on cause we wouldn’t have put it in the pcb and we will put on top of the esp32 where is connects to the pins. Again do not take the wiring from here its mostly wrong"}, {"post_id": 62185, "ts": "2026-09-05T13:30:36Z", "hours": 2.0836, "text": "Hey everyone, so today i decided to do the spider schematic part of the project. My friend tried his best but honestly he has no clue how to connect different modules and assign the footprints. So i started by removing one extra component he added that was not needed and fixed the wiring on the servos. Then cause i also have no clue how half the components should connect i just asked ai cause i want the project to work and not blow up. I added a charging port and a boost converter i fixed all the wiring and connections and footprints but there is still alot of work left cause i didnt connect the boost converter nor the charging port. Anyway have to go now my mom is forcing me to do my homework."}, {"post_id": 60485, "ts": "2026-09-02T20:55:58Z", "hours": 4.6517, "text": "Hey everyone, so today i finally finished the pcb for the controller of the spider. Putting the components in the places i wanted was the ez part. The difficult part was getting all the footprints right and all the mods. But honestly i had fun connecting all the wires from component to component cause its a simple task i konw well. Now theoretically im done i just need my friends to finish the spider and the repo. Wait actually i still need to make the case which everytime i think is ez but it takes me hours. And the code for everything too"}, {"post_id": 59138, "ts": "2026-08-31T19:22:57Z", "hours": 11.6133, "text": "Hey everyone, so for the last few days me and some friends have been designing a spider robot and a controller for it. So we thought of making it with the esp32 but we didnt want it to be really large so we decided to go with the xiao seeed cause it is the smallest esp32. The controller also uses the esp32 cause honestly is one of the greatest microcontrollers ever. For the controller we used a small olde screen and 2 joystick. 1 for movement and the other for moving the camera. Ohh and the spider has a camera that is also nightvision and we added ir blasters so we could actually see. Our biggest problem rn is the legs cause our best thought so far is to use 3 motors for each joined but that beats the hole point of it being a small spider. We also need to finish the pcb the code the repo and the cases to be officially done. Further more cause my friends are new to all of this they spend alot of time trying to learn the basics. We also spend alot of time watching tutorials so they could understand everything. This was so much more fun cause we also took some breaks here and there and it was amazing"}]...
|
Title: Spiderboot by @tyri | Stardance
Devlogs:
H Title: Spiderboot by @tyri | Stardance
Devlogs:
Hey everyone, so for the last few days me and some friends have been designing a spider robot and a controller for it. So we thought of making it with the esp32 but we didnt want it to be really large so we decided to go with the xiao seeed cause it is the smallest esp32. The controller also uses the esp32 cause honestly is one of the greatest microcontrollers ever. For the controller we used a small olde screen and 2 joystick. 1 for movement and the other for moving the camera. Ohh and the spider has a camera that is also nightvision and we added ir blasters so we could actually see. Our biggest problem rn is the legs cause our best thought so far is to use 3 motors for each joined but that beats the hole point of it being a small spider. We also need to finish the pcb the code the repo and the cases to be officially done. Further more cause my friends are new to all of this they spend alot of time trying to learn the basics. We also spend alot of time watching tutorials so they could understand everything. This was so much more fun cause we also took some breaks here and there and it was amazing
Hey everyone, so today i finally finished the pcb for the controller of the spider. Putting the components in the places i wanted was the ez part. The difficult part was getting all the footprints right and all the mods. But honestly i had fun connecting all the wires from component to component cause its a simple task i konw well. Now theoretically im done i just need my friends to finish the spider and the repo. Wait actually i still need to make the case which everytime i think is ez but it takes me hours. And the code for everything too
Hey everyone, so today i decided to do the spider schematic part of the project. My friend tried his best but honestly he has no clue how to connect different modules and assign the footprints. So i started by removing one extra component he added that was not needed and fixed the wiring on the servos. Then cause i also have no clue how half the components should connect i just asked ai cause i want the project to work and not blow up. I added a charging port and a boost converter i fixed all the wiring and connections and footprints but there is still alot of work left cause i didnt connect the boost converter nor the charging port. Anyway have to go now my mom is forcing me to do my homework.
Hey everyone, so this sessions is just my friends recording where he first build the spider that i fixed on the last session. He did alot of researched on each part to find the best one and also took alot of time to place each component so it can be easily understood by as. Some of his connections as i said before were wrong so dont take inspo from this build. The camera we had to remove it later on cause we wouldn’t have put it in the pcb and we will put on top of the esp32 where is connects to the pins. Again do not take the wiring from here its mostly wrong
Hey everyone so today i finally started fixing all the issues with the pcb of the spider. I am not the best at this so i got a bit of help from ai but there is still a long way to go. I added resistors and even made my own symbel cause kicad doesnt have it. I didnt excpect it to take this little amount of time but there is still a long way to go cause i still havent fixed all the issues with it. I am going to continue working on it in a bit though...
|
1792626832.9304554
|
1793490832.9304554
|
|
62137
|
VolcanOS by @Atharverse | Stardance
|
Atharverse
|
0
|
3.47
|
0
|
[]
|
[{"post_id": 68624, "ts": "202 [{"post_id": 68624, "ts": "2026-09-15T12:41:04Z", "hours": 2.4083, "text": "Done with most of the work, Just the individual pages need some enhancements. Get ready for eruptions!🌋"}, {"post_id": 68532, "ts": "2026-09-15T08:37:42Z", "hours": 1.0658, "text": "I first collected all the info about volcanos (the most famous ones). Then compiled all data into one folder and then begin writing html. My idea for VolcanOS is really unique and i am sure everyone will like it (especially it’s vibe)."}]...
|
Title: VolcanOS by @Atharverse | Stardance
Devlog Title: VolcanOS by @Atharverse | Stardance
Devlogs:
I first collected all the info about volcanos (the most famous ones). Then compiled all data into one folder and then begin writing html. My idea for VolcanOS is really unique and i am sure everyone will like it (especially it’s vibe).
Done with most of the work, Just the individual pages need some enhancements. Get ready for eruptions!🌋...
|
1793044224.5519454
|
1793649024.5519454
|
|
60066
|
SlickTab by @yashtakhtani | Stardance
|
yashtakhtani
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T12:46:49Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The project is completed!! It has the following features - A multi-search bar which lets you select the search engine or AI tool you want to use A shortcuts tab to navigate to some websites. NASA APOD in the background and its details at the bottom", "repo": "https://github.com/Yash-Takhtani/SlickTab", "demo": "https://yash-takhtani.github.io/SlickTab/"}]...
|
[{"post_id": 68625, "ts": "202 [{"post_id": 68625, "ts": "2026-09-15T12:44:16Z", "hours": 1.2536, "text": "Devlog 4 Finally done I worked upon adding a shortcuts tab for 3 websites as you can see in the picture. I also added the title. Overall the project was fun and I enjoyed making this. I had almost lost my HTML CSS JS skills since It’s been a while I last made a webpage. This let me brush up my skills!!"}, {"post_id": 67156, "ts": "2026-09-13T07:12:48Z", "hours": 1.5122, "text": "Devlog 3 Made the Search bar I have made a seach bar that allows you to seamlessly switch between search engines and AI’s just with a simple dropdown. I implemented this by placing the user’s query directly in the url itself while redirecting to the website. You can try it out right now!!"}, {"post_id": 65242, "ts": "2026-09-10T07:26:41Z", "hours": 0.7128, "text": "Devlog 2 I added a simple search bar and improved the background placement today. I am a bit occupied today so I couldn’t do much."}, {"post_id": 64769, "ts": "2026-09-09T12:47:23Z", "hours": 1.2067, "text": "Devlog 1 Starting off I am working on slick tab. It is will be a simple new tab page with shortcuts, multi search engine functionality and the most important… “APOD”! Right now I made a basic page that extracts the APOD title and a description"}]...
|
Title: SlickTab by @yashtakhtani | Stardance
Devl Title: SlickTab by @yashtakhtani | Stardance
Devlogs:
Devlog 1 Starting off I am working on slick tab. It is will be a simple new tab page with shortcuts, multi search engine functionality and the most important… “APOD”! Right now I made a basic page that extracts the APOD title and a description
Devlog 2 I added a simple search bar and improved the background placement today. I am a bit occupied today so I couldn’t do much.
Devlog 3 Made the Search bar I have made a seach bar that allows you to seamlessly switch between search engines and AI’s just with a simple dropdown. I implemented this by placing the user’s query directly in the url itself while redirecting to the website. You can try it out right now!!
Devlog 4 Finally done I worked upon adding a shortcuts tab for 3 websites as you can see in the picture. I also added the title. Overall the project was fun and I enjoyed making this. I had almost lost my HTML CSS JS skills since It’s been a while I last made a webpage. This let me brush up my skills!!
Ships:
The project is completed!! It has the following features - A multi-search bar which lets you select the search engine or AI tool you want to use A shortcuts tab to navigate to some websites. NASA APOD in the background and its details at the bottom...
|
1793411460.122007
|
1793497860.122007
|
|
53888
|
Personal Website by @vanshikagera | Stardance
|
vanshikagera
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:31:21Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a personal website using HTML and CSS and tried to keep the design simple but still make it feel like my own. The hardest part was getting the layout, spacing and different sections to look right. I’m most proud of how the website came together and how I managed to make it look clean. People can test it by opening the deployed website and clicking through the different sections.", "repo": "https://github.com/Vanshika-Gera/personal-website", "demo": "https://vanshika-gera.github.io/personal-website/"}]...
|
[{"post_id": 68630, "ts": "202 [{"post_id": 68630, "ts": "2026-09-15T13:02:10Z", "hours": 0.8169, "text": "Just completed my personal website. This is how it’s looking :)."}, {"post_id": 65871, "ts": "2026-09-11T09:40:19Z", "hours": 1.2172, "text": "first draft of my personal website! I used vs code for this :D"}]...
|
Title: Personal Website by @vanshikagera | Stardan Title: Personal Website by @vanshikagera | Stardance
Devlogs:
first draft of my personal website! I used vs code for this :D
Just completed my personal website. This is how it’s looking :).
Ships:
I made a personal website using HTML and CSS and tried to keep the design simple but still make it feel like my own. The hardest part was getting the layout, spacing and different sections to look right. I’m most proud of how the website came together and how I managed to make it look clean. People can test it by opening the deployed website and clicking through the different sections....
|
1793350576.1214273
|
1793436976.1214273
|
|
61978
|
800 Feet Rocket! by @shouryamishra | Stardance
|
shouryamishra
|
0
|
2.99
|
0
|
[]
|
[{"post_id": 68631, "ts": "202 [{"post_id": 68631, "ts": "2026-09-15T13:09:31Z", "hours": 2.9914, "text": "I have designed a rocket that will fly 800.52 Feet up in the air (244 m) while carrying 2 eggs, and it’ll be able to land on the ground without either egg cracking. Starting off, I picked an Ogive nose cone as it provides the optimal aerodynamic settings for this application. I decided to print this out of PLA. As for my body, I have 2 sections: an upper body that stores the eggs, and a lower body that stores the parachute, shock cord, and electronics. Both the upper and lower body are made out of cardboard. I have a transition connecting the two sections, which is also going to be printed out of PLA. As for the fins, I went with 3 trapezoidal fins, and they work together to keep the rocket upright and in proper motion. The motor that the rocket is going to be running off of is an Aerotech F23FJ motor. Attached is the full design of the rocket, simulations for speed, apogee, flight time, as well as other statistics, and a 3d model for it."}]...
|
Title: 800 Feet Rocket! by @shouryamishra | Starda Title: 800 Feet Rocket! by @shouryamishra | Stardance
Devlogs:
I have designed a rocket that will fly 800.52 Feet up in the air (244 m) while carrying 2 eggs, and it’ll be able to land on the ground without either egg cracking. Starting off, I picked an Ogive nose cone as it provides the optimal aerodynamic settings for this application. I decided to print this out of PLA. As for my body, I have 2 sections: an upper body that stores the eggs, and a lower body that stores the parachute, shock cord, and electronics. Both the upper and lower body are made out of cardboard. I have a transition connecting the two sections, which is also going to be printed out of PLA. As for the fins, I went with 3 trapezoidal fins, and they work together to keep the rocket upright and in proper motion. The motor that the rocket is going to be running off of is an Aerotech F23FJ motor. Attached is the full design of the rocket, simulations for speed, apogee, flight time, as well as other statistics, and a 3d model for it....
|
1793044115.555705
|
1793648915.555705
|
|
61674
|
the dungen shopkeeper by @senthilnathan_arun | Sta the dungen shopkeeper by @senthilnathan_arun | Stardance...
|
senthilnathan_arun
|
0
|
3.29
|
0
|
[]
|
[{"post_id": 68637, "ts": "202 [{"post_id": 68637, "ts": "2026-09-15T13:24:09Z", "hours": 0.5789, "text": "finally made the game background and colors good"}, {"post_id": 67855, "ts": "2026-09-14T04:13:59Z", "hours": 1.4592, "text": "i have made the npcs and core gameplay but, i need to make the ui better"}, {"post_id": 67170, "ts": "2026-09-13T07:35:03Z", "hours": 1.2506, "text": "i created colms for buying and sell price and stats"}]...
|
Title: the dungen shopkeeper by @senthilnathan_aru Title: the dungen shopkeeper by @senthilnathan_arun | Stardance
Devlogs:
i created colms for buying and sell price and stats
i have made the npcs and core gameplay but, i need to make the ui better
finally made the game background and colors good...
|
1793040775.7688355
|
1793645575.7688355
|
|
31967
|
ORBIT MATRIX by @sarveshwaran_k2008 | Stardance
|
sarveshwaran_k2008
|
2
|
11.0
|
99
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:45:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So hello guys, I have improved my website a lot after the last ship, I did read the reviews and 2 common things that people who tried the website out said they were afraid to login and it was complex for them to use.So I have now created a tutorial inside the website that allows user to navigate without any issues and also I have added a trial mode where you can try out the webstie’s features and functions without worrying about loging in. I have also switched from using a heavy web LLM for the AI tool to something I have custom made integrating wikipedia.So do try out and feel free to write me how you felt using the website or any improvements needed: [email protected]", "repo": "https://github.com/Sarveshwaran20/Orbit-Matrix", "demo": "https://sarveshwaran20.github.io/Orbit-Matrix"}, {"ship_num": 2, "ts": "2026-07-19T15:47:02Z", "hours": 7.0, "multiplier": 13.8, "payout": 99, "blessing": "neutral", "text": "I made Orbit Matrix, an interactive spatial canvas for Google Workspace users. It lets you pull your Google Drive documents, sheets, and presentations, along with your Google Calendar events, directly onto a massive visual grid. You can move files around as interactive node blocks and physically stitch logic lines between them to organize your workflows visually. It also has a local, in-browser AI engine built right into the sidebar that reads your active canvas data to help you synthesize your files completely offline. The biggest technical hurdle was a canvas collision bug with the mouse listeners. When you load a live Google Doc preview into a canvas node, it renders inside an iframe. That iframe was swallowing mouse clicks, meaning if you clicked a file to draw a logic thread to another one, the canvas never heard the click. I had to write a pure JavaScript layer that dynamically blocks pointer-events across all iframes the split-second you hit the “Link” button, allowing perfect node targeting, and then cleanly restores mouse interactions right after. Dealing with Google’s strict production OAuth and Search Console verification rules for subpaths on GitHub Pages was also a massive test of patience! “”””””””“The app is currently transitioning into Google’s final production verification queue. When you click “Sign in with Google,” you will see a temporary “Unverified App” warning. You can safely bypass this by clicking Advanced -> Go to Orbit Matrix (unsafe) to link your account. Once signed in, use the creation hub in the bottom-left to spawn blank documents or drop items from your active side panels to start stitching your workspace map!”””””””””", "repo": "https://github.com/Sarveshwaran20/Orbit-Matrix", "demo": "https://sarveshwaran20.github.io/Orbit-Matrix"}]...
|
[{"post_id": 68644, "ts": "202 [{"post_id": 68644, "ts": "2026-09-15T13:37:03Z", "hours": 3.6744, "text": "So hello all, this is devlog has nothing much to tell I am typing this only for the sake of getting my time logged in so please read my ship after this devlog it would have all the new features of the website."}, {"post_id": 31279, "ts": "2026-07-19T15:43:49Z", "hours": 0.6053, "text": "What I Fixed & Added1. Moving to Production & SecurityFlipped the Switch to Production: Moved the app out of the testing phase in Google Cloud Console. Now, anyone with a Google account can technically log in.Locked Down the API Key: Set up website domain restrictions so the API key only works on https://sarveshwaran20.github.io/ . Even though the key is visible in the frontend code, it’s completely useless if anyone tries to steal it and run it somewhere else.Cleaner Sign-In: Cleaned up the initialization code so users aren’t bothered with setup popups when they try to connect their accounts.2. Fixing the Canvas Linking Bug (Big Win)The Problem: When users imported a Google Doc or Sheet, it loaded inside an iframe. When they tried to click the node to link two documents together, the iframe would swallow the mouse click, breaking the logic lines.The JavaScript Fix: Rewrote the linking function using pure JavaScript. Now, the second you click the “Link” button, the app temporarily forces all iframes to ignore mouse interactions (pointerEvents = ‘none’). This lets you click the target node perfectly. As soon as the line is drawn or cancelled, it turns mouse events back on.Missed Click Protection: Added a canvas listener so if a user clicks empty space while trying to connect two files, the app cleanly cancels the action instead of getting stuck in a glitchy linking state.Where We Stand with Google VerificationDomain Verified: Successfully verified the root domain on Google Search Console.Bypassed the Automated Bot Bug: The Google Cloud automated domain checker was glitching out because GitHub Pages uses a subpath (/Orbit-Matrix/). I bypassed the bot by submitting a manual override message to Google’s compliance team explaining that the tool is being built directly for Google Workspace users.Review Queue: The app is officially in the human review queue. Once they review the unlisted YouTube demo video and approve the Drive/Calendar scopes, the scary “Unverified App” warning screen will vanish for everyone.What’s NextWait a few days for Google’s Trust & Safety team to approve the app.Keep an eye on how the browser-based WebLLM AI handles memory usage on different computers."}, {"post_id": 27548, "ts": "2026-07-13T06:50:33Z", "hours": 6.5758, "text": "I have been working on a new project, so it is basically called Orbit Matrix. The purpose of orbit matrix is to integrate Google Docs, Sheets, and slides in one place. For now it is still in the testing phase and is not yet completely ready for Production below is a glimpse of the website."}]...
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Title: ORBIT MATRIX by @sarveshwaran_k2008 | Stard Title: ORBIT MATRIX by @sarveshwaran_k2008 | Stardance
Devlogs:
I have been working on a new project, so it is basically called Orbit Matrix. The purpose of orbit matrix is to integrate Google Docs, Sheets, and slides in one place. For now it is still in the testing phase and is not yet completely ready for Production below is a glimpse of the website.
What I Fixed & Added1. Moving to Production & SecurityFlipped the Switch to Production: Moved the app out of the testing phase in Google Cloud Console. Now, anyone with a Google account can technically log in.Locked Down the API Key: Set up website domain restrictions so the API key only works on https://sarveshwaran20.github.io/ . Even though the key is visible in the frontend code, it’s completely useless if anyone tries to steal it and run it somewhere else.Cleaner Sign-In: Cleaned up the initialization code so users aren’t bothered with setup popups when they try to connect their accounts.2. Fixing the Canvas Linking Bug (Big Win)The Problem: When users imported a Google Doc or Sheet, it loaded inside an iframe. When they tried to click the node to link two documents together, the iframe would swallow the mouse click, breaking the logic lines.The JavaScript Fix: Rewrote the linking function using pure JavaScript. Now, the second you click the “Link” button, the app temporarily forces all iframes to ignore mouse interactions (pointerEvents = ‘none’). This lets you click the target node perfectly. As soon as the line is drawn or cancelled, it turns mouse events back on.Missed Click Protection: Added a canvas listener so if a user clicks empty space while trying to connect two files, the app cleanly cancels the action instead of getting stuck in a glitchy linking state.Where We Stand with Google VerificationDomain Verified: Successfully verified the root domain on Google Search Console.Bypassed the Automated Bot Bug: The Google Cloud automated domain checker was glitching out because GitHub Pages uses a subpath (/Orbit-Matrix/). I bypassed the bot by submitting a manual override message to Google’s compliance team explaining that the tool is being built directly for Google Workspace users.Review Queue: The app is officially in the human review queue. Once they review the unlisted YouTube demo video and approve the Drive/Calendar scopes, the scary “Unverified App” warning screen will vanish for everyone.What’s NextWait a few days for Google’s Trust & Safety team to approve the app.Keep an eye on how the browser-based WebLLM AI handles memory usage on different computers.
So hello all, this is devlog has nothing much to tell I am typing this only for the sake of getting my time logged in so please read my ship after this devlog it would have all the new features of the website.
Ships:
I made Orbit Matrix, an interactive spatial canvas for Google Workspace users. It lets you pull your Google Drive documents, sheets, and presentations, along with your Google Calendar events, directly onto a massive visual grid. You can move files around as interactive node blocks and physically stitch logic lines between them to organize your workflows visually. It also has a local, in-browser AI engine built right into the sidebar that reads your active canvas data to help you synthesize your files completely offline. The biggest technical hurdle was a canvas collision bug with the mouse listeners. When you load a live Google Doc preview into a canvas node, it renders inside an iframe. That iframe was swallowing mouse clicks, meaning if you clicked a file to draw a logic thread to another one, the canvas never heard the click. I had to write a pure JavaScript layer that dynamically blocks pointer-events across all iframes the split-second you hit the “Link” button, allowing perfect node targeting, and then cleanly restores mouse interactions right after. Dealing with Google’s strict production OAuth and Search Console verification rules for subpaths on GitHub Pages was also a massive test of patience! “”””””””“The app is currently transitioning into Google’s final production verification queue. When you click “Sign in with Google,” you will see a temporary “Unverified App” warning. You can safely bypass this by clicking Advanced -> Go to Orbit Matrix (unsafe) to link your account. Once signed in, use the creation hub in the bottom-left to spawn blank documents or drop items from your active side panels to start stitching your workspace map!”””””””””
So hello guys, I have improved my website a lot after the last ship, I did read the reviews and 2 common things that people who tried the website out said they were afraid to login and it was complex for them to use.So I have now created a tutorial inside the website that allows user to navigate without any issues and also I have added a trial mode where you can try out the webstie’s features and functions without worrying about loging in. I have also switched from using a heavy web LLM for the AI tool to something I have custom made integrating wikipedia.So do try out and feel free to write me how you felt using the website or any improvements needed: [email protected]...
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1793253297.6454146
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1793339697.6454146
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36248
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Minamo by @yearcakes | Stardance
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yearcakes
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1
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58.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T09:24:33Z", "hours": 58.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my first time creating an S3-compatible storage gateway, and I am very excited to publish this ship. The idea of creating Minamo came when I was calculating the cost of my AI chat application. I found that even with only 10 users, it would cost around 1 USD/month just to store their attachments, and these attachments would go cold after only being used once, but I would still have to pay for them at a high price (as S3 storage was designed to store hot data). Then I was wondering, what if I could develop an app that automatically moves cold data from my S3 bucket to my OneDrive? And after some consideration, I decided to make an S3 storage gateway. This is why Minamo came to be. Although Minamo isn’t good enough yet, my semester started on August 31st, but I will keep maintaining Minamo! Thanks, and I hope you all like my project!", "repo": "https://github.com/zhaozhuoran/minamo", "demo": "https://github.com/zhaozhuoran/minamo/blob/main/DEMO.md"}]...
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[{"post_id": 68645, "ts": "202 [{"post_id": 68645, "ts": "2026-09-15T13:41:04Z", "hours": 4.3192, "text": "Sorry for the late update! As my new semester started on August 31st, I won’t have much time to work on Minamo for the time being. In this commit, I’ve added support for the Hack Club CDN and fixed many bugs and security issues. Hope you all enjoy Minamo! Commit"}, {"post_id": 39897, "ts": "2026-08-03T05:52:16Z", "hours": 6.9842, "text": "I found a few issues in the code, including thread safety bugs, race conditions (which could even corrupt the database), and some resource leaks. So most of my current work has been fixing those. After that, I’m planning to add HackClub CDN as a storage backend and edit it to my new dynamic storage backend loading system. ps writing the code is fun, but honestly I think designing the architecture is even more fun. I’ve learned a ton from it, so I’d recommend trying it if you get the chance. If anyone has ideas or feedback on my project architecture, I’d love to hear them!"}, {"post_id": 37500, "ts": "2026-07-30T09:11:35Z", "hours": 6.6803, "text": "Devlog #6: Introducing Hierarchical Storage Management (HSM) and R2 Support Over the past day, I have been working on a major redesign of Minamo’s storage architecture. From Single Storage to Multi-Tier Storage Minamo now supports configurable storage tiers, including: Hot tier (tier 0) Warm tier (tier 1) Cold tier (tier 2) Minamo can automatically manage data movement between tiers based on configurable policies. New Storage Management Architecture To support this, I introduced several new components: StorageManager Instead of directly interacting with a specific backend, object operations are now managed by StorageManager, which decides: Where new objects should be written Which tier should serve read requests When objects should be migrated Cloudflare R2 Backend Minamo now includes a native Cloudflare R2 backend. This enables using R2 as one of the storage tiers. Background Migration and Storage Optimization A new HsmScheduler was added to handle background tasks: Tier migration Storage eviction Periodic heat score calculation To make these decisions smarter, Minamo now records access patterns through a dedicated access_logs.db. This allows Minamo to gradually evolve from rule-based storage movement toward more intelligent storage scheduling. What’s Next The next development direction will focus on improving compatibility and expanding storage backend options. Planned tasks: Add Hack Club CDN support as a new storage backend Improve configuration documentation and examples Continue improving HSM scheduling algorithms Minamo is gradually becoming a more complete storage management system. There is still a long way to go! Commit"}, {"post_id": 36991, "ts": "2026-07-29T13:13:45Z", "hours": 3.9844, "text": "Devlog #5: Why is it called Minamo? Someone recently asked me whether Minamo was named after Mixamo. It actually wasn’t, but I realized I had never shared where the name came from, so here’s the story. Minamo is derived from the Japanese word みなも (水面, minamo) , meaning “the surface of the water.” The idea behind this name comes from the relationship between the surface and what lies beneath it. From above, the surface of a lake appears simple, calm, and clear. However, beneath that surface exists a much more complex world that is hidden from view. This is also the philosophy behind Minamo. For clients, Minamo provides a simple and consistent S3-compatible interface — just like a calm water surface that is easy to interact with. Behind that interface, Minamo handles the complexity of storage systems, including different storage backends, tiering, caching, and data management. Minamo aims to keep the surface simple while allowing the complexity underneath to remain invisible, creating a clean and reliable experience for clients."}, {"post_id": 36885, "ts": "2026-07-29T08:17:04Z", "hours": 2.3642, "text": "I’m currently adding Cloudflare R2 support to Minamo, and I was wondering: what if I also added Hack Club CDN as an optional backend? Since it offers free storage, it could be a pretty cool addition. What do you all think? Would love to get some feedback!"}, {"post_id": 36847, "ts": "2026-07-29T05:11:18Z", "hours": 7.6664, "text": "Devlog #4: Layered Config, HTTP Range & Multi-Backend Foundations Over the past couple of days, I’ve been working on one of the biggest refactors since Minamo entered its MVP stage. This update introduces a layered configuration system, HTTP Range support for S3-compatible downloads, a redesigned CLI, and a cleaner runtime state architecture. To keep the project moving forward, I ended up working on Minamo almost everywhere I could — on my desktop, in GitHub Codespaces, through remote SSH sessions on a Linux server, and even from GitHub Mobile whenever I had a few spare minutes. Unfortunately, development time spent through remote SSH sessions and GitHub Mobile isn’t tracked by Hackatime, so those hours don’t appear in my statistics. Also, because this refactor involved lots of experimentation and incremental changes, I squashed many small commits into a single clean commit before pushing. The history is much cleaner now, even though it hides quite a bit of the work that went into this update. Highlights Layered Configuration System The previous environment-variable-only configuration has been replaced with a layered configuration system: CLI arguments ↓ Environment variables ↓ TOML configuration files This makes deployments much more flexible while still allowing temporary overrides from the command line. The refactor also introduces: ConfigManager Automatic configuration scaffolding config.example/ templates HTTP Range Support Minamo now supports HTTP Range requests for S3-compatible downloads. Clients such as rclone and the AWS CLI can now download only the required portions of large objects instead of fetching entire files. Supported formats include: bytes=start-end bytes=start- bytes=-suffix The implementation correctly returns 206 Partial Content , Content-Range , Accept-Ranges , and proper 416 Range Not Satisfiable responses. CLI & Runtime State The CLI has been redesigned around subcommands: minamo init minamo run Runtime-generated state has also been separated from user configuration, making deployments cleaner and preparing the project for future storage backends. What’s Next? The next milestone is adding additional storage backends. Current roadmap: Layered Storage Scheduling Alongside new storage backends, I’m also redesigning Minamo’s storage scheduling architecture. The long-term goal is to support a layered storage model, where frequently accessed (“hot”) data stays on fast local storage while less frequently accessed (“cold”) data can be transparently moved to lower-cost backends such as OneDrive. Since Minamo hasn’t seen production workloads yet, this design is still largely based on theoretical considerations rather than operational experience. I fully expect it to evolve as the project matures and real-world usage reveals better trade-offs. Cloudflare R2 This will likely be the first backend after the local filesystem. Cloudflare R2 is surprisingly developer-friendly: it only requires a credit card for verification, includes 10 GB of free storage , and charges no egress fees . For many personal and small projects, I think it’s one of the best object storage services available. Microsoft OneDrive After R2, I plan to implement a OneDrive backend. I wouldn’t recommend using a personal OneDrive account as production object storage. It isn’t designed for that, can be less reliable, and is relatively easy to hit rate limits (HTTP 429). However, for personal projects or storing infrequently accessed “cold” data, it’s an incredibly cost-effective option and fits Minamo’s planned hot/cold storage architecture quite well. Commit"}, {"post_id": 35731, "ts": "2026-07-27T11:08:48Z", "hours": 8.8006, "text": "Devlog #3: Designing a New Configuration System I am currently working on gradually refactoring Minamo’s configuration system. Previously, Minamo relied mainly on MINAMO_* environment variables for configuration. As more features and storage backends are introduced, this approach becomes increasingly difficult to maintain and does not clearly separate normal configuration from sensitive information. The new design will move towards a TOML based configuration system. Configurations will be split into multiple .toml files. This keeps the configuration structure clearer. I chose TOML because it is easier to represent options and allows users to directly review and edit their configuration. Configuration files will be ignored by git and initialized from config.example/ on the first run, ensuring that users have a clear starting point without accidentally committing private information. I am also implementing a new ConfigManager to unify configuration loading, with the following precedence: CLI arguments > ENV variables > CONFIG files This keeps the flexibility of temporary overrides while providing a stable configuration system for deployments. These changes are still being gradually implemented and have not been released yet. The goal is to make Minamo’s architecture more suitable for long-term usage and easier to extend in the future."}, {"post_id": 35142, "ts": "2026-07-26T11:49:45Z", "hours": 9.8706, "text": "Devlog #2: Local Disk MVP Complete Today marks an important milestone for Minamo , the Local Disk MVP is now complete. The first goal of this project was never to build a full storage platform overnight. Instead, I wanted to establish a solid foundation: a correct, well-structured, and S3-compatible server with clean separation between the API, service, metadata, and storage layers. With the MVP completed, Minamo now supports: S3-compatible object and bucket operations Multipart uploads Presigned URLs AWS Signature Version 4 (header & query authentication) AWS-chunked streaming uploads A pluggable storage backend architecture, with Local Disk as the first implementation Compatibility has also been continuously validated against the official AWS SDK, giving me confidence that the foundation is ready for what’s next. That said, this is only the beginning . The original vision for Minamo has always been much larger than a local storage server. The next stages will focus on turning Minamo into an intelligent storage gateway capable of routing data across multiple storage providers, automatically managing hot and cold data, introducing caching, and making storage both more efficient and more affordable. There’s still a long road ahead. Thanks to everyone following the project so far. More exciting updates are coming soon! Commit"}, {"post_id": 33931, "ts": "2026-07-24T07:44:51Z", "hours": 7.4603, "text": "Devlog #1: Building Minamo I’m excited to share the very first development update for Minamo . Minamo is an S3-compatible storage gateway designed to reduce storage costs while remaining fully compatible with existing S3 clients. The long-term goal is to intelligently manage object placement, keeping frequently accessed data on fast storage while transparently moving cold data to lower-cost storage. The project is currently about 50% complete. Why Minamo? The idea came from developing my AI chat application, Arona Chat . While building its attachment system, I noticed that most uploaded files are accessed frequently for only the first few days before becoming “cold” data. They still need to be retained, but keeping everything on expensive hot storage unnecessarily increases operating costs. That led to a simple question: What if an S3-compatible gateway could automatically keep hot data on fast storage while moving cold data to lower-cost storage? That’s how Minamo began. Development Strategy Rather than building the complete multi-tier storage system from the beginning, I’m developing Minamo in stages. The first milestone is a Local Disk-only MVP , focusing on implementing a correct S3-compatible server before introducing additional storage providers. To make future expansion straightforward, the project already adopts a layered architecture: HTTP / S3 API Layer (FastAPI) — request handling, XML responses, AWS Signature Version 4 verification S3 Service Layer — business logic and S3 error mapping Metadata Layer — provider-independent SQLite metadata Storage Backend Interface — pluggable abstraction with a Local Disk backend for the MVP This separation allows future storage backends to be added with minimal changes. Current Progress (~50%) The MVP is actively under development. Implemented so far: PutObject / GetObject / DeleteObject / HeadObject ListObjectsV2 (prefix, delimiter, pagination) Bucket operations Multipart Upload Presigned URLs AWS Signature Version 4 (header & query authentication) AWS-chunked streaming uploads Compatibility is continuously verified against the official AWS SDK, with 22 boto3 compatibility tests currently passing against a live server . The remaining work mainly focuses on completing the MVP and polishing compatibility before introducing additional storage providers. Looking Ahead Alongside finishing the Local Disk MVP, I’m designing Minamo’s future storage orchestration system. The long-term vision is an intelligent storage gateway capable of automatically managing data across multiple storage tiers, including high-performance local storage, cache layers, and low-cost cold storage, while remaining fully compatible with the S3 API. Hopefully Minamo can help make self-hosted object storage both more affordable and more efficient . Thanks for reading! If you’re interested in the project, feel free to follow the project. I’ll share another devlog once the Local Disk MVP is complete and development moves into the multi-storage stage."}]...
|
Title: Minamo by @yearcakes | Stardance
Devlogs:
Title: Minamo by @yearcakes | Stardance
Devlogs:
Devlog #1: Building Minamo I’m excited to share the very first development update for Minamo . Minamo is an S3-compatible storage gateway designed to reduce storage costs while remaining fully compatible with existing S3 clients. The long-term goal is to intelligently manage object placement, keeping frequently accessed data on fast storage while transparently moving cold data to lower-cost storage. The project is currently about 50% complete. Why Minamo? The idea came from developing my AI chat application, Arona Chat . While building its attachment system, I noticed that most uploaded files are accessed frequently for only the first few days before becoming “cold” data. They still need to be retained, but keeping everything on expensive hot storage unnecessarily increases operating costs. That led to a simple question: What if an S3-compatible gateway could automatically keep hot data on fast storage while moving cold data to lower-cost storage? That’s how Minamo began. Development Strategy Rather than building the complete multi-tier storage system from the beginning, I’m developing Minamo in stages. The first milestone is a Local Disk-only MVP , focusing on implementing a correct S3-compatible server before introducing additional storage providers. To make future expansion straightforward, the project already adopts a layered architecture: HTTP / S3 API Layer (FastAPI) — request handling, XML responses, AWS Signature Version 4 verification S3 Service Layer — business logic and S3 error mapping Metadata Layer — provider-independent SQLite metadata Storage Backend Interface — pluggable abstraction with a Local Disk backend for the MVP This separation allows future storage backends to be added with minimal changes. Current Progress (~50%) The MVP is actively under development. Implemented so far: PutObject / GetObject / DeleteObject / HeadObject ListObjectsV2 (prefix, delimiter, pagination) Bucket operations Multipart Upload Presigned URLs AWS Signature Version 4 (header & query authentication) AWS-chunked streaming uploads Compatibility is continuously verified against the official AWS SDK, with 22 boto3 compatibility tests currently passing against a live server . The remaining work mainly focuses on completing the MVP and polishing compatibility before introducing additional storage providers. Looking Ahead Alongside finishing the Local Disk MVP, I’m designing Minamo’s future storage orchestration system. The long-term vision is an intelligent storage gateway capable of automatically managing data across multiple storage tiers, including high-performance local storage, cache layers, and low-cost cold storage, while remaining fully compatible with the S3 API. Hopefully Minamo can help make self-hosted object storage both more affordable and more efficient . Thanks for reading! If you’re interested in the project, feel free to follow the project. I’ll share another devlog once the Local Disk MVP is complete and development moves into the multi-storage stage.
Devlog #2: Local Disk MVP Complete Today marks an important milestone for Minamo , the Local Disk MVP is now complete. The first goal of this project was never to build a full storage platform overnight. Instead, I wanted to establish a solid foundation: a correct, well-structured, and S3-compatible server with clean separation between the API, service, metadata, and storage layers. With the MVP completed, Minamo now supports: S3-compatible object and bucket operations Multipart uploads Presigned URLs AWS Signature Version 4 (header & query authentication) AWS-chunked streaming uploads A pluggable storage backend architecture, with Local Disk as the first implementation Compatibility has also been continuously validated against the official AWS SDK, giving me confidence that the foundation is ready for what’s next. That said, this is only the beginning . The original vision for Minamo has always been much larger than a local storage server. The next stages will focus on turning Minamo into an intelligent storage gateway capable of routing data across multiple storage providers, automatically managing hot and cold data, introducing caching, and making storage both more efficient and more affordable. There’s still a long road ahead. Thanks to everyone following the project so far. More exciting updates are coming soon! Commit
Devlog #3: Designing a New Configuration System I am currently working on gradually refactoring Minamo’s configuration system. Previously, Minamo relied mainly on MINAMO_* environment variables for configuration. As more features and storage backends are introduced, this approach becomes increasingly difficult to maintain and does not clearly separate normal configuration from sensitive information. The new design will move towards a TOML based configuration system. Configurations will be split into multiple .toml files. This keeps the configuration structure clearer. I chose TOML because it is easier to represent options and allows users to directly review and edit their configuration. Configuration files will be ignored by git and initialized from config.example/ on the first run, ensuring that users have a clear starting point without accidentally committing private information. I am also implementing a new ConfigManager to unify configuration loading, with the following precedence: CLI arguments > ENV variables > CONFIG files This keeps the flexibility of temporary overrides while providing a stable configuration system for deployments. These changes are still being gradually implemented and have not been released yet. The goal is to make Minamo’s architecture more suitable for long-term usage and easier to extend in the future.
Devlog #4: Layered Config, HTTP Range & Multi-Backend Foundations Over the past couple of days, I’ve been working on one of the biggest refactors since Minamo entered its MVP stage. This update introduces a layered configuration system, HTTP Range support for S3-compatible downloads, a redesigned CLI, and a cleaner runtime state architecture. To keep the project moving forward, I ended up working on Minamo almost everywhere I could — on my desktop, in GitHub Codespaces, through remote SSH sessions on a Linux server, and even from GitHub Mobile whenever I had a few spare minutes. Unfortunately, development time spent through remote SSH sessions and GitHub Mobile isn’t tracked by Hackatime, so those hours don’t appear in my statistics. Also, because this refactor involved lots of experimentation and incremental changes, I squashed many small commits into a single clean commit before pushing. The history is much cleaner now, even though it hides quite a bit of the work that went into this update. Highlights Layered Configuration System The previous environment-variable-only configuration has been replaced with a layered configuration system: CLI arguments ↓ Environment variables ↓ TOML configuration files This makes deployments much more flexible while still allowing temporary overrides from the command line. The refactor also introduces: ConfigManager Automatic configuration scaffolding config.example/ templates HTTP Range Support Minamo now supports HTTP Range requests for S3-compatible downloads. Clients such as rclone and the AWS CLI can now download only the required portions of large objects instead of fetching entire files. Supported formats include: bytes=start-end bytes=start- bytes=-suffix The implementation correctly returns 206 Partial Content , Content-Range , Accept-Ranges , and proper 416 Range Not Satisfiable responses. CLI & Runtime State The CLI has been redesigned around subcommands: minamo init minamo run Runtime-generated state has also been separated from user configuration, making deployments cleaner and preparing the project for future storage backends. What’s Next? The next milestone is adding additional storage backends. Current roadmap: Layered Storage Scheduling Alongside new storage backends, I’m also redesigning Minamo’s storage scheduling architecture. The long-term goal is to support a layered storage model, where frequently accessed (“hot”) data stays on fast local storage while less frequently accessed (“cold”) data can be transparently moved to lower-cost backends such as OneDrive. Since Minamo hasn’t seen production workloads yet, this design is still largely based on theoretical considerations rather than operational experience. I fully expect it to evolve as the project matures and real-world usage reveals better trade-offs. Cloudflare R2 This will likely be the first backend after the local filesystem. Cloudflare R2 is surprisingly developer-friendly: it only requires a credit card for verification, includes 10 GB of free storage , and charges no egress fees . For many personal and small projects, I think it’s one of the best object storage services available. Microsoft OneDrive After R2, I plan to implement a OneDrive backend. I wouldn’t recommend using a personal OneDrive account as production object storage. It isn’t designed for that, can be less reliable, and is relatively easy to hit rate limits (HTTP 429). However, for personal projects or storing infrequently accessed “cold” data, it’s an incredibly cost-effective option and fits Minamo’s planned hot/cold storage architecture quite well. Commit
I’m currently adding Cloudflare R2 support to Minamo, and I was wondering: what if I also added Hack Club CDN as an optional backend? Since it offers free storage, it could be a pretty cool addition. What do you all think? Would love to get some feedback!
Devlog #5: Why is it called Minamo? Someone recently asked me whether Minamo was named after Mixamo. It actually wasn’t, but I realized I had never shared where the name came from, so here’s the story. Minamo is derived from the Japanese word みなも (水面, minamo) , meaning “the surface of the water.” The idea behind this name comes from the relationship between the surface and what lies beneath it. From above, the surface of a lake appears simple, calm, and clear. However, beneath that surface exists a much more complex world that is hidden from view. This is also the philosophy behind Minamo. For clients, Minamo provides a simple and consistent S3-compatible interface — just like a calm water surface that is easy to interact with. Behind that interface, Minamo handles the complexity of storage systems, including different storage backends, tiering, caching, and data management. Minamo aims to keep the surface simple while allowing the complexity underneath to remain invisible, creating a clean and reliable experience for clients.
Devlog #6: Introducing Hierarchical Storage Management (HSM) and R2 Support Over the past day, I have been working on a major redesign of Minamo’s storage architecture. From Single Storage to Multi-Tier Storage Minamo now supports configurable storage tiers, including: Hot tier (tier 0) Warm tier (tier 1) Cold tier (tier 2) Minamo can automatically manage data movement between tiers based on configurable policies. New Storage Management Architecture To support this, I introduced several new components: StorageManager Instead of directly interacting with a specific backend, object operations are now managed by StorageManager, which decides: Where new objects should be written Which tier should serve read requests When objects should be migrated Cloudflare R2 Backend Minamo now includes a native Cloudflare R2 backend. This enables using R2 as one of the storage tiers. Background Migration and Storage Optimization A new HsmScheduler was added to handle background tasks: Tier migration Storage eviction Periodic heat score calculation To make these decisions smarter, Minamo now records access patterns through a dedicated access_logs.db. This allows Minamo to gradually evolve from rule-based storage movement toward more intelligent storage scheduling. What’s Next The next development direction will focus on improving compatibility and expanding storage backend options. Planned tasks: Add Hack Club CDN support as a new storage backend Improve configuration documentation and examples Continue improving HSM scheduling algorithms Minamo is gradually becoming a more complete storage management system. There is still a long way to go! Commit
I found a few issues in the code, including thread safety bugs, race conditions (which could even corrupt the database), and some resource leaks. So most of my current work has been fixing those. After that, I’m planning to add HackClub CDN as a storage backend and edit it to my new dynamic storage backend loading system. ps writing the code is fun, but honestly I think designing the architecture is even more fun. I’ve learned a ton from it, so I’d recommend trying it if you get the chance. If anyone has ideas or feedback on my project architecture, I’d love to hear them!
Sorry for the late update! As my new semester started on August 31st, I won’t have much time to work on Minamo for the time being. In this commit, I’ve added support for the Hack Club CDN and fixed many bugs and security issues. Hope you all enjoy Minamo! Commit
Ships:
This is my first time creating an S3-compatible storage gateway, and I am very excited to publish this ship. The idea of creating Minamo came when I was calculating the cost of my AI chat application. I found that even with only 10 users, it would cost around 1 USD/month just to store their attachments, and these attachments would go cold after only being used once, but I would still have to pay for them at a high price (as S3 storage was designed to store hot data). Then I was wondering, what if I could develop an app that automatically moves cold data from my S3 bucket to my OneDrive? And after some consideration, I decided to make an S3 storage gateway. This is why Minamo came to be. Although Minamo isn’t good enough yet, my semester started on August 31st, but I will keep maintaining Minamo! Thanks, and I hope you all like my project!...
|
1793339698.1608186
|
1793426098.1608186
|
|
14000
|
caSTMio by @kitchencel | Stardance
|
kitchencel
|
0
|
4.23
|
0
|
[]
|
[{"post_id": 6865, "ts": "2026 [{"post_id": 6865, "ts": "2026-06-11T14:50:49Z", "hours": 2.1856, "text": "Devlog 2 Hello everyone! Welcome to my project, caSTMio. It’s a Casio W-59, but with an STM32. I’ve been working on the firmware more, and I am getting closer and closer to finishing the first prototype (outputs to console). I’m still working on the timer, but I think it’s almost there. I’ll then make the PCB, order the parts, and build the watch. Pic alt text: The method responsible for updating the display. Right now, it outputs to serial, but I’ll hook it up to my LCD once I get it working."}, {"post_id": 6256, "ts": "2026-06-10T14:48:21Z", "hours": 2.0458, "text": "Devlog 1 This is the start of caSTMio. It’s a Casio W-59, but with an STM32 in there that can do a bunch of cool stuff!! It’s gonna have a few different modes; Clock Self-explanatory. Shows the time, date and the day of the week. Press Button A to turn on the backlight, Button B to switch modes (always), and Button C to toggle between 12 and 24 hour mode. Alarm Also pretty intuitive. Allows you to set an alarm and/or an hourly reminder (ALM and SIG). Press Button A to adjust the time and Button C to cycle between 4 states (no ALM/no SIG, ALM/no SIG, no ALM/SIG, ALM/SIG). Timer I replaced the stopwatch with this, because it’s simply better and move versatile. Also, I sometimes forget that I made tea, and I think this is the perfect way to remind myself :’) Press Button A to select the length (I’ll either have a few presets or a limit) and press Button C to start/pause the timer. When the timer has been paused, press button A to reset it. Water tracker Again, I made it for myself, because I forget to drink water… Press Button A to adjust the goal (up to 10L), or press Button C to increment the goal by 50ml. Adjust Press Button A to cycle through everything you can adjust (seconds, hours, minutes, month, date, day of the week), and press Button C to increment it by one. This is all in progress, and I still don’t have the hardware… But my plan so far is: Reverse engineer the watch’s LCD Write the firmware Make a custom PCB Order it Put it all together So far, I’m starting work on the firmware, and only a basic version that runs in serial. But I’m sure with the next 3 months almost free, I’ll finish it for sure."}]...
|
Title: caSTMio by @kitchencel | Stardance
Devlogs Title: caSTMio by @kitchencel | Stardance
Devlogs:
Devlog 1 This is the start of caSTMio. It’s a Casio W-59, but with an STM32 in there that can do a bunch of cool stuff!! It’s gonna have a few different modes; Clock Self-explanatory. Shows the time, date and the day of the week. Press Button A to turn on the backlight, Button B to switch modes (always), and Button C to toggle between 12 and 24 hour mode. Alarm Also pretty intuitive. Allows you to set an alarm and/or an hourly reminder (ALM and SIG). Press Button A to adjust the time and Button C to cycle between 4 states (no ALM/no SIG, ALM/no SIG, no ALM/SIG, ALM/SIG). Timer I replaced the stopwatch with this, because it’s simply better and move versatile. Also, I sometimes forget that I made tea, and I think this is the perfect way to remind myself :’) Press Button A to select the length (I’ll either have a few presets or a limit) and press Button C to start/pause the timer. When the timer has been paused, press button A to reset it. Water tracker Again, I made it for myself, because I forget to drink water… Press Button A to adjust the goal (up to 10L), or press Button C to increment the goal by 50ml. Adjust Press Button A to cycle through everything you can adjust (seconds, hours, minutes, month, date, day of the week), and press Button C to increment it by one. This is all in progress, and I still don’t have the hardware… But my plan so far is: Reverse engineer the watch’s LCD Write the firmware Make a custom PCB Order it Put it all together So far, I’m starting work on the firmware, and only a basic version that runs in serial. But I’m sure with the next 3 months almost free, I’ll finish it for sure.
Devlog 2 Hello everyone! Welcome to my project, caSTMio. It’s a Casio W-59, but with an STM32. I’ve been working on the firmware more, and I am getting closer and closer to finishing the first prototype (outputs to console). I’m still working on the timer, but I think it’s almost there. I’ll then make the PCB, order the parts, and build the watch. Pic alt text: The method responsible for updating the display. Right now, it outputs to serial, but I’ll hook it up to my LCD once I get it working....
|
1792702334.6568356
|
1793307134.6568356
|
|
59128
|
CHRONO // BLINK by @Ander507 | Stardance
|
Ander507
|
1
|
10.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T14:06:21Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "What I made CHRONO BLINK is a top-down HTML5 arena where time only flows when you move. Stand still and the world crawls at 0.08×. Start moving and it wakes up. Your only attack is a blink-dash: a short invulnerable lunge. Slice an enemy and the dash refunds. Miss and you sit in 1.2s of lockout. The whole game is one canvas in one index.html . No engine, no build, no install. What was challenging Getting the time scale to feel like a mechanic instead of a pause. A hard stop looks broken. It had to lerp, and combos / dash cooldown still run on real seconds so you cannot hide in slow-mo forever. Phone was the other fight. Glow, scanlines, and chromatic aberration were eating frames, so DPR is capped, scanlines are a 1×4 pattern instead of a fill per row, and the RGB split only composites while the punch is actually on screen. Dash distance is capped so the landing reticle stays on screen. On rotate, resize waits ~120ms because mobile browsers still report the old viewport if you measure on the orientation event. Shop layout had to reflow too: two columns in short landscape, stacked in portrait, or the buttons become un-tappable. What I’m proud of The loop actually clicks. You freeze, the arena goes quiet, you pick a line, you blink through a stalker and the dash comes back. That moment is the whole game. Also that it runs from a local file on desktop and thumbs on a phone, with AZERTY as first-class, not an afterthought. CrazyGames SDK only loads on CrazyGames (or localhost / ?cg=1 ). Everywhere else it just uses localStorage and never fetches it. How to test Clone the repo and open index.html . Double-click is enough. file:// works. Stand still. Time should crawl. Move. The arena should speed up. Blink through something (refund). Miss on purpose (1.2s lockout). Desktop: WASD, ZQSD, or arrows. Blink with Space or right-click toward the reticle. M mutes. X skips the tutorial. Phone: left thumb to move, right-side drag then release to blink. First run has a skippable tutorial. Coins bank into Reach / Recovery / Magnet between deaths. Progress lives in localStorage ( chronoBlink.* ) if you want a fresh start.", "repo": "", "demo": ""}]...
|
[{"post_id": 68653, "ts": "202 [{"post_id": 68653, "ts": "2026-09-15T13:58:58Z", "hours": 2.4931, "text": "Devlog #4 Published to crazy games and to a domain https://chronoblink.xyz/ rn waiting for aproval for"}, {"post_id": 68057, "ts": "2026-09-14T13:21:30Z", "hours": 5.6639, "text": "Devlog #3 Added two gameplay videos this week: landscape and portrait. The covers look fine but they don’t show the actual hook. Time slows down when you stop moving. That’s hard to get from a still image, so I recorded some real runs instead of another screenshot. I did both orientations because the game isn’t the same crop on a phone. Desktop is mouse + WASD (ZQSD works too), blink with space or right click. Phone is left thumb to move and right drag to blink. The HUD and shop reflow with the screen — landscape can split the death screen into two columns, portrait stacks so the buttons stay tappable. One horizontal trailer cropped vertical would just look wrong. The clips are just me playing. I stand still for a second so you can see the slow-mo, blink through a stalker (that refunds the dash), miss one so the 1.2s cooldown is obvious, then some gunners / phantoms, coins, and the shop. I left a bit of the phone tutorial in (hold still, then drag & release) since that’s what you actually need on mobile. That’s the whole update. Videos are on the page if you want to see it moving."}, {"post_id": 67365, "ts": "2026-09-13T13:28:30Z", "hours": 1.1092, "text": "Devlog #2 Made the main menu and a little gameplay (not really good right now very goofy physics) and found the design i wanna use"}, {"post_id": 63145, "ts": "2026-09-06T19:45:32Z", "hours": 0.5339, "text": "Devlog #1 First i started making a mindmap and planing the game out and made the index.html file The other default files does not count and the readme also wont count cause its not a part of the game Goal: Fun Easy to understand Can be published on Crazy Games with ads later"}]...
|
Title: CHRONO // BLINK by @Ander507 | Stardance
D Title: CHRONO // BLINK by @Ander507 | Stardance
Devlogs:
Devlog #1 First i started making a mindmap and planing the game out and made the index.html file The other default files does not count and the readme also wont count cause its not a part of the game Goal: Fun Easy to understand Can be published on Crazy Games with ads later
Devlog #2 Made the main menu and a little gameplay (not really good right now very goofy physics) and found the design i wanna use
Devlog #3 Added two gameplay videos this week: landscape and portrait. The covers look fine but they don’t show the actual hook. Time slows down when you stop moving. That’s hard to get from a still image, so I recorded some real runs instead of another screenshot. I did both orientations because the game isn’t the same crop on a phone. Desktop is mouse + WASD (ZQSD works too), blink with space or right click. Phone is left thumb to move and right drag to blink. The HUD and shop reflow with the screen — landscape can split the death screen into two columns, portrait stacks so the buttons stay tappable. One horizontal trailer cropped vertical would just look wrong. The clips are just me playing. I stand still for a second so you can see the slow-mo, blink through a stalker (that refunds the dash), miss one so the 1.2s cooldown is obvious, then some gunners / phantoms, coins, and the shop. I left a bit of the phone tutorial in (hold still, then drag & release) since that’s what you actually need on mobile. That’s the whole update. Videos are on the page if you want to see it moving.
Devlog #4 Published to crazy games and to a domain https://chronoblink.xyz/ rn waiting for aproval for
Ships:
What I made CHRONO BLINK is a top-down HTML5 arena where time only flows when you move. Stand still and the world crawls at 0.08×. Start moving and it wakes up. Your only attack is a blink-dash: a short invulnerable lunge. Slice an enemy and the dash refunds. Miss and you sit in 1.2s of lockout. The whole game is one canvas in one index.html . No engine, no build, no install. What was challenging Getting the time scale to feel like a mechanic instead of a pause. A hard stop looks broken. It had to lerp, and combos / dash cooldown still run on real seconds so you cannot hide in slow-mo forever. Phone was the other fight. Glow, scanlines, and chromatic aberration were eating frames, so DPR is capped, scanlines are a 1×4 pattern instead of a fill per row, and the RGB split only composites while the punch is actually on screen. Dash distance is capped so the landing reticle stays on screen. On rotate, resize waits ~120ms because mobile browsers still report the old viewport if you measure on the orientation event. Shop layout had to reflow too: two columns in short landscape, stacked in portrait, or the buttons become un-tappable. What I’m proud of The loop actually clicks. You freeze, the arena goes quiet, you pick a line, you blink through a stalker and the dash comes back. That moment is the whole game. Also that it runs from a local file on desktop and thumbs on a phone, with AZERTY as first-class, not an afterthought. CrazyGames SDK only loads on CrazyGames (or localhost / ?cg=1 ). Everywhere else it just uses localStorage and never fetches it. How to test Clone the repo and open index.html . Double-click is enough. file:// works. Stand still. Time should crawl. Move. The arena should speed up. Blink through something (refund). Miss on purpose (1.2s lockout). Desktop: WASD, ZQSD, or arrows. Blink with Space or right-click toward the reticle. M mutes. X skips the tutorial. Phone: left thumb to move, right-side drag then release to blink. First run has a skippable tutorial. Coins bank into Reach / Recovery / Magnet between deaths. Progress lives in localStorage ( chronoBlink.* ) if you want a fresh start....
|
1793350682.0650604
|
1793437082.0650604
|
|
45065
|
A.R.E.S by @koshuub | Stardance
|
koshuub
|
0
|
5.55
|
0
|
[]
|
[{"post_id": 68665, "ts": "202 [{"post_id": 68665, "ts": "2026-09-15T14:30:52Z", "hours": 0.4669, "text": "im still waiting on the funding and i also am doin a log.md on my github"}, {"post_id": 67981, "ts": "2026-09-14T09:51:07Z", "hours": 1.3833, "text": "so i FINALLY fully finished the BOH.csv file in my github so now we are waiting for hack lcub to check us and approve our funding request ig"}, {"post_id": 67645, "ts": "2026-09-13T20:03:46Z", "hours": 0.3333, "text": "i finished up the github and BOM.csv and finally requested funding now i can go to sleep since it is 2 am…"}, {"post_id": 67621, "ts": "2026-09-13T19:28:06Z", "hours": 3.3653, "text": "im working on the github page and funding of our project"}]...
|
Title: A.R.E.S by @koshuub | Stardance
Devlogs:
i Title: A.R.E.S by @koshuub | Stardance
Devlogs:
im working on the github page and funding of our project
i finished up the github and BOM.csv and finally requested funding now i can go to sleep since it is 2 am…
so i FINALLY fully finished the BOH.csv file in my github so now we are waiting for hack lcub to check us and approve our funding request ig
im still waiting on the funding and i also am doin a log.md on my github...
|
1793311009.408119
|
1793915809.408119
|
|
45657
|
BasbOSa by @sarahzoghly | Stardance
|
sarahzoghly
|
2
|
24.63
|
87
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T18:06:56Z", "hours": 12.0, "multiplier": 7.59, "payout": 87, "blessing": "neutral", "text": "That took so much time even though it might look simple, but I am new to web dev, and that is really a huge step from the first version of it. I added 2 other apps, a web search bar, a ticker, and a weather widget. That was too much fun to make, and I had fun making Basbousa into a character like I wanted.", "repo": "https://github.com/sarahzoghly/personal-OS", "demo": "https://sarahzoghly.github.io/personal-OS/"}, {"ship_num": 2, "ts": "2026-08-11T17:42:47Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "That one was harder than the personal website one but it was also fun to make and customize. I still plan to add some other stuff later.", "repo": "https://github.com/sarahzoghly/personal-OS", "demo": "https://sarahzoghly.github.io/personal-OS/"}]...
|
[{"post_id": 68667, "ts": "202 [{"post_id": 68667, "ts": "2026-09-15T14:32:00Z", "hours": 0.6322, "text": "I moved the taskbar to the bottom (bec it hide the apps sometimes), fixed its position and fixed Basbousa to the center too. I still have to adjust the other stuff on the screen so they look nice on all screen views."}, {"post_id": 68169, "ts": "2026-09-14T17:13:21Z", "hours": 1.2411, "text": "Final touchesss"}, {"post_id": 65506, "ts": "2026-09-10T18:17:42Z", "hours": 0.6358, "text": "Added a side window to put Basbousa (the cat) in when the game is being played. I just need to make the cat Gifs for the drawing and game apps and I think I am done"}, {"post_id": 64502, "ts": "2026-09-08T23:07:00Z", "hours": 0.5203, "text": "Added a ticker"}, {"post_id": 64489, "ts": "2026-09-08T22:27:36Z", "hours": 1.9558, "text": "Made a weather widget!"}, {"post_id": 63903, "ts": "2026-09-07T22:49:36Z", "hours": 0.58, "text": "addded a search bar, looks cool."}, {"post_id": 63874, "ts": "2026-09-07T21:30:35Z", "hours": 1.7106, "text": "That is kinda fun honestly even if I was really more optimistic about the ‘ai guesses the drawing’ thing than what I ended up with (which isn’t really an ai, it just chooses smth random to say from a list) but it works so that is good."}, {"post_id": 63148, "ts": "2026-09-06T19:49:03Z", "hours": 1.5339, "text": "Made a sketchpad! It works,u can draw on it now. I wanna make this app like Quick, Draw! thing, Basbousa (the cat) is supposed to guess what u r drawing. I will still figure out that part"}, {"post_id": 59236, "ts": "2026-08-31T22:16:46Z", "hours": 1.6856, "text": "Added a game! That is supposed to be a gaming app with different games in there, I added the first one (which is a demo for a game that I made). I still have to add “choose a game” and make the actual app interface."}, {"post_id": 45432, "ts": "2026-08-11T21:25:44Z", "hours": 1.6467, "text": "Fixed all the CSS bugs (or what I found anyway) that is how it looks in different screen views"}, {"post_id": 45298, "ts": "2026-08-11T17:40:45Z", "hours": 0.5931, "text": "changed the title and made the bg cat disappear when the info app is open"}, {"post_id": 45243, "ts": "2026-08-11T16:13:05Z", "hours": 3.2922, "text": "Finally made the first app! (or second if I am counting the info one), it is a simple chatbot with a cat that u can pet."}, {"post_id": 44935, "ts": "2026-08-11T00:54:38Z", "hours": 2.5547, "text": "Added the first app window (info), made it draggable and closeable."}, {"post_id": 44868, "ts": "2026-08-10T22:06:00Z", "hours": 1.8494, "text": "Added some stuff. Made the cat eyes move better, added a top bar with a logout button, and added a pop-up that I will still make work properly"}, {"post_id": 44077, "ts": "2026-08-09T16:28:32Z", "hours": 1.7697, "text": "Changed the welcome screen (still didn’t think about a name for the OS), added a cat with tracking eyes (Claude helped me with that) and made the OS bg."}, {"post_id": 43620, "ts": "2026-08-09T00:13:57Z", "hours": 1.7789, "text": "Made working button that switch to the OS. Most stuff r placeholders that I will change later."}]...
|
Title: BasbOSa by @sarahzoghly | Stardance
Devlog Title: BasbOSa by @sarahzoghly | Stardance
Devlogs:
Made working button that switch to the OS. Most stuff r placeholders that I will change later.
Changed the welcome screen (still didn’t think about a name for the OS), added a cat with tracking eyes (Claude helped me with that) and made the OS bg.
Added some stuff. Made the cat eyes move better, added a top bar with a logout button, and added a pop-up that I will still make work properly
Added the first app window (info), made it draggable and closeable.
Finally made the first app! (or second if I am counting the info one), it is a simple chatbot with a cat that u can pet.
changed the title and made the bg cat disappear when the info app is open
Fixed all the CSS bugs (or what I found anyway) that is how it looks in different screen views
Added a game! That is supposed to be a gaming app with different games in there, I added the first one (which is a demo for a game that I made). I still have to add “choose a game” and make the actual app interface.
Made a sketchpad! It works,u can draw on it now. I wanna make this app like Quick, Draw! thing, Basbousa (the cat) is supposed to guess what u r drawing. I will still figure out that part
That is kinda fun honestly even if I was really more optimistic about the ‘ai guesses the drawing’ thing than what I ended up with (which isn’t really an ai, it just chooses smth random to say from a list) but it works so that is good.
addded a search bar, looks cool.
Made a weather widget!
Added a ticker
Added a side window to put Basbousa (the cat) in when the game is being played. I just need to make the cat Gifs for the drawing and game apps and I think I am done
Final touchesss
I moved the taskbar to the bottom (bec it hide the apps sometimes), fixed its position and fixed Basbousa to the center too. I still have to adjust the other stuff on the screen so they look nice on all screen views.
Ships:
That one was harder than the personal website one but it was also fun to make and customize. I still plan to add some other stuff later.
That took so much time even though it might look simple, but I am new to web dev, and that is really a huge step from the first version of it. I added 2 other apps, a web search bar, a ticker, and a weather widget. That was too much fun to make, and I had fun making Basbousa into a character like I wanted....
|
1793408221.3911052
|
1793494621.3911052
|
|
62493
|
Custom Keyboard by @anvaymathur | Stardance
|
anvaymathur
|
0
|
0.31
|
0
|
[]
|
[{"post_id": 68673, "ts": "202 [{"post_id": 68673, "ts": "2026-09-15T14:52:08Z", "hours": 0.3058, "text": "This isn’t a devlog, but it is a bypass for my Custom Keyboard Project. I brainstormed and designed a 100% size keyboard in KiCad and Onshape. I created it originally for the KEEB hack club, but I also wanted to submit it here. This project helped me learn KiCad for the first time and get more familiar with Onshape. This is the GitHub link to the project, which involves my journal that can be used as the devlogs for the project."}]...
|
Title: Custom Keyboard by @anvaymathur | Stardance Title: Custom Keyboard by @anvaymathur | Stardance
Devlogs:
This isn’t a devlog, but it is a bypass for my Custom Keyboard Project. I brainstormed and designed a 100% size keyboard in KiCad and Onshape. I created it originally for the KEEB hack club, but I also wanted to submit it here. This project helped me learn KiCad for the first time and get more familiar with Onshape. This is the GitHub link to the project, which involves my journal that can be used as the devlogs for the project....
|
1792436007.3398418
|
1793300007.3398418
|
|
42332
|
Ultra-high-speed RC nitro car by @Lokpriyanth | St Ultra-high-speed RC nitro car by @Lokpriyanth | Stardance...
|
Lokpriyanth
|
1
|
4.22
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-14T10:13:35Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I basically made half of the car this year, I genuinely wanted to complete everything by the time this program ends, but I wasn’t able to. My exams started so, poor me. This is what I managed to do in this project:- I finalized the gearbox, body and chassis design and printed them. I finished up the body(painting, sanding etc..) and assembled everything else. I made a custom gearbox, so yeah, that’s about it.", "repo": "https://github.com/lokpriyanth/ultra-high-speed-nitro-car", "demo": ""}]...
|
[{"post_id": 68675, "ts": "202 [{"post_id": 68675, "ts": "2026-09-15T15:00:56Z", "hours": 2.2214, "text": "This is my final post for the year!! (I think) I just gave a few final finishing touches to the car, and now the foundation is ready. This is the completed car and gearbox in all its glory:-"}, {"post_id": 53753, "ts": "2026-08-24T12:58:06Z", "hours": 1.0856, "text": "Firstly, I spray-painted the car and then spent a bit of time on improvising the axle mount to house a 696 bearing as well for more freedom. I also assembled the chassis, sadly I couldn’t record it because I was trying to complete it in between my 40 page math project that I was writing. But I will give you full context.I started with the attaching the two chassis plate together with a connector and screwing it in, and then many parts when screwed in, and voila it is ready, It only took about 30 min of my homework time anyway. And also sadly, this will be my last devlog for the year!! I am sooo sad, IDK WHY MY EXAMS HAD TO BE NEXT WEEK?!?!?"}, {"post_id": 50375, "ts": "2026-08-19T15:25:12Z", "hours": 1.5342, "text": "I basically switched from onshape to blender FOR TODAY (hopefully), cause for some reason onshape just doesn’t wanna let me edit imported files and also bombards me with the most obnoxious amount of unwanted facetting. I tried to give the tiny details required for the car, but then decided than I will do the changes physically, cause I genuinely DO NOT know how to use blender, I was so used to onshape and now it deserted me :( I spent the day learning the basics of blender. This is me with no idea what I am doing —>"}, {"post_id": 47034, "ts": "2026-08-14T17:08:11Z", "hours": 0.3658, "text": "(I couldn’t get a good photo.) :) I basically tested the tires for any ballooning, and they did not dissapoint, (IDK what I was expecting from that hard of a plastic, after all, I used PLA to print it). I used my old plane’s fuselage as a testing rig, as it literally had everything I needed- A 1800kv motor to reach about 19000rpm, a rigid coroplast frame for me to hold on to the motor, a 2200mah battery, a 30w esc, and last but not the least a servo tester. I ran the wheel, at max throttle, and this is what I found- 1)The wheel design is really rigid laterally (wonderphul) 2)The wheel WILL NOT HOLD ON WITH HOT GLUE. 3)You also can’t forget to balance the wheel, as there are too many vibrations for my liking. And yes, my dad did hold it when testing, as I couldn’t record and test at the same time."}, {"post_id": 45179, "ts": "2026-08-11T14:32:23Z", "hours": 1.2, "text": "So, I basically completed puttying the car. For those who don’t know, putty is like a cement kinda thing and “ing” is usually a continuous tense. So that means I was addING(continuous tense) cement-like stuff to the car in the PAST (past tense). I am definitely getting worried if I am going to be able to complete it or not."}, {"post_id": 45099, "ts": "2026-08-11T11:23:45Z", "hours": 1.3872, "text": "The prototype is halfway through. (That’s probably it, there is nothing else I can say.) :-)"}, {"post_id": 44054, "ts": "2026-08-09T15:59:20Z", "hours": 1.65, "text": "I basically, worked on attaching some of the 3d printed parts today, and this is where I stopped at as I also have unfinished homework. I hope to finish building this prototype Porsche by day after tomorrow so I will have a clear time gap to make changes, complete the gearbox aaand ship it. I hope to ship the thing by 20th or else I am COOOOKED(with 4 O’s)."}, {"post_id": 43320, "ts": "2026-08-08T14:50:10Z", "hours": 2.1328, "text": "This is a demo website I built, you can visit to know what and how I am gonna be achieving overdrive in an rc car like the one I am building. I also switched from using my own completely custom body and chassis and I realized that I’d rather not do this for 69 hrs straight for the next 67 days, so I chose cormango’s Porsche 911 model that he has already made(IDK how he made it sooo detailed). I am also not going to be copy pasting every single thing he has modelled as It does not have active aero, so I will have to look into that tomorrow maybe. I have also 3d printed half the parts of the prototype Porsche that I am currently going to be using as the body shell."}, {"post_id": 41457, "ts": "2026-08-05T17:52:37Z", "hours": 1.6006, "text": "I couldn’t do anything productive today, I basically only did “research”."}, {"post_id": 40815, "ts": "2026-08-04T16:01:34Z", "hours": 1.3336, "text": "WHEEL-ARCHES, WHEEL-ARCHES, WHEEL-ARCHES, I know it looks a bit goofy for now, but trust the process."}, {"post_id": 40230, "ts": "2026-08-03T17:07:21Z", "hours": 2.3714, "text": "I COMPLETED THE CHASSIS! (This is the under-side)."}, {"post_id": 39579, "ts": "2026-08-02T17:14:04Z", "hours": 1.0167, "text": "I managed to kinda complete the active aero(not done yet.)"}, {"post_id": 39017, "ts": "2026-08-01T17:54:49Z", "hours": 2.065, "text": "I completed the basics for the rc hyper-car"}, {"post_id": 38260, "ts": "2026-07-31T15:50:29Z", "hours": 0.8161, "text": "I made the gears that will go in the differentials, I still have to start the casing."}, {"post_id": 38190, "ts": "2026-07-31T13:43:28Z", "hours": 0.9508, "text": "I completed designing the gearbox, so it’s time to print it"}]...
|
Title: Ultra-high-speed RC nitro car by @Lokpriyan Title: Ultra-high-speed RC nitro car by @Lokpriyanth | Stardance
Devlogs:
I completed designing the gearbox, so it’s time to print it
I made the gears that will go in the differentials, I still have to start the casing.
I completed the basics for the rc hyper-car
I managed to kinda complete the active aero(not done yet.)
I COMPLETED THE CHASSIS! (This is the under-side).
WHEEL-ARCHES, WHEEL-ARCHES, WHEEL-ARCHES, I know it looks a bit goofy for now, but trust the process.
I couldn’t do anything productive today, I basically only did “research”.
This is a demo website I built, you can visit to know what and how I am gonna be achieving overdrive in an rc car like the one I am building. I also switched from using my own completely custom body and chassis and I realized that I’d rather not do this for 69 hrs straight for the next 67 days, so I chose cormango’s Porsche 911 model that he has already made(IDK how he made it sooo detailed). I am also not going to be copy pasting every single thing he has modelled as It does not have active aero, so I will have to look into that tomorrow maybe. I have also 3d printed half the parts of the prototype Porsche that I am currently going to be using as the body shell.
I basically, worked on attaching some of the 3d printed parts today, and this is where I stopped at as I also have unfinished homework. I hope to finish building this prototype Porsche by day after tomorrow so I will have a clear time gap to make changes, complete the gearbox aaand ship it. I hope to ship the thing by 20th or else I am COOOOKED(with 4 O’s).
The prototype is halfway through. (That’s probably it, there is nothing else I can say.) :-)
So, I basically completed puttying the car. For those who don’t know, putty is like a cement kinda thing and “ing” is usually a continuous tense. So that means I was addING(continuous tense) cement-like stuff to the car in the PAST (past tense). I am definitely getting worried if I am going to be able to complete it or not.
(I couldn’t get a good photo.) :) I basically tested the tires for any ballooning, and they did not dissapoint, (IDK what I was expecting from that hard of a plastic, after all, I used PLA to print it). I used my old plane’s fuselage as a testing rig, as it literally had everything I needed- A 1800kv motor to reach about 19000rpm, a rigid coroplast frame for me to hold on to the motor, a 2200mah battery, a 30w esc, and last but not the least a servo tester. I ran the wheel, at max throttle, and this is what I found- 1)The wheel design is really rigid laterally (wonderphul) 2)The wheel WILL NOT HOLD ON WITH HOT GLUE. 3)You also can’t forget to balance the wheel, as there are too many vibrations for my liking. And yes, my dad did hold it when testing, as I couldn’t record and test at the same time.
I basically switched from onshape to blender FOR TODAY (hopefully), cause for some reason onshape just doesn’t wanna let me edit imported files and also bombards me with the most obnoxious amount of unwanted facetting. I tried to give the tiny details required for the car, but then decided than I will do the changes physically, cause I genuinely DO NOT know how to use blender, I was so used to onshape and now it deserted me :( I spent the day learning the basics of blender. This is me with no idea what I am doing —>
Firstly, I spray-painted the car and then spent a bit of time on improvising the axle mount to house a 696 bearing as well for more freedom. I also assembled the chassis, sadly I couldn’t record it because I was trying to complete it in between my 40 page math project that I was writing. But I will give you full context.I started with the attaching the two chassis plate together with a connector and screwing it in, and then many parts when screwed in, and voila it is ready, It only took about 30 min of my homework time anyway. And also sadly, this will be my last devlog for the year!! I am sooo sad, IDK WHY MY EXAMS HAD TO BE NEXT WEEK?!?!?
This is my final post for the year!! (I think) I just gave a few final finishing touches to the car, and now the foundation is ready. This is the completed car and gearbox in all its glory:-
Ships:
I basically made half of the car this year, I genuinely wanted to complete everything by the time this program ends, but I wasn’t able to. My exams started so, poor me. This is what I managed to do in this project:- I finalized the gearbox, body and chassis design and printed them. I finished up the body(painting, sanding etc..) and assembled everything else. I made a custom gearbox, so yeah, that’s about it....
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1793336189.577177
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1793422589.577177
|
|
61686
|
my slack bot. by @adam_fisal | Stardance
|
adam_fisal
|
0
|
0.78
|
0
|
[]
|
[{"post_id": 68680, "ts": "202 [{"post_id": 68680, "ts": "2026-09-15T15:11:58Z", "hours": 0.7781, "text": "i add 3 commands all what i need is link it with git hub."}]...
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Title: my slack bot. by @adam_fisal | Stardance
D Title: my slack bot. by @adam_fisal | Stardance
Devlogs:
i add 3 commands all what i need is link it with git hub....
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1793040783.841274
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1793645583.841274
|
|
62466
|
Meteoduo by @Alexandru | Stardance
|
Alexandru
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T15:26:06Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i made a radio station,it was very stubborn at first but after it was super chill,im very proud of it and its very easy to make it", "repo": "https://github.com/Quietbyte23/meteoduo", "demo": "https://drive.google.com/drive/folders/11u8ztJten__PNwRAyxolBJSRclqk0fW5"}]...
|
[{"post_id": 68682, "ts": "202 [{"post_id": 68682, "ts": "2026-09-15T15:13:24Z", "hours": 0.3864, "text": "i am woerking on the code for the meteo here is a screenshot!"}]...
|
Title: Meteoduo by @Alexandru | Stardance
Devlogs Title: Meteoduo by @Alexandru | Stardance
Devlogs:
i am woerking on the code for the meteo here is a screenshot!
Ships:
i made a radio station,it was very stubborn at first but after it was super chill,im very proud of it and its very easy to make it...
|
1793210027.2180736
|
1793296427.2180736
|
|
58297
|
svts hackpad by @svt_demon | Stardance
|
svt_demon
|
0
|
4.4
|
0
|
[]
|
[{"post_id": 68699, "ts": "202 [{"post_id": 68699, "ts": "2026-09-15T15:47:01Z", "hours": 0.9575, "text": "Finished the project and now waiting for funding to build it physically"}, {"post_id": 65521, "ts": "2026-09-10T18:32:17Z", "hours": 0.8942, "text": "Finished the 3D model for my hackpad by joining the front plate and the case"}, {"post_id": 64384, "ts": "2026-09-08T18:26:02Z", "hours": 1.9628, "text": "working on the case and the top plate for my hackpad!!"}, {"post_id": 62783, "ts": "2026-09-06T09:27:43Z", "hours": 0.5828, "text": "Finished the PCB design for my 4 key Hackpad!!"}]...
|
Title: svts hackpad by @svt_demon | Stardance
Dev Title: svts hackpad by @svt_demon | Stardance
Devlogs:
Finished the PCB design for my 4 key Hackpad!!
working on the case and the top plate for my hackpad!!
Finished the 3D model for my hackpad by joining the front plate and the case
Finished the project and now waiting for funding to build it physically...
|
1792745357.1729536
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1793350157.1729536
|
|
54612
|
Portfolio by @ardevhere | Stardance
|
ardevhere
|
1
|
12.79
|
12
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-31T16:32:38Z", "hours": 10.0, "multiplier": 1.18, "payout": 12, "blessing": "neutral", "text": "I built an Apple-inspired full-stack developer portfolio and client acquisition platform from scratch using pure HTML5, CSS3, and Vanilla JavaScript. The most challenging part was engineering custom UI components—like the scroll progress indicator, glassmorphic blurred navigation bar, dynamic scroll-reveal animations using native IntersectionObserver API, and interactive contact modal—without relying on external libraries or frameworks like React or Tailwind. I am most proud of how clean, responsive, and fast the site feels. It includes dedicated sections for services, tech stack, structured pricing tiers, client testimonials, an interactive FAQ accordion, and a built-in contact modal that auto-generates structured email drafts directly in the client’s default mail app. To test the project: Scroll down the landing page to check out the scroll animations and sticky navigation header. Click any “Get started” or “Talk to me” buttons under the Pricing section to trigger the interactive contact modal. Test out the FAQ section by clicking the accordions to expand answers. Fill out the contact form inside the modal and submit it to see how it dynamically parses your input into a ready-to-send email draft!", "repo": "https://github.com/reetadevi7979-max/portfolioproject", "demo": "https://portfolioproject-xi-one.vercel.app/"}]...
|
[{"post_id": 68708, "ts": "202 [{"post_id": 68708, "ts": "2026-09-15T16:16:20Z", "hours": 2.7925, "text": "I just rebuild my site"}, {"post_id": 59007, "ts": "2026-08-31T16:14:51Z", "hours": 3.6867, "text": "I just completed the whole project with very high energy."}, {"post_id": 57469, "ts": "2026-08-29T16:55:05Z", "hours": 3.2811, "text": "Today i completed 90% percent of my work on project."}, {"post_id": 55352, "ts": "2026-08-27T04:14:18Z", "hours": 3.1225, "text": "coding session 1"}]...
|
Title: Portfolio by @ardevhere | Stardance
Devlog Title: Portfolio by @ardevhere | Stardance
Devlogs:
coding session 1
Today i completed 90% percent of my work on project.
I just completed the whole project with very high energy.
I just rebuild my site
Ships:
I built an Apple-inspired full-stack developer portfolio and client acquisition platform from scratch using pure HTML5, CSS3, and Vanilla JavaScript. The most challenging part was engineering custom UI components—like the scroll progress indicator, glassmorphic blurred navigation bar, dynamic scroll-reveal animations using native IntersectionObserver API, and interactive contact modal—without relying on external libraries or frameworks like React or Tailwind. I am most proud of how clean, responsive, and fast the site feels. It includes dedicated sections for services, tech stack, structured pricing tiers, client testimonials, an interactive FAQ accordion, and a built-in contact modal that auto-generates structured email drafts directly in the client’s default mail app. To test the project: Scroll down the landing page to check out the scroll animations and sticky navigation header. Click any “Get started” or “Talk to me” buttons under the Pricing section to trigger the interactive contact modal. Test out the FAQ section by clicking the accordions to expand answers. Fill out the contact form inside the modal and submit it to see how it dynamically parses your input into a ready-to-send email draft!...
|
1793253052.4071748
|
1793339452.4071748
|
|
62505
|
Korasa by @abdelkhaliq | Stardance
|
abdelkhaliq
|
1
|
32.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T20:12:36Z", "hours": 32.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "An app that helps me and 20 other users to store questions we worry about forgetting in the future, but now we never will!, I faced a lot of challenges building the mobile app honestly as I never had any prior experience in mobile development, but it turned out to be easy using react native, try this project out urself!", "repo": "https://github.com/abde1khaliq/Korasa", "demo": "https://www.korasa.study/"}]...
|
[{"post_id": 68709, "ts": "202 [{"post_id": 68709, "ts": "2026-09-15T16:17:08Z", "hours": 0.3333, "text": "Added the Forgot password functionality to the website version as it used to only exist on the mobile application."}, {"post_id": 68681, "ts": "2026-09-15T15:12:45Z", "hours": 31.755, "text": "Korasa was made before shipping to Stardance, thus it doesn’t include any devlogs but i’ll make sure I start adding dev logs to it when adding new features"}]...
|
Title: Korasa by @abdelkhaliq | Stardance
Devlogs Title: Korasa by @abdelkhaliq | Stardance
Devlogs:
Korasa was made before shipping to Stardance, thus it doesn’t include any devlogs but i’ll make sure I start adding dev logs to it when adding new features
Added the Forgot password functionality to the website version as it used to only exist on the mobile application.
Ships:
An app that helps me and 20 other users to store questions we worry about forgetting in the future, but now we never will!, I faced a lot of challenges building the mobile app honestly as I never had any prior experience in mobile development, but it turned out to be easy using react native, try this project out urself!...
|
1793210039.8109317
|
1793296439.8109317
|
|
62530
|
Pit-Wall by @tanzeemrockz | Stardance
|
tanzeemrockz
|
0
|
0.63
|
0
|
[]
|
[{"post_id": 68710, "ts": "202 [{"post_id": 68710, "ts": "2026-09-15T16:17:27Z", "hours": 0.6297, "text": "So i just started off my project only the barebones are done and it has no f1 functionality atm whatsoever lol. So, I’m looking forward to making this absolute!"}]...
|
Title: Pit-Wall by @tanzeemrockz | Stardance
Devl Title: Pit-Wall by @tanzeemrockz | Stardance
Devlogs:
So i just started off my project only the barebones are done and it has no f1 functionality atm whatsoever lol. So, I’m looking forward to making this absolute!...
|
1793044486.563559
|
1793649286.563559
|
|
41476
|
Contango by @igowu | Stardance
|
igowu
|
2
|
83.0
|
1107
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T20:46:02Z", "hours": 58.0, "multiplier": 19.01, "payout": 1046, "blessing": "neutral", "text": "Contango I built a Python framework for quantitative research of trading strategies, whether it be backtesting them, tuning parameter combinations, or turning the results into graphs that can easily reveal profitability/risk in strategies. It started as solely a backtesting framework, but it has grown into an entire suite for optimization and analysis. The latest release, v0.1.1, is now on PyPI. What it is It is an event-driven trading framework with two ways to build strategies. Strategy gives you complete control over the framework, while RuleBasedStrategy provides a higher-level interface for expressing trading rules with less boilerplate. On top of that is the research tooling. Contango can run Cartesian parameter sweeps, evaluating every combination of selected parameters rather than forcing you to manually run a strategy over and over. That makes it possible to take a strategy idea and view a whole parameter space in one run. Market data is handled through a local repository that caches OHLCV data, so repeated experiments don’t need to keep downloading the same data. This permits for offline usage once data has previously been downloaded. Yfinance (a data provider) works without setup or an API key, while the data provider system is designed so additional providers can be added without touching codebase’s internals. Possibly the most important part is the graphs. Equity curves, drawdowns, trade-quality metrics, parameter distributions, risk/return views, and more can be generated from the results of a research run. However, the goal isn’t just to analyze the amount of profit the strategy returns. Instead, it’s to make the behavior of the strategy visible by exposing a variety of different risk/trading/drawdown metrics, revealed clearly in the generated graphs. What was hard I spent a lot of time separating components, defining cleaner interfaces (modularity), and deciding where abstraction was beneficial rather than just adding redundancy and boilerplate. The parameter optimization system was another massive difficulty to create. A Cartesian sweep sounds simple on paper; however, the question arises: how do you distinguish all of the strategies from each other? My initial solution was to display all of the parameters for each strategy, but this ended up with strategy names that were way too large to render. Lastly, documentation ended up being much more work than I expected. I wanted someone to be able to use Contango without having to understand how its internals work first, while still having enough documentation available for someone who actually wants to extend the framework. What I’m proud of The part I’m happiest with is that Contango now feels genuinely easy to use after a small learning curve. You can write a strategy, point it at market data, sweep its parameters, and get a collection of research results and visualizations without having to manually glue all of those pieces together. The other thing I’m proud of is the amount of attention that I put into making the project understandable. The public API is documented, the internal API is documented, components have been modularized, and there are now unit tests for essentially everything that needs them. It’s not finished in the sense that no software ever is, but it finally feels complete. How to test it Install it from PyPI: pip install contango Then run the included research demo: python -m contango.research.demo_strategies.cartesian_bollinger_strategy.runner The demo runs a Bollinger Band strategy across a Cartesian grid of parameters and generates performance and parameter-analysis graphs (HTML) that can be reviewed. I want to thank Stardance for this experience - the opportunity to build software while earning rewards and be in such a welcoming community is amazing to me. I’m looking forward to future work with Hackclub!", "repo": "https://github.com/igowuu/Contango", "demo": "https://pypi.org/project/contango/"}, {"ship_num": 2, "ts": "2026-07-30T16:02:17Z", "hours": 25.0, "multiplier": 6.1, "payout": 61, "blessing": "neutral", "text": "Contango Have you ever wanted to create strategies programmatically for the stock market, cryptocurrencies, or anything else related to trading?! Maybe not… But I have! So, what is Contango? Contango is a full trading engine that allows you to make strategies in Python without worrying about any potential biases in your workflow. Instead of focusing on simulation, metrics, results, and graphs, you can avert your focus solely to the quality of the strategies you create. Strategies - what do they look like? Strategies are a part of an event-driven engine. This means that they receive and react to events that are released from a “mode”. A “mode” is anything that handles the logic of the event bus and/or engine - backtesting, live trading, etc. An example of a strategy: class MyStrategy ( Strategy ): \"\"\" A very simple strategy outline - not all logic is included. \"\"\" def on_market_event ( self , event : MarketDataEvent ) -> None : # Strategy market logic here def on_end ( self ) -> None : ... Results Contango processes the raw events emitted from your strategy and converts them to metrics. These metrics are then used to produce seven unique graphs. Each of these graphs tell you something unique about the strategy, whether it be profitability, risk, drawdown, consistency, win rate, etc. For most modern workflows, this is enough; however, all modules are cleanly decoupled from each other, so raw events or raw metrics can be processed & analyzed however you would like. Challenges Challenges: A massive learning curve. I’ve spent probably 50 hours or more just researching and absorbing the information used in this project. Packaging was difficult to get right, whether it be “missing type stub” warnings or incorrect rendering of my README.md. Documentation was terrible to write. Spending large amounts of time writing English words instead of code that accomplishes something was extremely tedious, yet completely necessary for a shipped project like this. I’m proud of this project Genuinely, this is one of the first big project I’ve ever made. I have never released anything to PyPI, nor shipped something of this scale before. Hackatime only shows 22 hours since I set it up partway through, but Contango’s been my main project since June, and it’s the second largest thing I’ve built. Usage The GitHub has detailed instructions, demos, videos, and more; however, since it’s so short, here is how to install the project & run the built-in demo from any python IDE: pip install contango python -m contango.research.research_strategies.bollinger_band_mean_reversion.runner Final Notes I’ve had a lot of fun with this project, and I hope anyone who sees this enjoys it just as much as me. Happy coding!", "repo": "https://github.com/igowuu/Contango", "demo": "https://pypi.org/project/contango/"}]...
|
[{"post_id": 68711, "ts": "202 [{"post_id": 68711, "ts": "2026-09-15T16:17:49Z", "hours": 6.9347, "text": "Contango - Devlog #8 (final devlog?) The latest version of Contango (v. 0.1.1) been is released on PyPI. What Changed? Rule-based strategies and Cartesian Sweeps Strategies can be created using a rule-based system that allows them to be swept over all combinations in a Cartesian Search. This is especially useful for finding a broad spectrum of tuned parameters after creating & coding a strategy concept. Documentation The documentation has been expanded to give direct tutorials on how to set up strategies and make additions to the framework without touching any of its internals. Further, the documentation now has in-depth explanations on the public AND private API. Other The graphs now have a GraphType subclass - essentially, graphs can now be added to or removed by the user if this is desired. This eliminates the hardcoding and confusing behavior that the graphs had prior to this change. Unit tests created for just about everything that needs it. General maturing of the framework, whether that be creating modular components, exposing or hiding certain details from the user, or creating docstrings for the public and private API. That’s all. This will likely be my last devlog before shipping for the final time. I’m praying to the Gods of Stardance that I can get a 3d printer! We’ll see."}, {"post_id": 62560, "ts": "2026-09-06T00:29:54Z", "hours": 6.6617, "text": "Contango - Devlog #7 Research Research has been rough. I haven’t found any real edge with a calmar ratio above 1.0, nor a sharpe ratio that is statistically meaningful to suggest a somewhat profitable strategy. Cartesian Parameterized Grid Search This system was absolutely effective in what it did; however, I’ve concluded that using brute-force to generate strategies does not yield any genuine edge. The system was powerful, but honestly hard to use; hence, I came to the decision of deleting it as it did not have much use other than brute-forcing trading strategies. Rule-based Strategies Rule-based strategies, again, allow for strategies to be created with minimal and highly declarative code. The API has improved significantly with less unnecessary generics and more docstrings. It will be the intended system for backtesting strategies rather than using static strategies. They will both coexist, however; the static strategies will be intended to be used for live trading if implemented in the future. Graphs The graph system was relatively ad-hoc, hard to use, and hardcoded; therefore, I have restructured it to take a more composable approach to allow for the user to create & add graphs. The default graphs have not disappeared; however, they can be overridden. New graphs can be subclassed and the user can register & create custom graphs if desirable. Future Finish the graphing system. Fix all of the demo strategies for the new structure. Create new unit tests for the codebase. Publish to PyPI and commit to github. I’m beginning to wrap up the project to get it to a publishable state."}, {"post_id": 55673, "ts": "2026-08-27T17:10:44Z", "hours": 6.5972, "text": "I was wrong . …But that’s okay. Hyper-parameterized Cartesian grid search I built a system capable of searching an enormous strategy space, and the system worked. My original goal was to have computers literally generate trading strategies and hypothesize by themselves through testing all possible indicator combinations. However, simple strategies based on widely known indicators aren’t producing the profitability I was initially looking for. However , this isn’t necessarily bad news - it just means that the system should be used to help hypothesizing rather than automating it entirely. The same system can be used heavily for optimization of a concept. For example, it can completely automate the process of testing if ATR scaling or an RSI confirmation yields better results. Further, I can still find optimal parameters through the grid search for a given strategy. On Overfitting A grid search inherently will find “amazing” results - however, that doesn’t necessarily mean that it would actually perform well in the market. The parallel coordinate graphs, heatmap graphs, and manual walk-forward tests have made it genuinely easy to pick out overfit results, so this accepts part of my hypothesis in the earlier devlogs. Future I finished most of the work I wanted to do. I stress tested the suite, created unit tests, and created the hyper-parameterization system in its entirety. Now is finally the fun part - research. I’m genuinely curious if I’m able to find some profitable strategies with my system, so my future devlogs will likely be related to the research I’m going to conduct. That’s all. Have a great day!"}, {"post_id": 53484, "ts": "2026-08-24T01:40:11Z", "hours": 13.0403, "text": "Devlog #5 - Contango Hyperparameter Cartesian grid search Apparently this isn’t easy to design! Who could have thought? Not me! Jokes aside, this has been a miserable experience. I’ve created two different designs so far. The first one failed outright - far in, I realized that having mutable objects in a nested grid search breaks all of the results, and it wasn’t easy to integrate Callable types with what I had already created, so I scrapped it. Another massive hurdle was trying to find out how to parameterize the rules that indicators must follow (i.e. close crosses above middle bollinger band crosses). The idea here is to have a set of rules, and have each and every one of them parameterized amongst each other to find the best rules in the subset. My current design uses callables to generate fresh instances of both the parameters and indicators used in the hyperparameter grid search. However, another issue has become known to me - how do you derive unique, dynamically created names for each individual parameterized result? My thought is to derive the name of the indicators from the caller (which I have been doing), but on top of that, force all rule-based modules in my codebase to implement an ABC & override repr . This has not been formally implemented yet. Future Finish & finalize the hyperparameter Cartesian grid search strategy. Create unit tests for it. Genuinely take some time to look over the codebase, see what may be confusing for any users, & implement fixes for them (whether it be documentation, simplifying concepts, or creating abstractions for modules). Add quite a lot of documentation. Ship."}, {"post_id": 48243, "ts": "2026-08-16T15:24:07Z", "hours": 6.8711, "text": "Devlog #4 - Contango Rule-based Strategies I found a lot of issues and limitations with them. However, after working for hours coding them, I believe I’ve reached a point where I’m happy with how they’re looking. To summarize, every strategy is composed of rules, where a rule has a condition & action. If the condition is true, the action (intent) is released. In the case of this suite, intents express to buy, sell, create stoploss orders, etc. You can see the syntax in the attached screenshot. Unit testing Unit tests are completely finished! The suite has 290 passing unit tests as of now. Parameterization I’m going to give parameterization another try. Instead of creating another layer on rule-based strategies, I’m going to instead pass indicators (or “streams” as I call them) into a base strategy along with their parameters in an attempt to perform a Cartisan hyperparameter grid search for both the indicators and their parameters. That was a mouthful to say; however, I’ll demonstrate what I mean in the next devlog (hopefully). Future As always, I like to document what I want to accomplish before shipping: Start & finish the Cartisan hyperparameter grid search API, along with testing it. Fix up documentation (there are major gaps at this point in my development from alpha v.0.1.0). Release on PyPI. That’s it. Happy coding!"}, {"post_id": 46293, "ts": "2026-08-13T12:50:56Z", "hours": 7.9789, "text": "Devlog #3 - Contango Rule-based Strategies I completed the rule-based strategy engine, and it seems to be yielding correct results with integration tests. It allows for both Cartesian Parameterization & indicator parameterization, mentioned in the previous devlog. Unit tests I’ve noticed that as I make more changes, my unit tests have been lacking. The majority of the time for this devlog has been spent creating unit tests for my code. This has proved to be very time consuming and tedious (it always is), and has taken more than five hours at this point. However, I’m only halfway done, so this might take a while longer… Future I always like to make a list for what I want to do before shipping. Here’s where I’m at now: Finish unit tests & fix any issues they reveal Manually test everything myself by creating example strategies Document everything (at this point there are massive gaps in documentation from the changes I have made) Release v.0.1.1 on PyPI & then ship That’s all. Have a great rest of your day!"}, {"post_id": 42736, "ts": "2026-08-07T16:30:57Z", "hours": 10.1167, "text": "Devlog #2 - Contango Massive changes have been made relating to strategy creation & the capability of the framework. Creating a strategy An entire Bollinger Band Mean Reversion strategy now looks like this: indicators = { \" bb \" : BollingerBands ( period = period , k = num_std )} rules : Sequence [ Rule [ TradingContext , Intent ]] = [ Rule ( Predicate ( lambda ctx : ctx . event . close < ctx . indicators [ \" bb \" ]. value . lower ), Emit ( EnterLongIntent ( symbol = symbol )) ), Rule ( Predicate ( lambda ctx : ctx . event . close > ctx . indicators [ \" bb \" ]. value . upper ), Emit ( ExitIntent ( symbol = symbol )), ) ] super (). __init__ ( indicators = indicators , rules = rules , position_sizer = AllocationPositionSizer ( size ) ) With this structure, an entire trading strategy can be expressed with a few unequivocal rules. Further, because indicators and their parameters are major components, both can now be parameterized during optimization. That means grid searches can iterate over not only different parameter values, but entirely different indicator combinations. In a favorable environment, this means that with enough computing power, you can automate the creation and development of strategies. However, in practice, real markets make this significantly less straightforward due to overfitting; therefore, human analysis is still essential since larger search spaces dramatically increase the risk of these biases. Nonetheless, this gives a major advantage to manually creating code for each strategy individually. Other things I restructured the file tree to make the codebase easier for new future contributors (including myself) to make changes. I created a rule system for the backtester under the hood that doesn’t hard-code any limitations in preparation for full support of pyramiding, multiple tickers, & short selling. Future There are some things I want to do before shipping. I’ll list them here: Complete the indicator grid search mentioned above. Stress-test everything & create unit tests where necessary. Complete the documentation - especially with strategy creation, which is not definitely extensive enough as of now. Anyway, enough technical talk for this devlog - happy coding!"}, {"post_id": 37644, "ts": "2026-07-30T15:09:38Z", "hours": 24.5403, "text": "Devlog #1 - Contango I have finally released Contango on PyPI! What is Contango? Contango is a full trading engine that helps you build trading strategies. It does all of the heavy lifting - the results, metrics, and the entire trading engine behind the hood. I’ve never created a package on PyPI, so doing this was a massive learning experience - from uploading to TestPyPI to iterating multiple times before I got my pyproject.toml right. I sent one of the graphs generated after testing my project demo out using the package. See the package on PyPI here: https://pypi.org/project/contango/ Have a great rest of your day!"}]...
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Title: Contango by @igowu | Stardance
Devlogs:
De Title: Contango by @igowu | Stardance
Devlogs:
Devlog #1 - Contango I have finally released Contango on PyPI! What is Contango? Contango is a full trading engine that helps you build trading strategies. It does all of the heavy lifting - the results, metrics, and the entire trading engine behind the hood. I’ve never created a package on PyPI, so doing this was a massive learning experience - from uploading to TestPyPI to iterating multiple times before I got my pyproject.toml right. I sent one of the graphs generated after testing my project demo out using the package. See the package on PyPI here: https://pypi.org/project/contango/ Have a great rest of your day!
Devlog #2 - Contango Massive changes have been made relating to strategy creation & the capability of the framework. Creating a strategy An entire Bollinger Band Mean Reversion strategy now looks like this: indicators = { " bb " : BollingerBands ( period = period , k = num_std )} rules : Sequence [ Rule [ TradingContext , Intent ]] = [ Rule ( Predicate ( lambda ctx : ctx . event . close < ctx . indicators [ " bb " ]. value . lower ), Emit ( EnterLongIntent ( symbol = symbol )) ), Rule ( Predicate ( lambda ctx : ctx . event . close > ctx . indicators [ " bb " ]. value . upper ), Emit ( ExitIntent ( symbol = symbol )), ) ] super (). __init__ ( indicators = indicators , rules = rules , position_sizer = AllocationPositionSizer ( size ) ) With this structure, an entire trading strategy can be expressed with a few unequivocal rules. Further, because indicators and their parameters are major components, both can now be parameterized during optimization. That means grid searches can iterate over not only different parameter values, but entirely different indicator combinations. In a favorable environment, this means that with enough computing power, you can automate the creation and development of strategies. However, in practice, real markets make this significantly less straightforward due to overfitting; therefore, human analysis is still essential since larger search spaces dramatically increase the risk of these biases. Nonetheless, this gives a major advantage to manually creating code for each strategy individually. Other things I restructured the file tree to make the codebase easier for new future contributors (including myself) to make changes. I created a rule system for the backtester under the hood that doesn’t hard-code any limitations in preparation for full support of pyramiding, multiple tickers, & short selling. Future There are some things I want to do before shipping. I’ll list them here: Complete the indicator grid search mentioned above. Stress-test everything & create unit tests where necessary. Complete the documentation - especially with strategy creation, which is not definitely extensive enough as of now. Anyway, enough technical talk for this devlog - happy coding!
Devlog #3 - Contango Rule-based Strategies I completed the rule-based strategy engine, and it seems to be yielding correct results with integration tests. It allows for both Cartesian Parameterization & indicator parameterization, mentioned in the previous devlog. Unit tests I’ve noticed that as I make more changes, my unit tests have been lacking. The majority of the time for this devlog has been spent creating unit tests for my code. This has proved to be very time consuming and tedious (it always is), and has taken more than five hours at this point. However, I’m only halfway done, so this might take a while longer… Future I always like to make a list for what I want to do before shipping. Here’s where I’m at now: Finish unit tests & fix any issues they reveal Manually test everything myself by creating example strategies Document everything (at this point there are massive gaps in documentation from the changes I have made) Release v.0.1.1 on PyPI & then ship That’s all. Have a great rest of your day!
Devlog #4 - Contango Rule-based Strategies I found a lot of issues and limitations with them. However, after working for hours coding them, I believe I’ve reached a point where I’m happy with how they’re looking. To summarize, every strategy is composed of rules, where a rule has a condition & action. If the condition is true, the action (intent) is released. In the case of this suite, intents express to buy, sell, create stoploss orders, etc. You can see the syntax in the attached screenshot. Unit testing Unit tests are completely finished! The suite has 290 passing unit tests as of now. Parameterization I’m going to give parameterization another try. Instead of creating another layer on rule-based strategies, I’m going to instead pass indicators (or “streams” as I call them) into a base strategy along with their parameters in an attempt to perform a Cartisan hyperparameter grid search for both the indicators and their parameters. That was a mouthful to say; however, I’ll demonstrate what I mean in the next devlog (hopefully). Future As always, I like to document what I want to accomplish before shipping: Start & finish the Cartisan hyperparameter grid search API, along with testing it. Fix up documentation (there are major gaps at this point in my development from alpha v.0.1.0). Release on PyPI. That’s it. Happy coding!
Devlog #5 - Contango Hyperparameter Cartesian grid search Apparently this isn’t easy to design! Who could have thought? Not me! Jokes aside, this has been a miserable experience. I’ve created two different designs so far. The first one failed outright - far in, I realized that having mutable objects in a nested grid search breaks all of the results, and it wasn’t easy to integrate Callable types with what I had already created, so I scrapped it. Another massive hurdle was trying to find out how to parameterize the rules that indicators must follow (i.e. close crosses above middle bollinger band crosses). The idea here is to have a set of rules, and have each and every one of them parameterized amongst each other to find the best rules in the subset. My current design uses callables to generate fresh instances of both the parameters and indicators used in the hyperparameter grid search. However, another issue has become known to me - how do you derive unique, dynamically created names for each individual parameterized result? My thought is to derive the name of the indicators from the caller (which I have been doing), but on top of that, force all rule-based modules in my codebase to implement an ABC & override repr . This has not been formally implemented yet. Future Finish & finalize the hyperparameter Cartesian grid search strategy. Create unit tests for it. Genuinely take some time to look over the codebase, see what may be confusing for any users, & implement fixes for them (whether it be documentation, simplifying concepts, or creating abstractions for modules). Add quite a lot of documentation. Ship.
I was wrong . …But that’s okay. Hyper-parameterized Cartesian grid search I built a system capable of searching an enormous strategy space, and the system worked. My original goal was to have computers literally generate trading strategies and hypothesize by themselves through testing all possible indicator combinations. However, simple strategies based on widely known indicators aren’t producing the profitability I was initially looking for. However , this isn’t necessarily bad news - it just means that the system should be used to help hypothesizing rather than automating it entirely. The same system can be used heavily for optimization of a concept. For example, it can completely automate the process of testing if ATR scaling or an RSI confirmation yields better results. Further, I can still find optimal parameters through the grid search for a given strategy. On Overfitting A grid search inherently will find “amazing” results - however, that doesn’t necessarily mean that it would actually perform well in the market. The parallel coordinate graphs, heatmap graphs, and manual walk-forward tests have made it genuinely easy to pick out overfit results, so this accepts part of my hypothesis in the earlier devlogs. Future I finished most of the work I wanted to do. I stress tested the suite, created unit tests, and created the hyper-parameterization system in its entirety. Now is finally the fun part - research. I’m genuinely curious if I’m able to find some profitable strategies with my system, so my future devlogs will likely be related to the research I’m going to conduct. That’s all. Have a great day!
Contango - Devlog #7 Research Research has been rough. I haven’t found any real edge with a calmar ratio above 1.0, nor a sharpe ratio that is statistically meaningful to suggest a somewhat profitable strategy. Cartesian Parameterized Grid Search This system was absolutely effective in what it did; however, I’ve concluded that using brute-force to generate strategies does not yield any genuine edge. The system was powerful, but honestly hard to use; hence, I came to the decision of deleting it as it did not have much use other than brute-forcing trading strategies. Rule-based Strategies Rule-based strategies, again, allow for strategies to be created with minimal and highly declarative code. The API has improved significantly with less unnecessary generics and more docstrings. It will be the intended system for backtesting strategies rather than using static strategies. They will both coexist, however; the static strategies will be intended to be used for live trading if implemented in the future. Graphs The graph system was relatively ad-hoc, hard to use, and hardcoded; therefore, I have restructured it to take a more composable approach to allow for the user to create & add graphs. The default graphs have not disappeared; however, they can be overridden. New graphs can be subclassed and the user can register & create custom graphs if desirable. Future Finish the graphing system. Fix all of the demo strategies for the new structure. Create new unit tests for the codebase. Publish to PyPI and commit to github. I’m beginning to wrap up the project to get it to a publishable state.
Contango - Devlog #8 (final devlog?) The latest version of Contango (v. 0.1.1) been is released on PyPI. What Changed? Rule-based strategies and Cartesian Sweeps Strategies can be created using a rule-based system that allows them to be swept over all combinations in a Cartesian Search. This is especially useful for finding a broad spectrum of tuned parameters after creating & coding a strategy concept. Documentation The documentation has been expanded to give direct tutorials on how to set up strategies and make additions to the framework without touching any of its internals. Further, the documentation now has in-depth explanations on the public AND private API. Other The graphs now have a GraphType subclass - essentially, graphs can now be added to or removed by the user if this is desired. This eliminates the hardcoding and confusing behavior that the graphs had prior to this change. Unit tests created for just about everything that needs it. General maturing of the framework, whether that be creating modular components, exposing or hiding certain details from the user, or creating docstrings for the public and private API. That’s all. This will likely be my last devlog before shipping for the final time. I’m praying to the Gods of Stardance that I can get a 3d printer! We’ll see.
Ships:
Contango Have you ever wanted to create strategies programmatically for the stock market, cryptocurrencies, or anything else related to trading?! Maybe not… But I have! So, what is Contango? Contango is a full trading engine that allows you to make strategies in Python without worrying about any potential biases in your workflow. Instead of focusing on simulation, metrics, results, and graphs, you can avert your focus solely to the quality of the strategies you create. Strategies - what do they look like? Strategies are a part of an event-driven engine. This means that they receive and react to events that are released from a “mode”. A “mode” is anything that handles the logic of the event bus and/or engine - backtesting, live trading, etc. An example of a strategy: class MyStrategy ( Strategy ): """ A very simple strategy outline - not all logic is included. """ def on_market_event ( self , event : MarketDataEvent ) -> None : # Strategy market logic here def on_end ( self ) -> None : ... Results Contango processes the raw events emitted from your strategy and converts them to metrics. These metrics are then used to produce seven unique graphs. Each of these graphs tell you something unique about the strategy, whether it be profitability, risk, drawdown, consistency, win rate, etc. For most modern workflows, this is enough; however, all modules are cleanly decoupled from each other, so raw events or raw metrics can be processed & analyzed however you would like. Challenges Challenges: A massive learning curve. I’ve spent probably 50 hours or more just researching and absorbing the information used in this project. Packaging was difficult to get right, whether it be “missing type stub” warnings or incorrect rendering of my README.md. Documentation was terrible to write. Spending large amounts of time writing English words instead of code that accomplishes something was extremely tedious, yet completely necessary for a shipped project like this. I’m proud of this project Genuinely, this is one of the first big project I’ve ever made. I have never released anything to PyPI, nor shipped something of this scale before. Hackatime only shows 22 hours since I set it up partway through, but Contango’s been my main project since June, and it’s the second largest thing I’ve built. Usage The GitHub has detailed instructions, demos, videos, and more; however, since it’s so short, here is how to install the project & run the built-in demo from any python IDE: pip install contango python -m contango.research.research_strategies.bollinger_band_mean_reversion.runner Final Notes I’ve had a lot of fun with this project, and I hope anyone who sees this enjoys it just as much as me. Happy coding!
Contango I built a Python framework for quantitative research of trading strategies, whether it be backtesting them, tuning parameter combinations, or turning the results into graphs that can easily reveal profitability/risk in strategies. It started as solely a backtesting framework, but it has grown into an entire suite for optimization and analysis. The latest release, v0.1.1, is now on PyPI. What it is It is an event-driven trading framework with two ways to build strategies. Strategy gives you complete control over the framework, while RuleBasedStrategy provides a higher-level interface for expressing trading rules with less boilerplate. On top of that is the research tooling. Contango can run Cartesian parameter sweeps, evaluating every combination of selected parameters rather than forcing you to manually run a strategy over and over. That makes it possible to take a strategy idea and view a whole parameter space in one run. Market data is handled through a local repository that caches OHLCV data, so repeated experiments don’t need to keep downloading the same data. This permits for offline usage once data has previously been downloaded. Yfinance (a data provider) works without setup or an API key, while the data provider system is designed so additional providers can be added without touching codebase’s internals. Possibly the most important part is the graphs. Equity curves, drawdowns, trade-quality metrics, parameter distributions, risk/return views, and more can be generated from the results of a research run. However, the goal isn’t just to analyze the amount of profit the strategy returns. Instead, it’s to make the behavior of the strategy visible by exposing a variety of different risk/trading/drawdown metrics, revealed clearly in the generated graphs. What was hard I spent a lot of time separating components, defining cleaner interfaces (modularity), and deciding where abstraction was beneficial rather than just adding redundancy and boilerplate. The parameter optimization system was another massive difficulty to create. A Cartesian sweep sounds simple on paper; however, the question arises: how do you distinguish all of the strategies from each other? My initial solution was to display all of the parameters for each strategy, but this ended up with strategy names that were way too large to render. Lastly, documentation ended up being much more work than I expected. I wanted someone to be able to use Contango without having to understand how its internals work first, while still having enough documentation available for someone who actually wants to extend the framework. What I’m proud of The part I’m happiest with is that Contango now feels genuinely easy to use after a small learning curve. You can write a strategy, point it at market data, sweep its parameters, and get a collection of research results and visualizations without having to manually glue all of those pieces together. The other thing I’m proud of is the amount of attention that I put into making the project understandable. The public API is documented, the internal API is documented, components have been modularized, and there are now unit tests for essentially everything that needs them. It’s not finished in the sense that no software ever is, but it finally feels complete. How to test it Install it from PyPI: pip install contango Then run the included research demo: python -m contango.research.demo_strategies.cartesian_bollinger_strategy.runner The demo runs a Bollinger Band strategy across a Cartesian grid of parameters and generates performance and parameter-analysis graphs (HTML) that can be reviewed. I want to thank Stardance for this experience - the opportunity to build software while earning rewards and be in such a welcoming community is amazing to me. I’m looking forward to future work with Hackclub!...
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NYX by @Paulaner | Stardance
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Paulaner
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1
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421.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T15:54:07Z", "hours": 421.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "nyx is a small operating-system kernel for 32-bit x86 PCs, written from scratch in Zig 0.15.2 with no C library and no external dependencies. It boots directly in QEMU and brings the machine up in 20 checked stages, from interrupts and timers through memory paging, a kernel heap, thread scheduling, disk and PCI drivers, and an in-memory filesystem loaded from an embedded tar archive. At boot it runs 15 built-in self-tests, then drops into an interactive shell with 30 commands that you can drive from the keyboard or over the serial port. It’s about 5,000 lines in total.", "repo": "https://github.com/Paul231007/nyx", "demo": "https://nyx-zeta-opal.vercel.app/"}]...
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[{"post_id": 68723, "ts": "202 [{"post_id": 68723, "ts": "2026-09-15T16:57:50Z", "hours": 7.0203, "text": "📓 devlog · 2026-09-14 added initial architecture definition, establishing core components and their interactions for modularity. implemented key architectural components, focusing on separation of concerns to enhance maintainability. fleshed out various parts of the architecture, refining data flow and control structures between modules. wired up essential components to ensure proper communication and data exchange across the architecture. started multiple architectural elements concurrently, facilitating a more integrated approach to development. added several new architecture layers to improve scalability and support future feature additions. continued to implement and refine architecture, addressing edge cases related to component interaction and data integrity."}, {"post_id": 67883, "ts": "2026-09-14T05:39:42Z", "hours": 6.0667, "text": "📓 devlog · 2026-09-13 added initial implementation of the shell, establishing basic command parsing and execution flow. fleshed out shell functionality, improving command handling and improving error reporting for invalid inputs. wired up shell components, ensuring proper integration with existing modules for input and output processing. started multiple iterations of shell refinement, focusing on memory allocation strategies for command history storage. implemented additional features for the shell, including support for built-in commands and improved environment variable management. continued to flesh out shell behavior, addressing edge cases related to command substitution and pipeline execution."}, {"post_id": 67063, "ts": "2026-09-13T03:32:24Z", "hours": 10.8517, "text": "📓 devlog · 2026-09-12 implemented memory management, focused on allocation strategies and freeing unused memory blocks to optimize resource usage. fleshed out memory module, added support for variable-sized memory chunks, improving efficiency for dynamic allocation. started integration of memory system with existing components, ensuring compatibility and smooth data flow. added shell functionality, enabling user interaction with the memory management system through command-line inputs. wired up shell to the memory module, establishing command execution pathways for memory operations. performed multiple wiring adjustments in the shell, ensuring proper communication and error handling between components."}, {"post_id": 66150, "ts": "2026-09-11T19:42:45Z", "hours": 1.7425, "text": "📓 devlog · 2026-09-11 implemented the shell module, established basic command parsing and execution flow. fleshed out the shell with support for built-in commands, enhancing user interaction. added memory management functionality, introduced a structure for allocation tracking. wired up memory to the shell, enabling commands to manipulate memory directly. performed multiple whitespace fixes and formatting cleanups across all modules for better readability. started and fleshed out the memory module, ensuring proper initialization and allocation patterns. tidied shell code for improved maintainability, focusing on reducing complexity in command handling."}, {"post_id": 65818, "ts": "2026-09-11T06:38:13Z", "hours": 6.0333, "text": "📓 devlog · 2026-09-10 implemented the filesystem (fs), focused on directory structure and file allocation strategies for improved access speed. wired up the fs to ensure proper integration with existing modules, tested data flow between components during initial operations. started the shell, establishing basic command parsing and execution control flow to interface with the filesystem. added memory management capabilities, implemented a new allocation strategy to minimize fragmentation and optimize performance. cleaned up the shell code for readability, removed redundant whitespace to maintain consistent coding standards across the project. performed additional wiring for memory to ensure it interacts correctly with both the filesystem and shell for seamless operation. fleshed out the fs with additional features like file permissions and metadata handling, ensuring robustness for concurrent access."}, {"post_id": 65255, "ts": "2026-09-10T08:03:20Z", "hours": 6.4386, "text": "📓 devlog · 2026-09-09 implemented shell functionality, used a simple command parsing approach to handle user inputs effectively. added shell module, structured to handle basic commands and provide feedback to users. fleshed out shell with support for additional built-in commands, improving user experience and functionality. performed cleanup across multiple files, removing unused variables and optimizing control flow where necessary. started filesystem integration in shell, allowing for basic file operations within the command line. continued formatting work across the project, ensuring consistent code style and readability. tidied shell code for better organization, enhancing maintainability and future development efforts. 📓 devlog · 2026-09-09 implemented shell functionality, used a simple command parsing approach to handle user inputs effectively. added shell module, structured to handle basic commands and provide feedback to users. fleshed out shell with support for additional built-in commands, improving user experience and functionality. performed cleanup across multiple files, removing unused variables and optimizing control flow where necessary. started filesystem integration in shell, allowing for basic file operations within the command line. continued formatting work across the project, ensuring consistent code style and readability. tidied shell code for better organization, enhancing maintainability and future development efforts."}, {"post_id": 64632, "ts": "2026-09-09T05:28:16Z", "hours": 9.9, "text": "📓 devlog · 2026-09-08 added shell module, implemented basic command parsing and execution flow, using a simple function pointer array for command dispatch fleshed out shell functionality, included support for built-in commands and input handling, ensuring proper memory allocation for command buffers tidied up shell code, removed redundant whitespace and improved consistency in formatting to enhance readability performed multiple cleanups, refactored shell initialization code for better modularity and maintainability wired up shell to the main application loop, ensuring proper integration and execution flow with other components addressed multiple whitespace issues across files, ensuring consistent coding standards throughout the project"}, {"post_id": 63857, "ts": "2026-09-07T20:46:33Z", "hours": 12.5, "text": "📓 devlog · 2026-09-07 implemented fs, focused on the core file system structure, ensuring proper data layout for efficient file access. fixed a typo in the shell, improving command parsing accuracy and preventing potential runtime errors. tidied shell code by removing unnecessary whitespace and organizing functions for better readability and maintenance. performed multiple formatting updates across various files to adhere to coding standards, ensuring uniformity in style. continued work in progress on shell functionality, refining command handling and improving control flow for user input. completed cleanup tasks to remove unused variables and redundant code, optimizing memory usage and enhancing performance."}, {"post_id": 62472, "ts": "2026-09-05T20:33:49Z", "hours": 11.9333, "text": "📓 devlog · 2026-09-05 added drivers for peripheral devices, ensuring proper initialization and configuration settings. implemented a basic shell structure, allowing for command processing and execution. performed multiple whitespace fixes across various files for improved readability and consistency. cleaned up existing code, removing unused variables and dead code to streamline execution paths. created a rough outline for the shell functionality, defining command handling and parsing logic. updated shell implementation to handle user inputs and provide feedback on command execution. added stubs for future shell commands, preparing for further functionality expansion."}, {"post_id": 61112, "ts": "2026-09-03T20:52:00Z", "hours": 6.3667, "text": "📓 devlog · 2026-09-03 added drivers for peripheral communication, structured to allow for easier integration with existing modules. fleshed out driver implementations, ensuring proper handling of initialization and resource allocation. started sketching a shell interface, focusing on command parsing and execution flow. performed multiple whitespace fixes across various files for improved readability and consistency. conducted cleanup of redundant code segments in the driver files, reducing overall complexity. wired up drivers to interact with the new shell, establishing a basic command execution pathway. implemented additional driver functionality to support expanded hardware features, enhancing overall system capability."}, {"post_id": 60480, "ts": "2026-09-02T20:34:28Z", "hours": 6.4333, "text": "📓 devlog · 2026-09-02 tidied up the main module, removed unused imports and improved code readability through consistent formatting. wired up the main module with initial control flow, ensuring proper function calls and data handling. added a preliminary structure for the main module, including stubs for future function implementations. started development on drivers, implementing basic functionality and ensuring proper interaction with the main module. fleshed out the drivers with additional features, focusing on data handling and performance. sketched out the shell interface for user interaction, laying groundwork for input handling and command processing. performed multiple whitespace fixes across various files to maintain code clarity and consistency."}, {"post_id": 59835, "ts": "2026-09-01T20:12:40Z", "hours": 6.6333, "text": "📓 devlog · 2026-09-01 added main module, defined basic structure and entry point for the application flow. cleaned up code formatting across multiple files, improved readability and maintained consistency. fleshed out main functionality, implemented key features and logic required for initial operation. performed multiple whitespace fixes, ensured compliance with style guide and improved diff clarity. started additional main implementations, focused on refining specific functions and control flow. tidied main module, reorganized code for better logical grouping and clarity, enhanced maintainability. conducted cleanup, removed unused variables and functions, streamlined overall codebase."}, {"post_id": 59152, "ts": "2026-08-31T19:40:38Z", "hours": 7.5333, "text": "📓 devlog · 2026-08-31 added main module, set up initial structure and entry points for control flow. wired up main, ensured proper integration with existing components. cleaned up codebase, removed unused variables and streamlined functions for better readability. tidied up main, focused on consistent naming conventions and indentation. addressed multiple whitespace issues, ensuring uniform formatting throughout the code. fleshed out main with additional functionality, enh"}, {"post_id": 57902, "ts": "2026-08-30T07:19:42Z", "hours": 10.1333, "text": "📓 devlog · 2026-08-29 implemented main module, structured the control flow to handle various inputs and outputs efficiently. wired up main functionality, ensured integration with existing components while maintaining modularity. performed multiple whitespace fixes across the codebase to enhance readability and comply with formatting standards. cleaned up redundant code in main, improving maintainability without altering the core logic. fleshed out main, added necessary functions to support additional features and edge cases. tidied up main to simplify the execution path, reducing cognitive load for future development. formatted code consistently, aligning with project style guidelines for better collaboration."}, {"post_id": 56858, "ts": "2026-08-28T20:25:55Z", "hours": 2.1333, "text": "📓 devlog · 2026-08-28 cleaned up whitespace in several files to maintain code consistency and readability. implemented stub functions in module m8 to outline future functionality without full implementation. organized and tidied code in m8, removing unnecessary lines and improving structure. continued work in progress on module m8, addressing various incomplete sections. fleshed out details in module m8, adding logic to improve functionality and integration. added new features to m8, enhancing its capabilities based on recent requirements. performed additional cleanup in m8 to remove deprecated code and streamline performance."}, {"post_id": 56412, "ts": "2026-08-28T05:27:02Z", "hours": 10.4667, "text": "📓 devlog · 2026-08-27 cleaned up various sections of the codebase, focusing on removing redundant comments and unused variables for better readability. added module m7, defining its structure and initial state, laying groundwork for subsequent implementations. wired up m7 to existing systems, ensuring data flow and control paths are correctly established. fleshed out m7 with core functionality, implementing key methods and internal logic to meet specifications. began rough implementation of m9, setting up initial framework and placeholders for upcoming features. fixed typos in m9, correcting variable names and comments for clarity and consistency. implemented core functions for m9, following through on the designs sketched in earlier commits."}, {"post_id": 55216, "ts": "2026-08-26T20:02:26Z", "hours": 5.6, "text": "📓 devlog · 2026-08-26 implemented module m2, focused on core functionality, ensured proper data handling and state management wired up module m2, established connections with existing components, validated data flow between modules started development on module m7, created initial stubs to define interface and behavior expectations fixed a bug in module m7 related to incorrect state transitions, improved control flow conducted cleanup across various modules, removed unused variables and optimized memory layout worked on ktest, tidied up existing tests, improved structure for better readability and maintainability performed whitespace fixes across multiple files to maintain consistency and adhere to coding standards"}, {"post_id": 54746, "ts": "2026-08-25T20:40:36Z", "hours": 2.2667, "text": "📓 devlog · 2026-08-25- worked on scheduling system, added preliminary structures for new scheduling algorithms while ensuring compatibility with existing code.- performed code tidying in the scheduling module, improving readability and reducing cyclomatic complexity.- implemented core functionality for module m5, focusing on resource allocation and control flow for task management.- fixed whitespace issues throughout the codebase, ensuring consistent formatting and adherence to style guidelines.- completed the implementation of module m5, integrating features from earlier sketches and ensuring edge cases are handled.- conducted cleanup on multiple modules, removing redundant code and ensuring proper memory allocation practices are followed.- added preliminary sketches for module m2, laying groundwork for future functionality and ensuring alignment with overall architecture."}, {"post_id": 54346, "ts": "2026-08-25T09:29:39Z", "hours": 10.2333, "text": "📓 devlog · 2026-08-23- added ramfs module, implemented initial allocation and file structure layout for in-memory file system.- cleaned up whitespace and formatting across multiple files to improve readability and maintainability.- stubs created for m4 module, establishing the basic structure and placeholders for future development.- wired up ramfs to the existing system, ensuring proper integration with the kernel and other subsystems.- worked on m4 module, refining control flow and preparing it for handling input and output operations.- multiple sketches of ramfs and m4 completed, outlining potential features and behaviors for further implementation.- conducted overall cleanup of the codebase, addressing minor issues and ensuring consistent coding standards."}, {"post_id": 53333, "ts": "2026-08-23T20:21:43Z", "hours": 2.0667, "text": "📓 devlog · 2026-08-23 added ramfs module, implemented initial allocation and file structure layout for in-memory file system. cleaned up whitespace and formatting across multiple files to improve readability and maintainability. stubs created for m4 module, establishing the basic structure and placeholders for future development. wired up ramfs to the existing system, ensuring proper integration with the kernel and other subsystems. worked on m4 module, refining control flow and preparing it for handling input and output operations. multiple sketches of ramfs and m4 completed, outlining potential features and behaviors for further implementation. conducted overall cleanup of the codebase, addressing minor issues and ensuring consistent coding standards."}, {"post_id": 52832, "ts": "2026-08-23T05:57:49Z", "hours": 19.9, "text": "📓 devlog · 2026-08-22 implemented ramfs, defined basic structure and operations for file handling and memory layout fleshed out ramfs, added functions for reading and writing files, ensuring proper memory allocation started ramfs, established initial setup for in-memory filesystem structure and controls cleaned up code across multiple files, removed unnecessary whitespace for better readability performed formatting adjustments, ensured consistent code style and indentation throughout the project worked on rough elf, iterated on the ELF parsing logic and data structures for improved parsing accuracy added additional cleanup commits for better organization and maintainability of the codebase"}, {"post_id": 50669, "ts": "2026-08-19T23:15:32Z", "hours": 10.7733, "text": "📓 devlog · 2026-08-19 - cleaned up ktest, removed unnecessary code and improved readability for better maintainability. - began outlining ktest structure, defined major test cases and expected outcomes to streamline future development. - fleshed out vfs, added initial functions for file handling and directory structure, focusing on memory layout. - implemented basic elf loading, structured code to handle ELF file format parsing and memory allocation. - performed multiple cleanups across modules, consolidated formatting and fixed whitespace issues to adhere to style guidelines. - initiated elf module, set up initial framework for ELF support including header parsing and section handling."}, {"post_id": 49378, "ts": "2026-08-18T05:17:25Z", "hours": 14.9333, "text": "📓 devlog · 2026-08-17- implemented tar functionality, focusing on the compression algorithm and ensuring efficient file handling during archiving.- added multiple methods for extracting and listing files within the tar format, ensuring compatibility with various file types.- began work on the virtual file system (vfs), outlining the necessary data structures for managing file metadata and storage locations.- added initial stubs for vfs functions, setting up a foundation for future integration with the tar operations.- performed formatting changes across several files to improve code readability and maintain consistency in style.- addressed whitespace issues in the codebase to enhance clarity and adhere to coding standards.- continued development on vfs, sketching out control flow and interactions between the file system and tar operations."}, {"post_id": 47755, "ts": "2026-08-15T21:51:30Z", "hours": 5.7333, "text": "added module m6, structured to handle new data processing tasks with lower memory overhead.- wired up module m6, integrated it into the existing control flow to ensure correct data handling.- implemented core functionality for module m6, focusing on efficient allocation and deallocation.- wired up the hello module, ensuring it interfaces properly with other components.- implemented motd, providing a simple message on system start to enhance user experience.- worked on tar, stubbing out initial functionality while preparing for future enhancements.- performed cleanup across various modules, focusing on code readability and eliminating unused variables."}, {"post_id": 47187, "ts": "2026-08-14T22:17:59Z", "hours": 8.0667, "text": "📓 devlog · 2026-08-14 added initial sketches for ktest and pci modules, outlining the basic structure and intended functionality. conducted general cleanup across the repository, removing unused code and improving overall organization. made multiple formatting adjustments to ensure consistent code style throughout the project. implemented the pci module, focusing on memory allocation and control flow to handle device interactions. fixed typos in ktest documentation and comments to improve clarity and maintainability. worked on stubbing out ktest functionality, laying the groundwork for future testing features. addressed whitespace issues in several files to maintain code readability and adherence to style guidelines."}, {"post_id": 46521, "ts": "2026-08-13T20:07:57Z", "hours": 6.1667, "text": "📓 devlog · 2026-08-13 formatted various files for consistency, improved readability across the codebase. performed multiple cleanup tasks, removing dead code and refactoring functions for better maintainability. wired up the pci subsystem, ensuring proper connection and control flow with existing components. started initial implementation of ktest, laying out the basic structure and functions required for testing. tidied up the pci module by organizing functions and consolidating related code segments. addressed whitespace issues in several files to enhance overall code quality. stubbed out ktest functions to create placeholders for future testing scenarios and implementations."}, {"post_id": 45973, "ts": "2026-08-12T20:06:31Z", "hours": 5.5333, "text": "📓 devlog · 2026-08-12 cleaned up various modules, removed unused imports and redundant code for better readability and maintainability. fixed whitespace issues across multiple files to ensure consistent formatting and adhere to coding standards. fleshed out the pci module, implementing initial structures and outlining the control flow for device communication. tidied up the ktest module, improved the organization of test cases and ensured proper initialization of test variables. stubbed the ktest module to establish a framework for future unit tests, setting up basic test cases without implementation. started the pci module, laying the groundwork for further development and integration with existing components."}, {"post_id": 45412, "ts": "2026-08-11T20:47:58Z", "hours": 6.0333, "text": "📓 devlog · 2026-08-11 added initial implementation for pci, structured to facilitate device communication in the system. performed multiple cleanup operations across the codebase, focusing on removing redundant code and improving readability. fixed whitespace issues in several files, enhancing consistency in formatting. refined the pci module’s layout to ensure efficient data flow and reduce memory overhead. ensured all cleanup efforts adhered to the existing coding standards, promoting maintainability. adjusted comments and documentation to reflect recent changes, particularly for the pci module."}, {"post_id": 44820, "ts": "2026-08-10T20:53:14Z", "hours": 6.4667, "text": "📓 plan · 2026-08-10 I’m starting the day later than usual, so I plan to tackle the whitespace fixes first to ensure our code adheres to the style guide. Once those are out of the way, I’ll focus on fleshing out the PCI subsystem, aiming for a more robust memory layout and control flow that supports our concurrency model. The evening will be dedicated to cleanup and further tidying of the PCI components, wrapping up with formatting to maintain consistency. If all goes well, I’ll end the day with a well-structured and polished segment of the codebase."}, {"post_id": 44214, "ts": "2026-08-09T20:34:21Z", "hours": 12.7667, "text": "📓 devlog · 2026-08-09 added ata module, structured data layout to optimize access patterns and reduce allocation overhead. implemented ktest, focusing on the test harness for kernel functionalities, ensuring control flow is correctly validated. wired up pci, improved integration with ata, facilitating better data transfer between components. tidied up ata, removed unnecessary complexity in the data handling logic to enhance maintainability. fixed typos in ktest to improve readability and avoid potential confusion in the test cases. worked on rough ktest, established initial test cases for future enhancements and iterations."}, {"post_id": 42854, "ts": "2026-08-07T20:02:05Z", "hours": 5.3667, "text": "📓 devlog · 2026-08-07 implemented ata, added core functionality and basic data processing logic. started ktest, set up initial test structure with basic stubs for functionality. fleshed out ktest, integrated test cases and improved coverage for ata interactions. cleaned up codebase, removed unused variables and simplified function calls across modules. performed multiple formatting updates, ensured consistent indentation and styling in source files. created stubs for ata, outlined functions for future implementation. addressed whitespace issues, standardized whitespace across all files for better readability."}, {"post_id": 42227, "ts": "2026-08-06T20:52:42Z", "hours": 3.6333, "text": "📓 devlog · 2026-08-06 tidied up the acpi module, removed unused variables and streamlined function calls for better readability. started work on the acpi module, established initial data structures for handling ACPI tables. performed whitespace fixes across multiple files to maintain consistent formatting, aiding in code maintainability. initiated ktest module, set up basic test framework for kernel testing. tidied up ktest, improved code organization by grouping related functions and reducing code duplication. began rough implementation of ata support, focused on defining data structures for device management. implemented core ata functionality, ensuring proper handling of ATA commands and data transfers."}, {"post_id": 41635, "ts": "2026-08-05T23:41:07Z", "hours": 9.1, "text": "📓 devlog · 2026-08-05 added cpu module with basic structure and initial function outlines for core operations, set up initial memory allocation patterns. tidied up cpu code to improve readability, removed unused variables, and streamlined control flow in functions. began implementation of acpi, defining key data structures and laying out the function signatures required for system power management. wired up ktest to interface with cpu and acpi modules, ensuring proper data flow and control between the components. performed multiple cleanups throughout the codebase, focusing on removing redundant code and addressing formatting inconsistencies. fleshed out ktest to include test cases for cpu and acpi functionality, verifying expected behavior under various scenarios."}, {"post_id": 40954, "ts": "2026-08-04T20:19:12Z", "hours": 6.3667, "text": "📓 devlog · 2026-08-04 added initial structure for rtc, defined basic functions and headers for timekeeping. implemented core rtc functionality, allowing for setting and getting time with precision. cleaned up memory allocation in the cpu module, optimizing data access patterns. wired up cpu to handle rtc interrupts, ensuring correct handling of time-based events. fixed several whitespace and formatting issues across multiple files for consistency. addressed a typo in rtc definitions to prevent compilation errors. started work on syscall implementation, focusing on establishing foundational interfaces."}, {"post_id": 40355, "ts": "2026-08-03T20:02:26Z", "hours": 5.4667, "text": "📓 devlog · 2026-08-03 implemented syscall in the kernel, handling input and output operations for better interaction with user processes. wired up syscall to ensure proper communication between user space and kernel space, adjusting control flow for seamless execution. cleaned up codebase multiple times, focusing on removing redundant code and improving readability across various modules. added stub for rtc, laying the groundwork for real-time clock functionality, enabling time management features in future updates. addressed whitespace issues in several files, ensuring consistent formatting and adherence to style guidelines throughout the project."}, {"post_id": 39704, "ts": "2026-08-02T20:46:18Z", "hours": 6.2333, "text": "📓 devlog · 2026-08-02 started initial implementation of the scheduling module, focusing on basic structure and control flow. sketched out the keyboard input handling, defining data layout and key event management. performed a cleanup of the existing codebase, removing unused variables and improving readability. fixed a typo in the scheduling module that could lead to misinterpretation of scheduling logic. wired up the keyboard functionality to capture input events, ensuring proper allocation of resources for key states. cleaned up whitespace across multiple files, improving overall code consistency and formatting. stubs created for keyboard handling, setting the stage for future development of input features."}, {"post_id": 39124, "ts": "2026-08-01T20:39:59Z", "hours": 12.5667, "text": "📓 devlog · 2026-08-01 implemented physical memory management (pmm), structured memory allocation routines to handle page frames efficiently. added a programmable interrupt controller (pic), designed to manage hardware interrupts with a focus on prioritization and handling edge cases. started input subsystem, defined initial data structures and control flow for handling keyboard events. fixed typos and cleaned up whitespace across various files to improve code readability and maintainability. implemented keyboard handling, established key state tracking and event generation for input processing. performed multiple rounds of formatting and organization on the input code to align with project standards. created stubs for future input features, ensuring basic structure without full implementation for now."}, {"post_id": 37846, "ts": "2026-07-30T20:17:09Z", "hours": 6.4333, "text": "📓 devlog · 2026-07-30 added physical memory management (pmm) module, implemented basic allocation and deallocation routines for memory blocks. fleshed out pmm with additional functions for tracking free memory and fragmentation reduction strategies. wired up pmm with the scheduler, ensuring proper memory allocation during task creation and context switching. started work on the scheduler, focusing on establishing control flow for task prioritization and execution sequence. performed whitespace fixes across multiple files to improve code readability and maintain consistency."}, {"post_id": 37240, "ts": "2026-07-29T19:55:46Z", "hours": 3.1333, "text": "📓 devlog · 2026-07-29 removed unused variables in the scheduler module, improving readability and reducing confusion. organized the scheduling logic into smaller functions, enhancing maintainability and clarity in control flow. started work on the physical memory manager, focusing on the initial layout and allocation strategy. added basic structure for the physical memory manager, ensuring it aligns with existing memory management routines. performed multiple cleanups across the codebase, addressing formatting issues and whitespace for consistent style. iterated on the physical memory manager with rough implementations to establish a foundation for future development."}, {"post_id": 36718, "ts": "2026-07-28T23:16:55Z", "hours": 8.6667, "text": "📓 devlog · 2026-07-28 implemented basic structure for the ring buffer, focusing on data insertion and deletion mechanics. fixed issues in the ring buffer related to overflow conditions, ensuring proper wrap-around logic. started initial work on the scheduler module, defining its role in managing task execution order. cleaned up code in various modules, removing unused variables and optimizing function calls for clarity. made progress on physical memory management (pmm), refining allocation strategies and data structures. wired up pmm with the existing memory system, ensuring compatibility with current allocation patterns. cleaned up and sketched additional plans for pmm, setting groundwork for more advanced features."}, {"post_id": 35423, "ts": "2026-07-26T20:27:13Z", "hours": 2.0667, "text": "📓 devlog · 2026-07-25 added a slab allocator to manage memory allocation more efficiently, reducing fragmentation and improving performance for small objects. implemented a rough version of the slab with basic allocation and deallocation logic, focusing on a fixed-size object layout. created a sketch for the slab design, outlining the data structures needed for cache management and object tracking. performed multiple cleanup commits to improve code readability, removing unnecessary whitespace and standardizing formatting. fixed a typo in the slab implementation to ensure consistency in naming conventions across the module. added stubs for future slab functionality, allowing for easier expansion and integration of additional features later. 📓 devlog · 2026-07-25 added a slab allocator to manage memory allocation more efficiently, reducing fragmentation and improving performance for small objects. implemented a rough version of the slab with basic allocation and deallocation logic, focusing on a fixed-size object layout. created a sketch for the slab design, outlining the data structures needed for cache management and object tracking. performed multiple cleanup commits to improve code readability, removing unnecessary whitespace and standardizing formatting. fixed a typo in the slab implementation to ensure consistency in naming conventions across the module. added stubs for future slab functionality, allowing for easier expansion and integration of additional features later."}, {"post_id": 35069, "ts": "2026-07-26T08:05:46Z", "hours": 8.6, "text": "📓 devlog · 2026-07-25 added a slab allocator to manage memory allocation more efficiently, reducing fragmentation and improving performance for small objects. implemented a rough version of the slab with basic allocation and deallocation logic, focusing on a fixed-size object layout. created a sketch for the slab design, outlining the data structures needed for cache management and object tracking. performed multiple cleanup commits to improve code readability, removing unnecessary whitespace and standardizing formatting. fixed a typo in the slab implementation to ensure consistency in naming conventions across the module. added stubs for future slab functionality, allowing for easier expansion and integration of additional features later."}, {"post_id": 34314, "ts": "2026-07-24T22:08:52Z", "hours": 3.6667, "text": "📓 devlog · 2026-07-24 implemented paging, added core functionality for memory management, ensuring proper control flow for page allocation and deallocation. fleshed out paging, defined page structures and their associated metadata for efficient access patterns. wired up slab, integrated slab allocation with paging to optimize memory usage and reduce fragmentation. rough paging, established initial framework for paging algorithms, focusing on basic page replacement strategies. performed cleanup in various modules, removing redundant code and improving readability. formatted code across multiple files, ensuring consistency in style and adherence to project guidelines. worked on libk, progressing on utility functions to support paging and slab management."}, {"post_id": 33893, "ts": "2026-07-24T05:28:56Z", "hours": 10.8333, "text": "📓 devlog · 2026-07-23 performed general cleanup across multiple files, removed unused variables and streamlined functions for better readability. initiated work on libk, added initial sketches for core functions and data structures, focused on modular design. formatted existing code for consistency, ensured alignment with style guide across all modified files. stubbed out additional functions in libk, set up basic structure for future implementation, no functional changes yet. implemented rough drafts of key algorithms in libk, focused on establishing functional outlines and placeholders. added sketches for paging functionality, laid ground for memory management, still a work in progress. fixed multiple instances of whitespace inconsistencies, ensured code meets formatting standards."}, {"post_id": 33142, "ts": "2026-07-22T19:42:34Z", "hours": 5.7667, "text": "📓 devlog · 2026-07-22 stub libk, added initial placeholder functions to define the interface and structure for future implementation. sketch libk, outlined key functionalities and features expected in libk to guide further development. ok actually fix libk, resolved an existing issue in the libk implementation that impacted function performance. cleanup, removed unnecessary code and comments in multiple files to improve readability and maintainability. formatting, standardized code formatting across several modules to ensure consistency in style and layout. add pic, integrated initial assets and images required for the project, ensuring proper paths and references. rough libk, created a basic version of libk to provide a foundational structure for ongoing enhancements."}, {"post_id": 32547, "ts": "2026-07-21T20:05:00Z", "hours": 3.4333, "text": "📓 devlog · 2026-07-21 added rough implementation of timefmt, establishing a basic structure for time formatting functionality. cleaned up code formatting across several modules to improve readability and maintainability. created stubs for timefmt, setting up placeholder functions for future development and integration. fixed a typo in the timefmt module, ensuring correct naming and preventing potential lookup errors. began work on paging, focusing on the initial design for memory management and data access. started implementing libk, aiming to enhance core library functions related to kernel operations. tidied up libk, removing unused code and optimizing existing functions for better performance."}, {"post_id": 32056, "ts": "2026-07-20T23:05:31Z", "hours": 8.8667, "text": "📓 devlog · 2026-07-20 implemented rough version of timefmt, focusing on initial parsing logic for time strings. wired up timefmt to the main application flow, ensuring it integrates correctly with existing date handling. sketched out the overall structure of timefmt, laying the groundwork for future enhancements. fixed whitespace inconsistencies in several files for better readability and maintainability. addressed a typo in the timefmt module to prevent potential runtime errors. performed additional cleanup across the codebase, removing unused variables and functions. added a stub for timefmt to facilitate further development and testing."}, {"post_id": 31435, "ts": "2026-07-19T20:03:21Z", "hours": 6.1, "text": "📓 devlog · 2026-07-19 implemented rough version of timefmt, focusing on initial parsing logic for time strings. wired up timefmt to the main application flow, ensuring it integrates correctly with existing date handling. sketched out the overall structure of timefmt, laying the groundwork for future enhancements. fixed whitespace inconsistencies in several files for better readability and maintainability. addressed a typo in the timefmt module to prevent potential runtime errors. performed additional cleanup across the codebase, removing unused variables and functions. added a stub for timefmt to facilitate further development and testing."}, {"post_id": 30855, "ts": "2026-07-18T20:05:37Z", "hours": 5.6028, "text": "📓 devlog · 2026-07-18 modified pic module to include initial implementation and basic structure, established interface for adding images. expanded functionality of pic module, incorporated methods for adding and manipulating image data. began initial work on timefmt module, implemented rough outline for time formatting functions. fixed identified issues in timefmt, corrected incorrect time string conversions and edge cases. performed multiple iterations and cleanups on timefmt, ensuring consistent formatting and removal of redundant code. addressed whitespace issues throughout the codebase, maintaining code readability and standards. completed additional stubs for timefmt, preparing for future enhancements and detailed functionality."}, {"post_id": 30370, "ts": "2026-07-17T20:56:25Z", "hours": 6.6667, "text": "📓 devlog · 2026-07-17 started working on the vga module, established initial structure and placeholder functions for further development. cleaned up existing code, focused on reducing redundant lines and improving readability across various modules. fleshed out vga functionality, added basic rendering capabilities and memory layout for pixel data. implemented a timer system, ensuring precise tracking of time intervals, adjusted allocation for timer objects. added stubs for pic and timefmt modules, set up basic function signatures for future implementation. made multiple whitespace fixes across all files to conform to coding standards and improve consistency. tidied up pic module, streamlined control flow and ensured compatibility with vga rendering logic."}, {"post_id": 29723, "ts": "2026-07-16T20:17:42Z", "hours": 6.6667, "text": "📓 devlog · 2026-07-16 implemented serial communication module, established basic data transfer protocols and control flow. added serial interface to the main system, allowing for external device communication. fleshed out serial functionality, including error checking and buffer management. wired up serial connections for data transmission, ensuring correct pin mappings and signal integrity. sketched out io module structure, focusing on input/output handling and data processing paths. added initial io functions, implementing basic read/write capabilities for peripheral devices. began rough implementation of vga module, focusing on pixel data handling and display timing."}, {"post_id": 29115, "ts": "2026-07-15T19:34:57Z", "hours": 5.3667, "text": "📓 devlog · 2026-07-15 implemented console, added basic input/output functionality for user interaction through standard input and output streams. wired up console, ensured proper integration with the main application loop for event handling. implemented blockcache, optimized data retrieval by caching frequently accessed blocks in memory. wired up blockcache, linked it to the data storage layer to enhance read performance. stubbed and tidied paging, established the foundational structure for memory paging without full implementation yet. tidied serial, cleaned up the existing codebase for serial communication, improving readability and maintainability. added serial, integrated serial port communication for external device interaction, allowing data transfer between the application and peripherals."}, {"post_id": 28515, "ts": "2026-07-14T20:24:25Z", "hours": 6.6283, "text": "📓 devlog · 2026-07-14 added initial work on interrupt handling, defined basic structure for interrupt service routines. performed code cleanup to improve readability, removed unnecessary comments and streamlined function definitions. cleaned up formatting across several files to adhere to style guidelines, ensuring consistent indentation and spacing. created stub implementations for interrupt handlers, laying groundwork for future development and testing. sketched out a more detailed design for interrupt architecture, focusing on data flow and control mechanisms. tidied up existing interrupt code, organized functions, and reduced duplication in the implementation. continued refining interrupt handling logic, addressing edge cases and ensuring proper allocation of resources."}, {"post_id": 27885, "ts": "2026-07-13T19:57:58Z", "hours": 6.5711, "text": "📓 devlog · 2026-07-13 added stub interrupts to initialize interrupt handling in the system, setting up for further implementation. created a work-in-progress blockcache module, laying the groundwork for efficient data storage and retrieval. implemented the timer functionality, ensuring accurate time tracking within the system for scheduling tasks. cleaned up various modules including blockcache and interrupts, improving readability and maintainability of the code. fleshed out timer implementation details, refining the control flow for better performance in timing operations. performed multiple formatting fixes across files for consistent coding style, aiding in future collaboration. organized and tidied blockcache code, improving memory layout and preparing it for future enhancements."}, {"post_id": 27323, "ts": "2026-07-12T20:03:59Z", "hours": 6.5561, "text": "📓 devlog · 2026-07-12 cleaned up interrupt handling code, focused on reducing redundancy and improving readability without changing functionality. implemented stubs for interrupt functions to facilitate future development, allowing for easier testing and integration. performed multiple whitespace fixes throughout the codebase to maintain consistency in style, improving overall readability. formatted code to align with the project’s style guide, ensuring uniformity across various modules and files. addressed various cleanup tasks, removing unused variables and optimizing import statements for better organization. worked on interrupt-related functionality, marked as work in progress, which requires further testing and validation. applied additional tidying to interrupt handling to ensure clear control flow and efficient resource management."}, {"post_id": 26805, "ts": "2026-07-11T20:12:50Z", "hours": 7.3297, "text": "📓 devlog · 2026-07-11 added basic interrupt handling, defined interrupt vectors and handlers for specific events, ensuring correct execution flow. cleaned up existing code, removed unused variables and streamlined function definitions for better readability and maintainability. implemented rough interrupt logic, focused on initial data capture and processing for incoming signals from hardware. tidied up the interrupt code, organized structure for clarity, and ensured consistent naming conventions across handlers. performed multiple whitespace fixes and formatting adjustments, ensuring adherence to style guidelines throughout the project. worked in progress on interrupt functionality, laying groundwork for future enhancements and optimizations in response handling."}, {"post_id": 26151, "ts": "2026-07-10T19:35:47Z", "hours": 1.6197, "text": "📓 devlog · 2026-07-10 implemented wiring for idt, ensuring proper interrupt handling flow. created initial sketches for gdt, focusing on data structure layout and alignment. performed multiple whitespace fixes across files for improved readability. refined gdt implementation with rough and tidy stages, optimizing memory layout. wired up gdt, enabling segment-based memory management for the system. cleaned up interrupt wiring, enhancing control flow during interrupt processing. standardized formatting across the codebase to maintain consistency and clarity."}, {"post_id": 25764, "ts": "2026-07-10T06:38:12Z", "hours": 13.3744, "text": "📓 devlog · 2026-07-09 fleshed out README content to provide clearer project guidelines and usage instructions, improved overall clarity. made multiple formatting adjustments across the README files to ensure consistency and readability. started and wired up the initial draft of the interrupt descriptor table (idt), focusing on basic structure and future implementation. added stubs for idt functions, preparing for further development while ensuring initial code integrity. corrected a typo in the idt implementation, ensuring accurate naming conventions in the codebase. performed cleanup tasks on both README and idt files, removing redundant lines and improving organization."}]...
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Title: NYX by @Paulaner | Stardance
Devlogs:
📓 de Title: NYX by @Paulaner | Stardance
Devlogs:
📓 devlog · 2026-07-09 fleshed out README content to provide clearer project guidelines and usage instructions, improved overall clarity. made multiple formatting adjustments across the README files to ensure consistency and readability. started and wired up the initial draft of the interrupt descriptor table (idt), focusing on basic structure and future implementation. added stubs for idt functions, preparing for further development while ensuring initial code integrity. corrected a typo in the idt implementation, ensuring accurate naming conventions in the codebase. performed cleanup tasks on both README and idt files, removing redundant lines and improving organization.
📓 devlog · 2026-07-10 implemented wiring for idt, ensuring proper interrupt handling flow. created initial sketches for gdt, focusing on data structure layout and alignment. performed multiple whitespace fixes across files for improved readability. refined gdt implementation with rough and tidy stages, optimizing memory layout. wired up gdt, enabling segment-based memory management for the system. cleaned up interrupt wiring, enhancing control flow during interrupt processing. standardized formatting across the codebase to maintain consistency and clarity.
📓 devlog · 2026-07-11 added basic interrupt handling, defined interrupt vectors and handlers for specific events, ensuring correct execution flow. cleaned up existing code, removed unused variables and streamlined function definitions for better readability and maintainability. implemented rough interrupt logic, focused on initial data capture and processing for incoming signals from hardware. tidied up the interrupt code, organized structure for clarity, and ensured consistent naming conventions across handlers. performed multiple whitespace fixes and formatting adjustments, ensuring adherence to style guidelines throughout the project. worked in progress on interrupt functionality, laying groundwork for future enhancements and optimizations in response handling.
📓 devlog · 2026-07-12 cleaned up interrupt handling code, focused on reducing redundancy and improving readability without changing functionality. implemented stubs for interrupt functions to facilitate future development, allowing for easier testing and integration. performed multiple whitespace fixes throughout the codebase to maintain consistency in style, improving overall readability. formatted code to align with the project’s style guide, ensuring uniformity across various modules and files. addressed various cleanup tasks, removing unused variables and optimizing import statements for better organization. worked on interrupt-related functionality, marked as work in progress, which requires further testing and validation. applied additional tidying to interrupt handling to ensure clear control flow and efficient resource management.
📓 devlog · 2026-07-13 added stub interrupts to initialize interrupt handling in the system, setting up for further implementation. created a work-in-progress blockcache module, laying the groundwork for efficient data storage and retrieval. implemented the timer functionality, ensuring accurate time tracking within the system for scheduling tasks. cleaned up various modules including blockcache and interrupts, improving readability and maintainability of the code. fleshed out timer implementation details, refining the control flow for better performance in timing operations. performed multiple formatting fixes across files for consistent coding style, aiding in future collaboration. organized and tidied blockcache code, improving memory layout and preparing it for future enhancements.
📓 devlog · 2026-07-14 added initial work on interrupt handling, defined basic structure for interrupt service routines. performed code cleanup to improve readability, removed unnecessary comments and streamlined function definitions. cleaned up formatting across several files to adhere to style guidelines, ensuring consistent indentation and spacing. created stub implementations for interrupt handlers, laying groundwork for future development and testing. sketched out a more detailed design for interrupt architecture, focusing on data flow and control mechanisms. tidied up existing interrupt code, organized functions, and reduced duplication in the implementation. continued refining interrupt handling logic, addressing edge cases and ensuring proper allocation of resources.
📓 devlog · 2026-07-15 implemented console, added basic input/output functionality for user interaction through standard input and output streams. wired up console, ensured proper integration with the main application loop for event handling. implemented blockcache, optimized data retrieval by caching frequently accessed blocks in memory. wired up blockcache, linked it to the data storage layer to enhance read performance. stubbed and tidied paging, established the foundational structure for memory paging without full implementation yet. tidied serial, cleaned up the existing codebase for serial communication, improving readability and maintainability. added serial, integrated serial port communication for external device interaction, allowing data transfer between the application and peripherals.
📓 devlog · 2026-07-16 implemented serial communication module, established basic data transfer protocols and control flow. added serial interface to the main system, allowing for external device communication. fleshed out serial functionality, including error checking and buffer management. wired up serial connections for data transmission, ensuring correct pin mappings and signal integrity. sketched out io module structure, focusing on input/output handling and data processing paths. added initial io functions, implementing basic read/write capabilities for peripheral devices. began rough implementation of vga module, focusing on pixel data handling and display timing.
📓 devlog · 2026-07-17 started working on the vga module, established initial structure and placeholder functions for further development. cleaned up existing code, focused on reducing redundant lines and improving readability across various modules. fleshed out vga functionality, added basic rendering capabilities and memory layout for pixel data. implemented a timer system, ensuring precise tracking of time intervals, adjusted allocation for timer objects. added stubs for pic and timefmt modules, set up basic function signatures for future implementation. made multiple whitespace fixes across all files to conform to coding standards and improve consistency. tidied up pic module, streamlined control flow and ensured compatibility with vga rendering logic.
📓 devlog · 2026-07-18 modified pic module to include initial implementation and basic structure, established interface for adding images. expanded functionality of pic module, incorporated methods for adding and manipulating image data. began initial work on timefmt module, implemented rough outline for time formatting functions. fixed identified issues in timefmt, corrected incorrect time string conversions and edge cases. performed multiple iterations and cleanups on timefmt, ensuring consistent formatting and removal of redundant code. addressed whitespace issues throughout the codebase, maintaining code readability and standards. completed additional stubs for timefmt, preparing for future enhancements and detailed functionality.
📓 devlog · 2026-07-19 implemented rough version of timefmt, focusing on initial parsing logic for time strings. wired up timefmt to the main application flow, ensuring it integrates correctly with existing date handling. sketched out the overall structure of timefmt, laying the groundwork for future enhancements. fixed whitespace inconsistencies in several files for better readability and maintainability. addressed a typo in the timefmt module to prevent potential runtime errors. performed additional cleanup across the codebase, removing unused variables and functions. added a stub for timefmt to facilitate further development and testing.
📓 devlog · 2026-07-20 implemented rough version of timefmt, focusing on initial parsing logic for time strings. wired up timefmt to the main application flow, ensuring it integrates correctly with existing date handling. sketched out the overall structure of timefmt, laying the groundwork for future enhancements. fixed whitespace inconsistencies in several files for better readability and maintainability. addressed a typo in the timefmt module to prevent potential runtime errors. performed additional cleanup across the codebase, removing unused variables and functions. added a stub for timefmt to facilitate further development and testing.
📓 devlog · 2026-07-21 added rough implementation of timefmt, establishing a basic structure for time formatting functionality. cleaned up code formatting across several modules to improve readability and maintainability. created stubs for timefmt, setting up placeholder functions for future development and integration. fixed a typo in the timefmt module, ensuring correct naming and preventing potential lookup errors. began work on paging, focusing on the initial design for memory management and data access. started implementing libk, aiming to enhance core library functions related to kernel operations. tidied up libk, removing unused code and optimizing existing functions for better performance.
📓 devlog · 2026-07-22 stub libk, added initial placeholder functions to define the interface and structure for future implementation. sketch libk, outlined key functionalities and features expected in libk to guide further development. ok actually fix libk, resolved an existing issue in the libk implementation that impacted function performance. cleanup, removed unnecessary code and comments in multiple files to improve readability and maintainability. formatting, standardized code formatting across several modules to ensure consistency in style and layout. add pic, integrated initial assets and images required for the project, ensuring proper paths and references. rough libk, created a basic version of libk to provide a foundational structure for ongoing enhancements.
📓 devlog · 2026-07-23 performed general cleanup across multiple files, removed unused variables and streamlined functions for better readability. initiated work on libk, added initial sketches for core functions and data structures, focused on modular design. formatted existing code for consistency, ensured alignment with style guide across all modified files. stubbed out additional functions in libk, set up basic structure for future implementation, no functional changes yet. implemented rough drafts of key algorithms in libk, focused on establishing functional outlines and placeholders. added sketches for paging functionality, laid ground for memory management, still a work in progress. fixed multiple instances of whitespace inconsistencies, ensured code meets formatting standards.
📓 devlog · 2026-07-24 implemented paging, added core functionality for memory management, ensuring proper control flow for page allocation and deallocation. fleshed out paging, defined page structures and their associated metadata for efficient access patterns. wired up slab, integrated slab allocation with paging to optimize memory usage and reduce fragmentation. rough paging, established initial framework for paging algorithms, focusing on basic page replacement strategies. performed cleanup in various modules, removing redundant code and improving readability. formatted code across multiple files, ensuring consistency in style and adherence to project guidelines. worked on libk, progressing on utility functions to support paging and slab management.
📓 devlog · 2026-07-25 added a slab allocator to manage memory allocation more efficiently, reducing fragmentation and improving performance for small objects. implemented a rough version of the slab with basic allocation and deallocation logic, focusing on a fixed-size object layout. created a sketch for the slab design, outlining the data structures needed for cache management and object tracking. performed multiple cleanup commits to improve code readability, removing unnecessary whitespace and standardizing formatting. fixed a typo in the slab implementation to ensure consistency in naming conventions across the module. added stubs for future slab functionality, allowing for easier expansion and integration of additional features later.
📓 devlog · 2026-07-25 added a slab allocator to manage memory allocation more efficiently, reducing fragmentation and improving performance for small objects. implemented a rough version of the slab with basic allocation and deallocation logic, focusing on a fixed-size object layout. created a sketch for the slab design, outlining the data structures needed for cache management and object tracking. performed multiple cleanup commits to improve code readability, removing unnecessary whitespace and standardizing formatting. fixed a typo in the slab implementation to ensure consistency in naming conventions across the module. added stubs for future slab functionality, allowing for easier expansion and integration of additional features later. 📓 devlog · 2026-07-25 added a slab allocator to manage memory allocation more efficiently, reducing fragmentation and improving performance for small objects. implemented a rough version of the slab with basic allocation and deallocation logic, focusing on a fixed-size object layout. created a sketch for the slab design, outlining the data structures needed for cache management and object tracking. performed multiple cleanup commits to improve code readability, removing unnecessary whitespace and standardizing formatting. fixed a typo in the slab implementation to ensure consistency in naming conventions across the module. added stubs for future slab functionality, allowing for easier expansion and integration of additional features later.
📓 devlog · 2026-07-28 implemented basic structure for the ring buffer, focusing on data insertion and deletion mechanics. fixed issues in the ring buffer related to overflow conditions, ensuring proper wrap-around logic. started initial work on the scheduler module, defining its role in managing task execution order. cleaned up code in various modules, removing unused variables and optimizing function calls for clarity. made progress on physical memory management (pmm), refining allocation strategies and data structures. wired up pmm with the existing memory system, ensuring compatibility with current allocation patterns. cleaned up and sketched additional plans for pmm, setting groundwork for more advanced features.
📓 devlog · 2026-07-29 removed unused variables in the scheduler module, improving readability and reducing confusion. organized the scheduling logic into smaller functions, enhancing maintainability and clarity in control flow. started work on the physical memory manager, focusing on the initial layout and allocation strategy. added basic structure for the physical memory manager, ensuring it aligns with existing memory management routines. performed multiple cleanups across the codebase, addressing formatting issues and whitespace for consistent style. iterated on the physical memory manager with rough implementations to establish a foundation for future development.
📓 devlog · 2026-07-30 added physical memory management (pmm) module, implemented basic allocation and deallocation routines for memory blocks. fleshed out pmm with additional functions for tracking free memory and fragmentation reduction strategies. wired up pmm with the scheduler, ensuring proper memory allocation during task creation and context switching. started work on the scheduler, focusing on establishing control flow for task prioritization and execution sequence. performed whitespace fixes across multiple files to improve code readability and maintain consistency.
📓 devlog · 2026-08-01 implemented physical memory management (pmm), structured memory allocation routines to handle page frames efficiently. added a programmable interrupt controller (pic), designed to manage hardware interrupts with a focus on prioritization and handling edge cases. started input subsystem, defined initial data structures and control flow for handling keyboard events. fixed typos and cleaned up whitespace across various files to improve code readability and maintainability. implemented keyboard handling, established key state tracking and event generation for input processing. performed multiple rounds of formatting and organization on the input code to align with project standards. created stubs for future input features, ensuring basic structure without full implementation for now.
📓 devlog · 2026-08-02 started initial implementation of the scheduling module, focusing on basic structure and control flow. sketched out the keyboard input handling, defining data layout and key event management. performed a cleanup of the existing codebase, removing unused variables and improving readability. fixed a typo in the scheduling module that could lead to misinterpretation of scheduling logic. wired up the keyboard functionality to capture input events, ensuring proper allocation of resources for key states. cleaned up whitespace across multiple files, improving overall code consistency and formatting. stubs created for keyboard handling, setting the stage for future development of input features.
📓 devlog · 2026-08-03 implemented syscall in the kernel, handling input and output operations for better interaction with user processes. wired up syscall to ensure proper communication between user space and kernel space, adjusting control flow for seamless execution. cleaned up codebase multiple times, focusing on removing redundant code and improving readability across various modules. added stub for rtc, laying the groundwork for real-time clock functionality, enabling time management features in future updates. addressed whitespace issues in several files, ensuring consistent formatting and adherence to style guidelines throughout the project.
📓 devlog · 2026-08-04 added initial structure for rtc, defined basic functions and headers for timekeeping. implemented core rtc functionality, allowing for setting and getting time with precision. cleaned up memory allocation in the cpu module, optimizing data access patterns. wired up cpu to handle rtc interrupts, ensuring correct handling of time-based events. fixed several whitespace and formatting issues across multiple files for consistency. addressed a typo in rtc definitions to prevent compilation errors. started work on syscall implementation, focusing on establishing foundational interfaces.
📓 devlog · 2026-08-05 added cpu module with basic structure and initial function outlines for core operations, set up initial memory allocation patterns. tidied up cpu code to improve readability, removed unused variables, and streamlined control flow in functions. began implementation of acpi, defining key data structures and laying out the function signatures required for system power management. wired up ktest to interface with cpu and acpi modules, ensuring proper data flow and control between the components. performed multiple cleanups throughout the codebase, focusing on removing redundant code and addressing formatting inconsistencies. fleshed out ktest to include test cases for cpu and acpi functionality, verifying expected behavior under various scenarios.
📓 devlog · 2026-08-06 tidied up the acpi module, removed unused variables and streamlined function calls for better readability. started work on the acpi module, established initial data structures for handling ACPI tables. performed whitespace fixes across multiple files to maintain consistent formatting, aiding in code maintainability. initiated ktest module, set up basic test framework for kernel testing. tidied up ktest, improved code organization by grouping related functions and reducing code duplication. began rough implementation of ata support, focused on defining data structures for device management. implemented core ata functionality, ensuring proper handling of ATA commands and data transfers.
📓 devlog · 2026-08-07 implemented ata, added core functionality and basic data processing logic. started ktest, set up initial test structure with basic stubs for functionality. fleshed out ktest, integrated test cases and improved coverage for ata interactions. cleaned up codebase, removed unused variables and simplified function calls across modules. performed multiple formatting updates, ensured consistent indentation and styling in source files. created stubs for ata, outlined functions for future implementation. addressed whitespace issues, standardized whitespace across all files for better readability.
📓 devlog · 2026-08-09 added ata module, structured data layout to optimize access patterns and reduce allocation overhead. implemented ktest, focusing on the test harness for kernel functionalities, ensuring control flow is correctly validated. wired up pci, improved integration with ata, facilitating better data transfer between components. tidied up ata, removed unnecessary complexity in the data handling logic to enhance maintainability. fixed typos in ktest to improve readability and avoid potential confusion in the test cases. worked on rough ktest, established initial test cases for future enhancements and iterations.
📓 plan · 2026-08-10 I’m starting the day later than usual, so I plan to tackle the whitespace fixes first to ensure our code adheres to the style guide. Once those are out of the way, I’ll focus on fleshing out the PCI subsystem, aiming for a more robust memory layout and control flow that supports our concurrency model. The evening will be dedicated to cleanup and further tidying of the PCI components, wrapping up with formatting to maintain consistency. If all goes well, I’ll end the day with a well-structured and polished segment of the codebase.
📓 devlog · 2026-08-11 added initial implementation for pci, structured to facilitate device communication in the system. performed multiple cleanup operations across the codebase, focusing on removing redundant code and improving readability. fixed whitespace issues in several files, enhancing consistency in formatting. refined the pci module’s layout to ensure efficient data flow and reduce memory overhead. ensured all cleanup efforts adhered to the existing coding standards, promoting maintainability. adjusted comments and documentation to reflect recent changes, particularly for the pci module.
📓 devlog · 2026-08-12 cleaned up various modules, removed unused imports and redundant code for better readability and maintainability. fixed whitespace issues across multiple files to ensure consistent formatting and adhere to coding standards. fleshed out the pci module, implementing initial structures and outlining the control flow for device communication. tidied up the ktest module, improved the organization of test cases and ensured proper initialization of test variables. stubbed the ktest module to establish a framework for future unit tests, setting up basic test cases without implementation. started the pci module, laying the groundwork for further development and integration with existing components.
📓 devlog · 2026-08-13 formatted various files for consistency, improved readability across the codebase. performed multiple cleanup tasks, removing dead code and refactoring functions for better maintainability. wired up the pci subsystem, ensuring proper connection and control flow with existing components. started initial implementation of ktest, laying out the basic structure and functions required for testing. tidied up the pci module by organizing functions and consolidating related code segments. addressed whitespace issues in several files to enhance overall code quality. stubbed out ktest functions to create placeholders for future testing scenarios and implementations.
📓 devlog · 2026-08-14 added initial sketches for ktest and pci modules, outlining the basic structure and intended functionality. conducted general cleanup across the repository, removing unused code and improving overall organization. made multiple formatting adjustments to ensure consistent code style throughout the project. implemented the pci module, focusing on memory allocation and control flow to handle device interactions. fixed typos in ktest documentation and comments to improve clarity and maintainability. worked on stubbing out ktest functionality, laying the groundwork for future testing features. addressed whitespace issues in several files to maintain code readability and adherence to style guidelines.
added module m6, structured to handle new data processing tasks with lower memory overhead.- wired up module m6, integrated it into the existing control flow to ensure correct data handling.- implemented core functionality for module m6, focusing on efficient allocation and deallocation.- wired up the hello module, ensuring it interfaces properly with other components.- implemented motd, providing a simple message on system start to enhance user experience.- worked on tar, stubbing out initial functionality while preparing for future enhancements.- performed cleanup across various modules, focusing on code readability and eliminating unused variables.
📓 devlog · 2026-08-17- implemented tar functionality, focusing on the compression algorithm and ensuring efficient file handling during archiving.- added multiple methods for extracting and listing files within the tar format, ensuring compatibility with various file types.- began work on the virtual file system (vfs), outlining the necessary data structures for managing file metadata and storage locations.- added initial stubs for vfs functions, setting up a foundation for future integration with the tar operations.- performed formatting changes across several files to improve code readability and maintain consistency in style.- addressed whitespace issues in the codebase to enhance clarity and adhere to coding standards.- continued development on vfs, sketching out control flow and interactions between the file system and tar operations.
📓 devlog · 2026-08-19 - cleaned up ktest, removed unnecessary code and improved readability for better maintainability. - began outlining ktest structure, defined major test cases and expected outcomes to streamline future development. - fleshed out vfs, added initial functions for file handling and directory structure, focusing on memory layout. - implemented basic elf loading, structured code to handle ELF file format parsing and memory allocation. - performed multiple cleanups across modules, consolidated formatting and fixed whitespace issues to adhere to style guidelines. - initiated elf module, set up initial framework for ELF support including header parsing and section handling.
📓 devlog · 2026-08-22 implemented ramfs, defined basic structure and operations for file handling and memory layout fleshed out ramfs, added functions for reading and writing files, ensuring proper memory allocation started ramfs, established initial setup for in-memory filesystem structure and controls cleaned up code across multiple files, removed unnecessary whitespace for better readability performed formatting adjustments, ensured consistent code style and indentation throughout the project worked on rough elf, iterated on the ELF parsing logic and data structures for improved parsing accuracy added additional cleanup commits for better organization and maintainability of the codebase
📓 devlog · 2026-08-23 added ramfs module, implemented initial allocation and file structure layout for in-memory file system. cleaned up whitespace and formatting across multiple files to improve readability and maintainability. stubs created for m4 module, establishing the basic structure and placeholders for future development. wired up ramfs to the existing system, ensuring proper integration with the kernel and other subsystems. worked on m4 module, refining control flow and preparing it for handling input and output operations. multiple sketches of ramfs and m4 completed, outlining potential features and behaviors for further implementation. conducted overall cleanup of the codebase, addressing minor issues and ensuring consistent coding standards.
📓 devlog · 2026-08-23- added ramfs module, implemented initial allocation and file structure layout for in-memory file system.- cleaned up whitespace and formatting across multiple files to improve readability and maintainability.- stubs created for m4 module, establishing the basic structure and placeholders for future development.- wired up ramfs to the existing system, ensuring proper integration with the kernel and other subsystems.- worked on m4 module, refining control flow and preparing it for handling input and output operations.- multiple sketches of ramfs and m4 completed, outlining potential features and behaviors for further implementation.- conducted overall cleanup of the codebase, addressing minor issues and ensuring consistent coding standards.
📓 devlog · 2026-08-25- worked on scheduling system, added preliminary structures for new scheduling algorithms while ensuring compatibility with existing code.- performed code tidying in the scheduling module, improving readability and reducing cyclomatic complexity.- implemented core functionality for module m5, focusing on resource allocation and control flow for task management.- fixed whitespace issues throughout the codebase, ensuring consistent formatting and adherence to style guidelines.- completed the implementation of module m5, integrating features from earlier sketches and ensuring edge cases are handled.- conducted cleanup on multiple modules, removing redundant code and ensuring proper memory allocation practices are followed.- added preliminary sketches for module m2, laying groundwork for future functionality and ensuring alignment with overall architecture.
📓 devlog · 2026-08-26 implemented module m2, focused on core functionality, ensured proper data handling and state management wired up module m2, established connections with existing components, validated data flow between modules started development on module m7, created initial stubs to define interface and behavior expectations fixed a bug in module m7 related to incorrect state transitions, improved control flow conducted cleanup across various modules, removed unused variables and optimized memory layout worked on ktest, tidied up existing tests, improved structure for better readability and maintainability performed whitespace fixes across multiple files to maintain consistency and adhere to coding standards
📓 devlog · 2026-08-27 cleaned up various sections of the codebase, focusing on removing redundant comments and unused variables for better readability. added module m7, defining its structure and initial state, laying groundwork for subsequent implementations. wired up m7 to existing systems, ensuring data flow and control paths are correctly established. fleshed out m7 with core functionality, implementing key methods and internal logic to meet specifications. began rough implementation of m9, setting up initial framework and placeholders for upcoming features. fixed typos in m9, correcting variable names and comments for clarity and consistency. implemented core functions for m9, following through on the designs sketched in earlier commits.
📓 devlog · 2026-08-28 cleaned up whitespace in several files to maintain code consistency and readability. implemented stub functions in module m8 to outline future functionality without full implementation. organized and tidied code in m8, removing unnecessary lines and improving structure. continued work in progress on module m8, addressing various incomplete sections. fleshed out details in module m8, adding logic to improve functionality and integration. added new features to m8, enhancing its capabilities based on recent requirements. performed additional cleanup in m8 to remove deprecated code and streamline performance.
📓 devlog · 2026-08-29 implemented main module, structured the control flow to handle various inputs and outputs efficiently. wired up main functionality, ensured integration with existing components while maintaining modularity. performed multiple whitespace fixes across the codebase to enhance readability and comply with formatting standards. cleaned up redundant code in main, improving maintainability without altering the core logic. fleshed out main, added necessary functions to support additional features and edge cases. tidied up main to simplify the execution path, reducing cognitive load for future development. formatted code consistently, aligning with project style guidelines for better collaboration.
📓 devlog · 2026-08-31 added main module, set up initial structure and entry points for control flow. wired up main, ensured proper integration with existing components. cleaned up codebase, removed unused variables and streamlined functions for better readability. tidied up main, focused on consistent naming conventions and indentation. addressed multiple whitespace issues, ensuring uniform formatting throughout the code. fleshed out main with additional functionality, enh
📓 devlog · 2026-09-01 added main module, defined basic structure and entry point for the application flow. cleaned up code formatting across multiple files, improved readability and maintained consistency. fleshed out main functionality, implemented key features and logic required for initial operation. performed multiple whitespace fixes, ensured compliance with style guide and improved diff clarity. started additional main implementations, focused on refining specific functions and control flow. tidied main module, reorganized code for better logical grouping and clarity, enhanced maintainability. conducted cleanup, removed unused variables and functions, streamlined overall codebase.
📓 devlog · 2026-09-02 tidied up the main module, removed unused imports and improved code readability through consistent formatting. wired up the main module with initial control flow, ensuring proper function calls and data handling. added a preliminary structure for the main module, including stubs for future function implementations. started development on drivers, implementing basic functionality and ensuring proper interaction with the main module. fleshed out the drivers with additional features, focusing on data handling and performance. sketched out the shell interface for user interaction, laying groundwork for input handling and command processing. performed multiple whitespace fixes across various files to maintain code clarity and consistency.
📓 devlog · 2026-09-03 added drivers for peripheral communication, structured to allow for easier integration with existing modules. fleshed out driver implementations, ensuring proper handling of initialization and resource allocation. started sketching a shell interface, focusing on command parsing and execution flow. performed multiple whitespace fixes across various files for improved readability and consistency. conducted cleanup of redundant code segments in the driver files, reducing overall complexity. wired up drivers to interact with the new shell, establishing a basic command execution pathway. implemented additional driver functionality to support expanded hardware features, enhancing overall system capability.
📓 devlog · 2026-09-05 added drivers for peripheral devices, ensuring proper initialization and configuration settings. implemented a basic shell structure, allowing for command processing and execution. performed multiple whitespace fixes across various files for improved readability and consistency. cleaned up existing code, removing unused variables and dead code to streamline execution paths. created a rough outline for the shell functionality, defining command handling and parsing logic. updated shell implementation to handle user inputs and provide feedback on command execution. added stubs for future shell commands, preparing for further functionality expansion.
📓 devlog · 2026-09-07 implemented fs, focused on the core file system structure, ensuring proper data layout for efficient file access. fixed a typo in the shell, improving command parsing accuracy and preventing potential runtime errors. tidied shell code by removing unnecessary whitespace and organizing functions for better readability and maintenance. performed multiple formatting updates across various files to adhere to coding standards, ensuring uniformity in style. continued work in progress on shell functionality, refining command handling and improving control flow for user input. completed cleanup tasks to remove unused variables and redundant code, optimizing memory usage and enhancing performance.
📓 devlog · 2026-09-08 added shell module, implemented basic command parsing and execution flow, using a simple function pointer array for command dispatch fleshed out shell functionality, included support for built-in commands and input handling, ensuring proper memory allocation for command buffers tidied up shell code, removed redundant whitespace and improved consistency in formatting to enhance readability performed multiple cleanups, refactored shell initialization code for better modularity and maintainability wired up shell to the main application loop, ensuring proper integration and execution flow with other components addressed multiple whitespace issues across files, ensuring consistent coding standards throughout the project
📓 devlog · 2026-09-09 implemented shell functionality, used a simple command parsing approach to handle user inputs effectively. added shell module, structured to handle basic commands and provide feedback to users. fleshed out shell with support for additional built-in commands, improving user experience and functionality. performed cleanup across multiple files, removing unused variables and optimizing control flow where necessary. started filesystem integration in shell, allowing for basic file operations within the command line. continued formatting work across the project, ensuring consistent code style and readability. tidied shell code for better organization, enhancing maintainability and future development efforts. 📓 devlog · 2026-09-09 implemented shell functionality, used a simple command parsing approach to handle user inputs effectively. added shell module, structured to handle basic commands and provide feedback to users. fleshed out shell with support for additional built-in commands, improving user experience and functionality. performed cleanup across multiple files, removing unused variables and optimizing control flow where necessary. started filesystem integration in shell, allowing for basic file operations within the command line. continued formatting work across the project, ensuring consistent code style and readability. tidied shell code for better organization, enhancing maintainability and future development efforts.
📓 devlog · 2026-09-10 implemented the filesystem (fs), focused on directory structure and file allocation strategies for improved access speed. wired up the fs to ensure proper integration with existing modules, tested data flow between components during initial operations. started the shell, establishing basic command parsing and execution control flow to interface with the filesystem. added memory management capabilities, implemented a new allocation strategy to minimize fragmentation and optimize performance. cleaned up the shell code for readability, removed redundant whitespace to maintain consistent coding standards across the project. performed additional wiring for memory to ensure it interacts correctly with both the filesystem and shell for seamless operation. fleshed out the fs with additional features like file permissions and metadata handling, ensuring robustness for concurrent access.
📓 devlog · 2026-09-11 implemented the shell module, established basic command parsing and execution flow. fleshed out the shell with support for built-in commands, enhancing user interaction. added memory management functionality, introduced a structure for allocation tracking. wired up memory to the shell, enabling commands to manipulate memory directly. performed multiple whitespace fixes and formatting cleanups across all modules for better readability. started and fleshed out the memory module, ensuring proper initialization and allocation patterns. tidied shell code for improved maintainability, focusing on reducing complexity in command handling.
📓 devlog · 2026-09-12 implemented memory management, focused on allocation strategies and freeing unused memory blocks to optimize resource usage. fleshed out memory module, added support for variable-sized memory chunks, improving efficiency for dynamic allocation. started integration of memory system with existing components, ensuring compatibility and smooth data flow. added shell functionality, enabling user interaction with the memory management system through command-line inputs. wired up shell to the memory module, establishing command execution pathways for memory operations. performed multiple wiring adjustments in the shell, ensuring proper communication and error handling between components.
📓 devlog · 2026-09-13 added initial implementation of the shell, establishing basic command parsing and execution flow. fleshed out shell functionality, improving command handling and improving error reporting for invalid inputs. wired up shell components, ensuring proper integration with existing modules for input and output processing. started multiple iterations of shell refinement, focusing on memory allocation strategies for command history storage. implemented additional features for the shell, including support for built-in commands and improved environment variable management. continued to flesh out shell behavior, addressing edge cases related to command substitution and pipeline execution.
📓 devlog · 2026-09-14 added initial architecture definition, establishing core components and their interactions for modularity. implemented key architectural components, focusing on separation of concerns to enhance maintainability. fleshed out various parts of the architecture, refining data flow and control structures between modules. wired up essential components to ensure proper communication and data exchange across the architecture. started multiple architectural elements concurrently, facilitating a more integrated approach to development. added several new architecture layers to improve scalability and support future feature additions. continued to implement and refine architecture, addressing edge cases related to component interaction and data integrity.
Ships:
nyx is a small operating-system kernel for 32-bit x86 PCs, written from scratch in Zig 0.15.2 with no C library and no external dependencies. It boots directly in QEMU and brings the machine up in 20 checked stages, from interrupts and timers through memory paging, a kernel heap, thread scheduling, disk and PCI drivers, and an in-memory filesystem loaded from an embedded tar archive. At boot it runs 15 built-in self-tests, then drops into an interactive shell with 30 commands that you can drive from the keyboard or over the serial port. It’s about 5,000 lines in total....
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1793397344.6493943
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1793483744.6493943
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The Ares Horizon by @alomnsh | Stardance
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alomnsh
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2
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48.73
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322
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T03:08:53Z", "hours": 19.0, "multiplier": 11.4, "payout": 217, "blessing": "neutral", "text": "What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}, {"ship_num": 2, "ts": "2026-06-20T17:02:20Z", "hours": 12.0, "multiplier": 9.08, "payout": 105, "blessing": "neutral", "text": "I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.", "repo": "https://github.com/alomnsh/The-Ares-Horizon", "demo": "https://github.com/alomnsh/The-Ares-Horizon/releases/tag/v2.0.0"}]...
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[{"post_id": 68726, "ts": "202 [{"post_id": 68726, "ts": "2026-09-15T17:01:15Z", "hours": 2.5175, "text": "Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??"}, {"post_id": 53416, "ts": "2026-08-23T23:10:43Z", "hours": 8.8311, "text": "Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more"}, {"post_id": 40503, "ts": "2026-08-04T02:29:20Z", "hours": 6.3825, "text": "Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik"}, {"post_id": 31582, "ts": "2026-07-20T02:55:39Z", "hours": 2.7858, "text": "Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)"}, {"post_id": 29177, "ts": "2026-07-15T22:03:47Z", "hours": 2.2292, "text": "Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)"}, {"post_id": 26902, "ts": "2026-07-11T23:05:32Z", "hours": 1.5653, "text": "Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization."}, {"post_id": 26133, "ts": "2026-07-10T19:03:00Z", "hours": 2.0886, "text": "My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship."}, {"post_id": 20472, "ts": "2026-07-02T02:15:56Z", "hours": 0.4544, "text": "Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened"}, {"post_id": 20339, "ts": "2026-07-01T22:18:29Z", "hours": 6.5228, "text": "v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up"}, {"post_id": 16038, "ts": "2026-06-26T01:44:55Z", "hours": 1.09, "text": "I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later."}, {"post_id": 14716, "ts": "2026-06-23T22:26:53Z", "hours": 2.4447, "text": "v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo"}, {"post_id": 12589, "ts": "2026-06-20T15:41:49Z", "hours": 1.0719, "text": "Finished my README and fixed crash bug with typewriter when the window is closed while it is typing"}, {"post_id": 11662, "ts": "2026-06-19T00:21:39Z", "hours": 1.5231, "text": "Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug"}, {"post_id": 10267, "ts": "2026-06-16T22:16:48Z", "hours": 4.3747, "text": "Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points."}, {"post_id": 8857, "ts": "2026-06-14T18:59:46Z", "hours": 3.4211, "text": "Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva"}, {"post_id": 7134, "ts": "2026-06-11T22:21:25Z", "hours": 1.2161, "text": "Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch"}]...
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Title: The Ares Horizon by @alomnsh | Stardance
D Title: The Ares Horizon by @alomnsh | Stardance
Devlogs:
Added 1st Choice Branch, worked on storyline, started to work on 2nd choice branch
Finished all the choice, added typewriter function and color function. Changed how I want the text to be displayed when the code is running. Added background music. Made the background audio in Canva
Added GUI to my games, fixed countless errors and bugs, added a loaded screen, Made it so that the buttons are interactive and only popup when the typing is finished. Added more colors to my text. Progress bar for the points.
Currently working on my README for this project and before this I just fix a few things in my code. Added a background music loop that loops the audio forever and then fixed a crash bug
Finished my README and fixed crash bug with typewriter when the window is closed while it is typing
v 1.0.1 is incoming!! What’s New: Switched from the package of playsound to ctypes New SFXs, listen to them in the attachment (After this update rolls out, I will be working on given the user the freedom to customize how they want the game to look) Turn up your sound to listen to the sounds I cut out the parts where I selected options so that I don’t reveal the answers, if you want to try it out your self head over The Ares Horizon Repo
I cleaned up the UI and linked the Solar Sails choice in branch 2 to the ending choice of branch 1. I know I promised that the update after the SFX one would be customization but I want to focus more on the game itself so I would just be adding a Dark and Light mode. And doing more customization options later.
v2.0.0 I think?? What’s New: New Landing minigame!! 3 difficulties The minigame features SPIKES!! Improved GUI Changes: I orginally started building my game on tkinter thinking it would be easy because my rest of the code was build on it, but I was wrong, it was so annoying to work with and caused so many bugs that I decided to switch to pygame I have never worked with pygame before so I ha to learn and then figure out a way to combine tkinter and pygame . Also, pygame is not supported in Python 3.14 so I had to do pip install pygame --ce the community edition I got it to work and I am so proud The video is a bit speed up
Fixed the bug made the buttons disappear if your screen was too small or you weren’t fullscreened
My first ship is finally here, after 3 changes requested, I added a try again screen so the user doesn’t have to through the loading when they try again now it just shows there tries. Thanks for the idea from my first ship.
Devlog #11 !!! What I did: So I switched from ctypes to the pygame audio engine this is so when my game is played on MacOS or Linux it doesn’t throw errors because ctypes is a Windows thing Added a settings menu to control the volume of the background music and the emergency sounds. The user preferences are saved using a .json file Updated my README.md so the instructions to how to play my game on another operating system aren’t broken Thanks to my ship suggestion, I am trying my best to implement those suggestions into my game and have already done so with a few of them!! What might be coming next: I hope that I can add to the settings menu so the user can control how they want the colors to look in the game, so basically full customization.
Devlog #12 !! What I did: So as u guys know I added audio controls in the previous devlog, I made it even better now The settings menu is now in pygame instead of tkinter The slider changes color as the volume is changed (It looks so cool!!!!! ) There is a new “Mute All Sounds” check box Notes: tkinter sucks, I loved it at first it was easy but as my code becomes more complex it just causes unnecessary bugs, so I plan to switch entirely to pygame After I make the switch I can finally publish it to the web so you guys don’t have to download the source code or an .exe file (I was planning to do this, I got many reviews saying that a website would be better, so I am doing that)
Devlog 13 !! What’s New: I added Reset All Settings to default button, to reset every thing to the “Factory Setting” New setting, users can adjust how fast the typewriter writes on the screen If the user passes the mini game and lands successfully, they would unlock the option to just play the minigame instead of have to go through the the whole story again Notes: I promised that I will release web, I tried, failed miserably, so I am just releasing a new .exe I tried everything to pygame , didn’t work out, then tried to host it on noVNC, it acted up to, I finally gave up after 5 hrs of trying, didn’t count that because that was trial and error and not actual coding (although I did had to make and modify my Dockerfile like a 100 times)
Devlog #14 What I did: So after I 2nd ship, I went to AirVenture so no code there, It ruined my streak So I have finally, finally pushed the code on the web by making it entirely pygame then I ran pygbag so it is now finally live on GitHub Pages Proud of myself, there is still some work to do like fixing bugs Notes: My ship rating reasons suggested to add graphics so currently working on that I also have to improve the loading screen, looks like shit The biggest bug was getting the character and line spacing right, funny ik
Devlog #15, this is a big one What i did: So graphics are finally in I would say New hover effects like button glowing CRT lines, I first added them, didn’t go as planned removed em it the felt dead for some reason so added that back again Light mode The major one, improved the mini-game, a lot, it take up the whole screen now instead of just a section like it was earlier, it has added particle effects, and actual landing zone, star backgroud, fuel and velocity control The mini game looks real good but there are some bugs, many I would say I am currently working on fixing sizing issues with GitHub pages, I think pygbag is causing it via my deploy.yml Notes: When the bugs are removed and the sizing issue is fixed I think I will be ready to ship once more
Devlog #16, posting this while at school 🏫 What I did: Fixed bugs in my minigame, there are still some left to resolve Fixed a bug where when you press try again, it put the user directly in the story mode even if they wished to play the mingame Fixed of bug of the emergency glow, it kept glowing after u pressed try again Rewrote parts of code I used AI in Removed and added new comments to make it more clear and not so chaotic Fixed the pygbag sizing issue Last thing, I previously had my setting.json file in the .gitignore for testing purposes and I forgot about it so my settings are what were seen by others instead of the factory settings they should have seen Notes: Fix minigame Optimize for low end devices Possibly add mobile or tablet support?? Make new v3.0.0 releases?? Releases for many OS??
Ships:
I made my own choice python adventure game where the player takes a high-stake role of a Flight Director at NASA and there objective is to successfully launch, navigate and land a spacecraft on the surface of Mars. To play the game follow the steps in the README. (The game uses Desktop-Based GUI, so it cannot be hosted on clouds and has to run on your local computer). I am proud of how I made it look cinematic and similar to a NASA mission control terminal.
What did you make? I made The Ares Horizon, a Python space adventure game where you play as a NASA Flight Director. Since my last ship, I over-hauled the game by adding a brand-new landing minigame with 3 difficulties, branch-linked storylines, and dynamic custom themes. What was challenging? Ditching Tkinter for Pygame was tough because I had to learn the library from scratch to eliminate bugs. I also lost 5 hours failing to host it on the web via noVNC/Docker, forcing me to stick to an .exe. Fixing cross-platform crashes and making it run smoothly on Python 3.14 was a huge headache. What are you proud of? I’m proud of building a robust Pygame + Tkinter interface with zero prior experience. The settings menu features a slick volume slider that changes color dynamically, a factory reset, and a text-speed slider. I also successfully added a seamless “Try Again” tracker without long loading screens. What should people know so they can test your project? Windows: Go to the Releases page and download the The.Ares.Horizon.exe file to play instantly. Mac/Linux: Follow the new README steps to install system dependencies (sdl2) and run inside a Python virtual environment. Python 3.14: Run pip install pygame --ce to avoid compilation errors. Warning: Turn down the audio in the custom Settings menu if the default launch mix is too loud....
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1793332040.7155879
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1793418440.7155879
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56243
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Aksara by @Dat-One-Dev | Stardance
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Dat-One-Dev
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1
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8.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T17:14:03Z", "hours": 8.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "terminal desktop launcher lwk a fullscreen terminal thing that looks like a tiny desktop. it has a wallpaper, a search bar on top and a little info panel at the bottom. instead of clicking icons you just type. i made it because opening a file manager and a launcher and a terminal separately felt dumb when i basically live in the terminal anyway. so now the terminal IS the desktop. kinda.", "repo": "https://github.com/Dat-one-dev/Aksara", "demo": "https://github.com/Dat-one-dev/Aksara/releases/tag/v0.1.1"}]...
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[{"post_id": 68731, "ts": "202 [{"post_id": 68731, "ts": "2026-09-15T17:13:21Z", "hours": 0.4275, "text": "Devlog 13 Nothing just completing the project readme and stuff uk"}, {"post_id": 67930, "ts": "2026-09-14T07:36:44Z", "hours": 0.3147, "text": "DEVLOG 12, Before the scope creeps onto me I am shipping this thing as fast as humanly possible I fixed xdg-open . but which we had I am lwk also planning to make a custom wallpaper and then thats it shipping rn working on the vhs gif and readme.md, lets procastinate if this proj is lwk 9h and i get 10 ratings then its 90 mehhhhhh I need 114 stardust rn for F75 AULA lol"}, {"post_id": 67484, "ts": "2026-09-13T16:29:21Z", "hours": 0.5808, "text": "DEVLOG 11 Tried to do something ended with nothing thus putting that something to nothing so that something never does anything to the something that i have inside this something which we call skull Ok let the shakespeare die, I tried adding left right panel idky they look bad so removing them…and maybe shipping by next devlog"}, {"post_id": 67243, "ts": "2026-09-13T09:30:30Z", "hours": 0.2867, "text": "Devlog 10 Now u can run normal terminal commands and actually see them using :! and now i am lwk ded so bye…its already ig 8h…i can ship it after adding some more features maybe this proj will go to 10h"}, {"post_id": 67225, "ts": "2026-09-13T08:46:27Z", "hours": 0.9328, "text": "DEVLOG 9 U can now use :! to directly pass command to terminal [although u cant view the output i am working on it rn] and also u can use :bg \"~/.config/aksara/wall.png\" to lwk change the default wallpaper [wht u see now is default one auto install at the path above]"}, {"post_id": 66659, "ts": "2026-09-12T14:55:15Z", "hours": 0.6428, "text": "Devlog 8 Config editing added now at ~/.config/aksara/config.json the config is added which can be used to fuzzy search from Aksara, u can either edit this config manually by nvim ~/.config/aksara/config.json or u can edit it inside aksara by using :w name : \"cmnd\" to add a shortcut and :r name to remove it, use e to focus on the search bar and then ESC to unfocus"}, {"post_id": 66605, "ts": "2026-09-12T13:33:42Z", "hours": 0.5889, "text": "DEVLOG 7 Ok my new idea lwk actually worked top panel loks tuffffffffffffff now i think i should add side panels too….lets see i would add them at last rn i am working on the main backend [ik backend is mostly a website term] side lwk making the json way of making TERMINAL APPLICATION ACCESSIBLE, would add some defaults one too ig"}, {"post_id": 66562, "ts": "2026-09-12T12:17:05Z", "hours": 0.4478, "text": "DEVLOG 6 IG I may not have a brain gentleman but I HAVE AN IDEA..HAHAHAHAHHAHAH ok nothing i am removing pop up search it ate up my mind and i dont wanan use that much AI for such basic input field so lwk adding 2 panels 1 at top another at bottom rn i removed the pop up search and then shifted the top panel to bottom and then in next devlog add the top panel which will become the one that searchs lwk smth like u see in browsers"}, {"post_id": 66538, "ts": "2026-09-12T11:44:38Z", "hours": 0.9928, "text": "DEVLOG 5 It went in adding feature and deleting it all i was tryna code the fuzzy search popup but it sucked now i deleted it all and restarting.."}, {"post_id": 61983, "ts": "2026-09-05T05:47:56Z", "hours": 1.0956, "text": "DEVLOG 4 IG Wallpaper feature added just do go run . -w “path.png” and it sets the png on the desired path as ur aksara wallpaper i gotta work on this more"}, {"post_id": 61411, "ts": "2026-09-04T09:47:01Z", "hours": 0.7644, "text": "DEVLOG 3 Prana Devlog has all the func i discussed in last devlog with some more things, Now I decided to work on actual project now instead of just framework…this project is called AKSARA…and framework and project are on diff repo but contri on same proj…Rn I imported diff libs and working on TOP PANEl…to display batter ram usage cpu usage time ect stuff…Dont ask me what this project is I know what it is but idk how to explain it"}, {"post_id": 60802, "ts": "2026-09-03T12:20:08Z", "hours": 0.6964, "text": "PRANA DEVLOG 2 My last TUI proj got preety good ratings thus I decided to lean more into TUI for that I am making a desktop env in TUI BUT THIS SS IS NOT THAT, before that I am making a TUI framework to make my work easier rn I added func like borderText [ignore it its a helper for me not for the framework user], Box [u give it width height and it makes box of it, u can also give it header[TEXT SHOWN ON TOP BORDER] footer[TEXT SHOWN ON BOTTOM BORDER] content[TEXT SHOWN INSIDE BOX] too…..then we have ScreenBox func that lwk us just Box func but it auto arguments it with width and height of whole terminal jus to make the it easyyyy, i also have TerminalSize to get Width and Height of the terminal….below SS shows usage of ScreenBox with Header Prana, Footer ESC TO EXIT;"}, {"post_id": 58100, "ts": "2026-08-30T13:35:03Z", "hours": 0.56, "text": "DEVLOG 1 PRANA: POV HOW PROCRASTINATING FOR 30MIN FEELS LIKE"}]...
|
Title: Aksara by @Dat-One-Dev | Stardance
Devlogs Title: Aksara by @Dat-One-Dev | Stardance
Devlogs:
DEVLOG 1 PRANA: POV HOW PROCRASTINATING FOR 30MIN FEELS LIKE
PRANA DEVLOG 2 My last TUI proj got preety good ratings thus I decided to lean more into TUI for that I am making a desktop env in TUI BUT THIS SS IS NOT THAT, before that I am making a TUI framework to make my work easier rn I added func like borderText [ignore it its a helper for me not for the framework user], Box [u give it width height and it makes box of it, u can also give it header[TEXT SHOWN ON TOP BORDER] footer[TEXT SHOWN ON BOTTOM BORDER] content[TEXT SHOWN INSIDE BOX] too…..then we have ScreenBox func that lwk us just Box func but it auto arguments it with width and height of whole terminal jus to make the it easyyyy, i also have TerminalSize to get Width and Height of the terminal….below SS shows usage of ScreenBox with Header Prana, Footer ESC TO EXIT;
DEVLOG 3 Prana Devlog has all the func i discussed in last devlog with some more things, Now I decided to work on actual project now instead of just framework…this project is called AKSARA…and framework and project are on diff repo but contri on same proj…Rn I imported diff libs and working on TOP PANEl…to display batter ram usage cpu usage time ect stuff…Dont ask me what this project is I know what it is but idk how to explain it
DEVLOG 4 IG Wallpaper feature added just do go run . -w “path.png” and it sets the png on the desired path as ur aksara wallpaper i gotta work on this more
DEVLOG 5 It went in adding feature and deleting it all i was tryna code the fuzzy search popup but it sucked now i deleted it all and restarting..
DEVLOG 6 IG I may not have a brain gentleman but I HAVE AN IDEA..HAHAHAHAHHAHAH ok nothing i am removing pop up search it ate up my mind and i dont wanan use that much AI for such basic input field so lwk adding 2 panels 1 at top another at bottom rn i removed the pop up search and then shifted the top panel to bottom and then in next devlog add the top panel which will become the one that searchs lwk smth like u see in browsers
DEVLOG 7 Ok my new idea lwk actually worked top panel loks tuffffffffffffff now i think i should add side panels too….lets see i would add them at last rn i am working on the main backend [ik backend is mostly a website term] side lwk making the json way of making TERMINAL APPLICATION ACCESSIBLE, would add some defaults one too ig
Devlog 8 Config editing added now at ~/.config/aksara/config.json the config is added which can be used to fuzzy search from Aksara, u can either edit this config manually by nvim ~/.config/aksara/config.json or u can edit it inside aksara by using :w name : "cmnd" to add a shortcut and :r name to remove it, use e to focus on the search bar and then ESC to unfocus
DEVLOG 9 U can now use :! to directly pass command to terminal [although u cant view the output i am working on it rn] and also u can use :bg "~/.config/aksara/wall.png" to lwk change the default wallpaper [wht u see now is default one auto install at the path above]
Devlog 10 Now u can run normal terminal commands and actually see them using :! and now i am lwk ded so bye…its already ig 8h…i can ship it after adding some more features maybe this proj will go to 10h
DEVLOG 11 Tried to do something ended with nothing thus putting that something to nothing so that something never does anything to the something that i have inside this something which we call skull Ok let the shakespeare die, I tried adding left right panel idky they look bad so removing them…and maybe shipping by next devlog
DEVLOG 12, Before the scope creeps onto me I am shipping this thing as fast as humanly possible I fixed xdg-open . but which we had I am lwk also planning to make a custom wallpaper and then thats it shipping rn working on the vhs gif and readme.md, lets procastinate if this proj is lwk 9h and i get 10 ratings then its 90 mehhhhhh I need 114 stardust rn for F75 AULA lol
Devlog 13 Nothing just completing the project readme and stuff uk
Ships:
terminal desktop launcher lwk a fullscreen terminal thing that looks like a tiny desktop. it has a wallpaper, a search bar on top and a little info panel at the bottom. instead of clicking icons you just type. i made it because opening a file manager and a launcher and a terminal separately felt dumb when i basically live in the terminal anyway. so now the terminal IS the desktop. kinda....
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1793346720.1334083
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1793433120.1334083
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62324
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NaxoOS by @lemae | Stardance
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lemae
|
0
|
0.28
|
0
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[]
|
[{"post_id": 68734, "ts": "202 [{"post_id": 68734, "ts": "2026-09-15T17:18:40Z", "hours": 0.2806, "text": "Today I worked on improving NaxoOS and making it feel more like a real operating system I added a new Quick Settings panel with Wifi, Bluetooth, volume and other controls I also upgraded the files app so folders can actually be opened and added a notification center with a working calendar I tested everything and fixed some problems"}]...
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Title: NaxoOS by @lemae | Stardance
Devlogs:
Toda Title: NaxoOS by @lemae | Stardance
Devlogs:
Today I worked on improving NaxoOS and making it feel more like a real operating system I added a new Quick Settings panel with Wifi, Bluetooth, volume and other controls I also upgraded the files app so folders can actually be opened and added a notification center with a working calendar I tested everything and fixed some problems...
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1793044350.9616349
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1793649150.9616349
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43879
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AstroBase by @akilworks | Stardance
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akilworks
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0
|
33.15
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0
|
[]
|
[{"post_id": 68737, "ts": "202 [{"post_id": 68737, "ts": "2026-09-15T17:26:52Z", "hours": 7.5128, "text": "AstroBase is now at the stage where the main V1 features are built and working. I finished the core student, organisation, and admin workflows, including authentication, organisation verification, resource and opportunity submissions, university contributions, and admin content management. I also made the GitHub repository public and prepared the project for deployment as part of Stardance. AstroBase is now getting ready to ship, with the Git repository, GitHub URL, and live demo URL being prepared for the final submission. P.S. The third picture shows a sample organisation account used to demonstrate AstroBase’s organisation workflow."}, {"post_id": 67445, "ts": "2026-09-13T15:33:26Z", "hours": 9.0378, "text": "Astrobase has started becoming more than just a website. I’ve now built the student authentication system and introduced three roles: Student, Organisation and Admin, each with different access and features. The organisation system is also mostly complete. Organisations can apply, get verified, create a profile, access their dashboard and contribute resources to Astrobase. I’ve also started building the admin content management system, where submissions can be reviewed, approved, rejected, edited or archived before being published. My current focus is finishing the admin workflow and connecting the full submission → review → publication process. After that, I’ll move back to organisation features and then start working towards the student features, AI and final polish. Some of the progress is shown below: organisations can now apply to join Astrobase, access a dedicated dashboard and manage their profile. They can also submit resources through the new contribution system, while admins can review and manage submitted content before publication. Astrobase is finally starting to feel like a real platform."}, {"post_id": 63728, "ts": "2026-09-07T17:45:38Z", "hours": 5.9161, "text": "Building the Astrobase Visual Identity Today I focused on redesigning the visual side of the Astrobase homepage. I worked on the hero section, typography, colour palette, section layouts and the Explore Astrobase cards. I also added custom SVG icons, hover effects, and gave the Explorer Assessment its own visual style. The homepage is starting to feel less like a database interface and more like an actual platform built around exploration and discovery. Next, I’ll continue refining the interface and adding more functionality."}, {"post_id": 54991, "ts": "2026-08-26T12:49:15Z", "hours": 10.6881, "text": "AstroBase is officially underway!! I’ve started building the first version of AstroBase as a Python + MySQL application. The current foundation includes separate sections for users, opportunities, resources, and universities, with functionality for adding, viewing, updating, and deleting data. I’ve also started building the search, update, delete, and reporting systems, with the goal of making AstroBase more than just a database. I want it to eventually become a platform where students can discover opportunities, resources, and university programs related to space science. This is only the beginning of AstroBase, but the core structure is finally coming together."}]...
|
Title: AstroBase by @akilworks | Stardance
Devlog Title: AstroBase by @akilworks | Stardance
Devlogs:
AstroBase is officially underway!! I’ve started building the first version of AstroBase as a Python + MySQL application. The current foundation includes separate sections for users, opportunities, resources, and universities, with functionality for adding, viewing, updating, and deleting data. I’ve also started building the search, update, delete, and reporting systems, with the goal of making AstroBase more than just a database. I want it to eventually become a platform where students can discover opportunities, resources, and university programs related to space science. This is only the beginning of AstroBase, but the core structure is finally coming together.
Building the Astrobase Visual Identity Today I focused on redesigning the visual side of the Astrobase homepage. I worked on the hero section, typography, colour palette, section layouts and the Explore Astrobase cards. I also added custom SVG icons, hover effects, and gave the Explorer Assessment its own visual style. The homepage is starting to feel less like a database interface and more like an actual platform built around exploration and discovery. Next, I’ll continue refining the interface and adding more functionality.
Astrobase has started becoming more than just a website. I’ve now built the student authentication system and introduced three roles: Student, Organisation and Admin, each with different access and features. The organisation system is also mostly complete. Organisations can apply, get verified, create a profile, access their dashboard and contribute resources to Astrobase. I’ve also started building the admin content management system, where submissions can be reviewed, approved, rejected, edited or archived before being published. My current focus is finishing the admin workflow and connecting the full submission → review → publication process. After that, I’ll move back to organisation features and then start working towards the student features, AI and final polish. Some of the progress is shown below: organisations can now apply to join Astrobase, access a dedicated dashboard and manage their profile. They can also submit resources through the new contribution system, while admins can review and manage submitted content before publication. Astrobase is finally starting to feel like a real platform.
AstroBase is now at the stage where the main V1 features are built and working. I finished the core student, organisation, and admin workflows, including authentication, organisation verification, resource and opportunity submissions, university contributions, and admin content management. I also made the GitHub repository public and prepared the project for deployment as part of Stardance. AstroBase is now getting ready to ship, with the Git repository, GitHub URL, and live demo URL being prepared for the final submission. P.S. The third picture shows a sample organisation account used to demonstrate AstroBase’s organisation workflow....
|
1793242279.2104037
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1793847079.2104037
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49907
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Sphere by @Mintia11 | Stardance
|
Mintia11
|
0
|
66.71
|
0
|
[]
|
[{"post_id": 68738, "ts": "202 [{"post_id": 68738, "ts": "2026-09-15T17:32:14Z", "hours": 9.2867, "text": "#devlog 10 Hii everyone, I finally got a working matroska demuxer going in my c rewrite!"}, {"post_id": 57473, "ts": "2026-08-29T17:00:30Z", "hours": 8.8133, "text": "#devlog 9 The rewrite in c is going well, I built my allocator and also tiny logging helpers and now I created a vulkan device with all the extensions I think i will need, and I also integrated SDL3 to build my window"}, {"post_id": 55664, "ts": "2026-08-27T17:01:44Z", "hours": 8.135, "text": "#devlog 8 Hii everyone,, I’m currently in the process of rewriting my codebase in C because Rust was giving me some headaches, so here’s a screenshot showcasing my slab allocator :)"}, {"post_id": 54995, "ts": "2026-08-26T12:55:06Z", "hours": 9.9436, "text": "#devlog 8 Got whatever is this from the h264 decoder, i don’t really think it’s right lol :*("}, {"post_id": 53751, "ts": "2026-08-24T12:53:52Z", "hours": 4.1311, "text": "#devlog 7 Finally got mono and stereo AAC decoding working, the only thing i’m missing now is h264 decoding, which I started doing but gave up half way because i hadn’t got audio/video sync working. So after this detour I can finally try to decode some frames!"}, {"post_id": 53122, "ts": "2026-08-23T15:31:47Z", "hours": 4.8753, "text": "#devlog 6 I have decided that decoding audio streams will be easier for the time being and it will help me to setup good synchronization primitives, so I have started to parse a simple mono AAC stream"}, {"post_id": 52397, "ts": "2026-08-22T14:50:49Z", "hours": 3.3042, "text": "#devlog 5 Got some menu’s going and I have started to create an h264 decoder using vulkan, in the video you can see the info lines the decoder generates for the track info window"}, {"post_id": 51214, "ts": "2026-08-20T18:58:08Z", "hours": 0.7944, "text": "#devlog 4 I finally finished my egui renderer, i just needed to iron out alpha blending and buffer/image creation"}, {"post_id": 51106, "ts": "2026-08-20T16:30:37Z", "hours": 6.3614, "text": "#devlog 3 Finally i got egui to render something using my custom renderer! I’m so happy lol :)"}, {"post_id": 50440, "ts": "2026-08-19T16:33:07Z", "hours": 1.8897, "text": "#devlog 2 Little update, i got a simple renderer running using my custom vulkan abstraction layer"}, {"post_id": 50259, "ts": "2026-08-19T12:45:18Z", "hours": 9.1783, "text": "#devlog 1 Got a simple mkv demuxer working, and i created a simple window with winit, in which i would like to put an egui based ui, with my custom vulkan renderer so that i can have the users view track info and a player bar and things like that"}]...
|
Title: Sphere by @Mintia11 | Stardance
Devlogs:
# Title: Sphere by @Mintia11 | Stardance
Devlogs:
#devlog 1 Got a simple mkv demuxer working, and i created a simple window with winit, in which i would like to put an egui based ui, with my custom vulkan renderer so that i can have the users view track info and a player bar and things like that
#devlog 2 Little update, i got a simple renderer running using my custom vulkan abstraction layer
#devlog 3 Finally i got egui to render something using my custom renderer! I’m so happy lol :)
#devlog 4 I finally finished my egui renderer, i just needed to iron out alpha blending and buffer/image creation
#devlog 5 Got some menu’s going and I have started to create an h264 decoder using vulkan, in the video you can see the info lines the decoder generates for the track info window
#devlog 6 I have decided that decoding audio streams will be easier for the time being and it will help me to setup good synchronization primitives, so I have started to parse a simple mono AAC stream
#devlog 7 Finally got mono and stereo AAC decoding working, the only thing i’m missing now is h264 decoding, which I started doing but gave up half way because i hadn’t got audio/video sync working. So after this detour I can finally try to decode some frames!
#devlog 8 Got whatever is this from the h264 decoder, i don’t really think it’s right lol :*(
#devlog 8 Hii everyone,, I’m currently in the process of rewriting my codebase in C because Rust was giving me some headaches, so here’s a screenshot showcasing my slab allocator :)
#devlog 9 The rewrite in c is going well, I built my allocator and also tiny logging helpers and now I created a vulkan device with all the extensions I think i will need, and I also integrated SDL3 to build my window
#devlog 10 Hii everyone, I finally got a working matroska demuxer going in my c rewrite!...
|
1793311072.3996823
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1793915872.3996823
|
|
4778
|
My personal droid army! by @Griffin_Olowin | Stard My personal droid army! by @Griffin_Olowin | Stardance...
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Griffin_Olowin
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0
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3.76
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0
|
[]
|
[{"post_id": 6875, "ts": "2026 [{"post_id": 6875, "ts": "2026-06-11T15:01:23Z", "hours": 1.0425, "text": "better /weather command and a newly commented code! So initally, my /gda-weather command only worked for Charlottesville (where I live), and only also in Fahrenheit (strictly inferior but sadly the only one I coherently understand). I started off today by doing some research into how to actually accomplish my goal of any city, any system. I actually ended up switching into a much better weather API that allowed me to tell the temperature by city. I am not particularly good at Javascript (for now), so I decided that the easiest way to have the difference in between Fahrenheit and Celsius was just to make a specifically Celsius version of the same /gda-weather command, /gda-celsius-weather. I know, so origional."}, {"post_id": 5079, "ts": "2026-06-08T19:20:57Z", "hours": 0.5314, "text": "Final bug fixes, sorting API keys, and testing. A lot of this time was just me realizing that for API’s to work propperly, you actually have to use the API key that they require. This is my first time in Javascript and using API’s, so I was quite unaware of how they worked. However, they make a lot more sense now!"}, {"post_id": 4543, "ts": "2026-06-07T21:44:52Z", "hours": 0.6003, "text": "Changing spacefact into Spaceimage. Spacefact was the inital version, and was meant to give you a random spacefact. However, there are not many API’s that do this, and the one I found did not do it well. I did stumble across NASA’s APOD, and was quite intrigued. I then reverse-engineered their API for it (It was written in python) to work in Javascript. I then spent a while trying (and mostly failing) to display the image directly in slack. I eventually figured out not only how to display it using a block, but also how to make it appear in slack."}, {"post_id": 4487, "ts": "2026-06-07T20:21:31Z", "hours": 1.1981, "text": "Other commands and testing bot in Slack. The other commands that I added in included /gda-8ball to give you magical predictions, /gda-weather, to give you the weather, and /gda-spacefact, to give you a random spacefact. Some of this time, as previously stated, was spent testing the bot commands in Slack. Some of them worked first try, but many had errors that I tried to figure out, including how to get the 8-ball to actually display anything besides [object Object] in Slack."}, {"post_id": 2753, "ts": "2026-06-05T15:02:54Z", "hours": 0.3872, "text": "Set up tokens and first basic command using the guide because I am new to Javascript and this is my first Hack Club project."}]...
|
Title: My personal droid army! by @Griffin_Olowin Title: My personal droid army! by @Griffin_Olowin | Stardance
Devlogs:
Set up tokens and first basic command using the guide because I am new to Javascript and this is my first Hack Club project.
Other commands and testing bot in Slack. The other commands that I added in included /gda-8ball to give you magical predictions, /gda-weather, to give you the weather, and /gda-spacefact, to give you a random spacefact. Some of this time, as previously stated, was spent testing the bot commands in Slack. Some of them worked first try, but many had errors that I tried to figure out, including how to get the 8-ball to actually display anything besides [object Object] in Slack.
Changing spacefact into Spaceimage. Spacefact was the inital version, and was meant to give you a random spacefact. However, there are not many API’s that do this, and the one I found did not do it well. I did stumble across NASA’s APOD, and was quite intrigued. I then reverse-engineered their API for it (It was written in python) to work in Javascript. I then spent a while trying (and mostly failing) to display the image directly in slack. I eventually figured out not only how to display it using a block, but also how to make it appear in slack.
Final bug fixes, sorting API keys, and testing. A lot of this time was just me realizing that for API’s to work propperly, you actually have to use the API key that they require. This is my first time in Javascript and using API’s, so I was quite unaware of how they worked. However, they make a lot more sense now!
better /weather command and a newly commented code! So initally, my /gda-weather command only worked for Charlottesville (where I live), and only also in Fahrenheit (strictly inferior but sadly the only one I coherently understand). I started off today by doing some research into how to actually accomplish my goal of any city, any system. I actually ended up switching into a much better weather API that allowed me to tell the temperature by city. I am not particularly good at Javascript (for now), so I decided that the easiest way to have the difference in between Fahrenheit and Celsius was just to make a specifically Celsius version of the same /gda-weather command, /gda-celsius-weather. I know, so origional....
|
1792730969.8965187
|
1793335769.8965187
|
|
58314
|
Smart Air Traffic Control System by @Sparky10 | St Smart Air Traffic Control System by @Sparky10 | Stardance...
|
Sparky10
|
1
|
2.36
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T15:24:59Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Smart Air Traffic Control System as a web project. It can track aircraft, check weather, detect possible collisions, detect emergencies and assign runways. The hardest part was getting the Flask backend, MySQL database and frontend to work together. I’m pretty proud of how everything came together and actually works as one system", "repo": "https://github.com/kaviyasuriya10-bot/Smart-Air-Traffic-System", "demo": "https://smart-air-traffic-system-a5wy.vercel.app/"}]...
|
[{"post_id": 68753, "ts": "202 [{"post_id": 68753, "ts": "2026-09-15T17:53:59Z", "hours": 0.3569, "text": "Hi guys, I made a important change after my first shipping ,and I faced a problem in hosting my web I mean creating a demo URL so I made some major changes in the code, completely removed python and MYSQL"}, {"post_id": 62227, "ts": "2026-09-05T14:17:50Z", "hours": 2.1222, "text": "Hi guys this is just a simulation of Air Traffic Control System, and I almost done with this small project and I am having a plan of integrating local Ollama Ai and if possible real satellites with help of some space research company. And i also added the flowchart for the better understanding of the flow of the code"}]...
|
Title: Smart Air Traffic Control System by @Sparky Title: Smart Air Traffic Control System by @Sparky10 | Stardance
Devlogs:
Hi guys this is just a simulation of Air Traffic Control System, and I almost done with this small project and I am having a plan of integrating local Ollama Ai and if possible real satellites with help of some space research company. And i also added the flowchart for the better understanding of the flow of the code
Hi guys, I made a important change after my first shipping ,and I faced a problem in hosting my web I mean creating a demo URL so I made some major changes in the code, completely removed python and MYSQL
Ships:
I made a Smart Air Traffic Control System as a web project. It can track aircraft, check weather, detect possible collisions, detect emergencies and assign runways. The hardest part was getting the Flask backend, MySQL database and frontend to work together. I’m pretty proud of how everything came together and actually works as one system...
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1793224317.5244675
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1793310717.5244675
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62200
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Locate - GPS tracker by @RishitJain | Stardance
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RishitJain
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0
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2.57
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0
|
[]
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[{"post_id": 68757, "ts": "202 [{"post_id": 68757, "ts": "2026-09-15T17:56:43Z", "hours": 1.0833, "text": "Finished making the CAD for my airtag-like locater project"}, {"post_id": 68660, "ts": "2026-09-15T14:23:20Z", "hours": 0.4, "text": "Started CAD for Locate"}, {"post_id": 68650, "ts": "2026-09-15T13:56:24Z", "hours": 1.0833, "text": "Designed PCB for Locate"}]...
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Title: Locate - GPS tracker by @RishitJain | Stard Title: Locate - GPS tracker by @RishitJain | Stardance
Devlogs:
Designed PCB for Locate
Started CAD for Locate
Finished making the CAD for my airtag-like locater project...
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1793044270.2353199
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1793649070.2353199
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61456
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modern walkman style mp3 player by @ainavv | Stard modern walkman style mp3 player by @ainavv | Stardance...
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ainavv
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0
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1.27
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0
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[]
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[{"post_id": 68761, "ts": "202 [{"post_id": 68761, "ts": "2026-09-15T18:13:43Z", "hours": 0.3086, "text": "thinking about taking inspo from this, (vid on youtube by ube), looks fire"}, {"post_id": 68191, "ts": "2026-09-14T17:55:14Z", "hours": 0.3625, "text": "Keep on getting this error when I import my pcb .stp file to onshape please help"}, {"post_id": 67328, "ts": "2026-09-13T12:13:06Z", "hours": 0.5958, "text": "Started on the research for the mp3 player i had in mind for a long time. It consists of a 3.5” waveshare esp32 display and a few additions, like a rotary encoder for scrolling, 3.5mm jack for wired earphones and support for bluetooth earbuds too (partly why i went for a display module over making it from scratch). i’ll work on the outer shell and i’m thinking of adding a few other buttons, but i’m not really sure which ones yet, and where. looking forward to finishing this project."}]...
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Title: modern walkman style mp3 player by @ainavv Title: modern walkman style mp3 player by @ainavv | Stardance
Devlogs:
Started on the research for the mp3 player i had in mind for a long time. It consists of a 3.5” waveshare esp32 display and a few additions, like a rotary encoder for scrolling, 3.5mm jack for wired earphones and support for bluetooth earbuds too (partly why i went for a display module over making it from scratch). i’ll work on the outer shell and i’m thinking of adding a few other buttons, but i’m not really sure which ones yet, and where. looking forward to finishing this project.
Keep on getting this error when I import my pcb .stp file to onshape please help
thinking about taking inspo from this, (vid on youtube by ube), looks fire...
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1793040618.4818218
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1793645418.4818218
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61157
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pomodoro timer by @Pery | Stardance
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Pery
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1
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4.0
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15
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T18:52:13Z", "hours": 4.0, "multiplier": 3.52, "payout": 15, "blessing": "neutral", "text": "done", "repo": "https://github.com/davidperyro-stack/pomodoro-timer", "demo": "https://davidperyro-stack.github.io/pomodoro-timer/"}]...
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[{"post_id": 68772, "ts": "202 [{"post_id": 68772, "ts": "2026-09-15T18:44:12Z", "hours": 0.6597, "text": "devlog 6# made the task list save on localstorage Added shortcuts (space = start/pause ; r = reset)"}, {"post_id": 68284, "ts": "2026-09-14T20:57:18Z", "hours": 1.3036, "text": "devlog 5# I have been playing around with the design alot. until ive finally did something ive liked! but maybe the background i will make it a little colorful. Whats major update? Ive finally added a task list! you write a task, when you finish it press on it to cross it (or delete it). Also added the when you customize your minutes (break or focus) it saves locally! right now its only for that. but soon its for task list too!"}, {"post_id": 67536, "ts": "2026-09-13T17:38:47Z", "hours": 0.4169, "text": "devlog 4# Made the layout a little better! I only changed the text position and made the “set” button bigger because, why not :P. Also changed the color because i have free will AND YALL CANT STOP ME. Stay tuned for more update"}, {"post_id": 67231, "ts": "2026-09-13T09:12:55Z", "hours": 1.0, "text": "devlog 3# day 3 of working on this project. . Today (since ive woke up and made a coffiee) ive started focusing on the design of it. Im thinking to do the same as my personal website design (terminal theme but maybe other colors other than blueish). Im thinking to make something with the color pallate black,white and gray (ignore the yellow from the quote i just felt to put it like this cuz why not :P) Any new stuff added besides the design update? YES. ive added few quotes, everytime when you click start, a new quote (or a quote appears). its random quotes, few of them ive wrote myself (you will figure out what i wrote). in rest i will focus more on the design!!"}, {"post_id": 66424, "ts": "2026-09-12T07:47:27Z", "hours": 0.6358, "text": "devlog 2# Day 2 of creating a wonderful project! Yesterday (and today) ive continued on working on timers mechanic, and today ive finished the pause mechanic! And yesterday (because i did almost all of this at night) i did small changes to style.css. ive made the background black to keep my eyes safe (even tho i use dark mode on my phone in evening or mornings) ALSO i think today i will focus on design MAYBE."}, {"post_id": 66222, "ts": "2026-09-11T22:13:09Z", "hours": 0.3833, "text": "devlog 1# (Literally ive lost ideas what project to do so i chose to do this for no reason at all) WELCOME TO MY NEW PROJECT! today ive started making a pomodoro timer (aka a study timer). Why im doing this? i have no idea thanks for asking (even tho you didnt ask but whatever) ANYWAY i will start simple, focusing on the timer, then i will make a design (prob i will keep it simple or add a picture as background). my future plans for this is: -make the timer work -designing it -add stuff THAT nobody asked for it (motivation quotes prob) (my brain cant keep up for the future plans so thats all i can say for now. my RAM is falling inside my brain,good thing that devs added a 50$ grant for RAM, hope it works for my brain aswell)"}]...
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Title: pomodoro timer by @Pery | Stardance
Devlog Title: pomodoro timer by @Pery | Stardance
Devlogs:
devlog 1# (Literally ive lost ideas what project to do so i chose to do this for no reason at all) WELCOME TO MY NEW PROJECT! today ive started making a pomodoro timer (aka a study timer). Why im doing this? i have no idea thanks for asking (even tho you didnt ask but whatever) ANYWAY i will start simple, focusing on the timer, then i will make a design (prob i will keep it simple or add a picture as background). my future plans for this is: -make the timer work -designing it -add stuff THAT nobody asked for it (motivation quotes prob) (my brain cant keep up for the future plans so thats all i can say for now. my RAM is falling inside my brain,good thing that devs added a 50$ grant for RAM, hope it works for my brain aswell)
devlog 2# Day 2 of creating a wonderful project! Yesterday (and today) ive continued on working on timers mechanic, and today ive finished the pause mechanic! And yesterday (because i did almost all of this at night) i did small changes to style.css. ive made the background black to keep my eyes safe (even tho i use dark mode on my phone in evening or mornings) ALSO i think today i will focus on design MAYBE.
devlog 3# day 3 of working on this project. . Today (since ive woke up and made a coffiee) ive started focusing on the design of it. Im thinking to do the same as my personal website design (terminal theme but maybe other colors other than blueish). Im thinking to make something with the color pallate black,white and gray (ignore the yellow from the quote i just felt to put it like this cuz why not :P) Any new stuff added besides the design update? YES. ive added few quotes, everytime when you click start, a new quote (or a quote appears). its random quotes, few of them ive wrote myself (you will figure out what i wrote). in rest i will focus more on the design!!
devlog 4# Made the layout a little better! I only changed the text position and made the “set” button bigger because, why not :P. Also changed the color because i have free will AND YALL CANT STOP ME. Stay tuned for more update
devlog 5# I have been playing around with the design alot. until ive finally did something ive liked! but maybe the background i will make it a little colorful. Whats major update? Ive finally added a task list! you write a task, when you finish it press on it to cross it (or delete it). Also added the when you customize your minutes (break or focus) it saves locally! right now its only for that. but soon its for task list too!
devlog 6# made the task list save on localstorage Added shortcuts (space = start/pause ; r = reset)
Ships:
done...
|
1793414861.639187
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1793501261.639187
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52894
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uncomMonACROPAD by @LeoMos | Stardance
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LeoMos
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0
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17.6
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0
|
[]
|
[{"post_id": 68773, "ts": "202 [{"post_id": 68773, "ts": "2026-09-15T18:44:14Z", "hours": 2.5833, "text": "finally finished the case, shipping"}, {"post_id": 66615, "ts": "2026-09-12T13:49:20Z", "hours": 5.4456, "text": "i finished the pbc and the diagram, the cut on the pbc is for the encoder and a button, both mounted on the side, those can connect on jp"}, {"post_id": 64784, "ts": "2026-09-09T13:25:50Z", "hours": 0.7336, "text": "pbc is taking too long, but this is what icomed up with, the encoder shoiuld sit on left sideconnected to jp99a1/b1 (edited footprint to have the gnd pad on center) if that dont work well, plan b is noprmal placing on top of line 1, the other jp are for other button"}, {"post_id": 59494, "ts": "2026-09-01T11:15:57Z", "hours": 5.45, "text": "so basically i comed up whit this idea, thoise side button, the pad in photo is one that i made earlier, it was with a pico(raspberry pi pico, circuitpy, adafruit-hid lib, and each button a pin, not maix, and everytingg was soldered whit a mess of wire) wile i was developing the pcb i comed up with this idea, the matrix of button is 4 button on 3 line but there is actually an 4th row. On the 4th row the first button is the sw on the rotary encoder, the other 3 are jp(those pin that are also on the microcontroller) but instead of there is the red button in photo on the first and the other 2 mayby illl add something, if some one can help me wiring the rotatryencoder orizzontally pls write me on comment or on slack"}, {"post_id": 58393, "ts": "2026-08-30T19:58:31Z", "hours": 3.3897, "text": "‘’‘Probably went to far my first pbc ever’’’ but i will not quit, more twist and updates soon"}]...
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Title: uncomMonACROPAD by @LeoMos | Stardance
Dev Title: uncomMonACROPAD by @LeoMos | Stardance
Devlogs:
‘’‘Probably went to far my first pbc ever’’’ but i will not quit, more twist and updates soon
so basically i comed up whit this idea, thoise side button, the pad in photo is one that i made earlier, it was with a pico(raspberry pi pico, circuitpy, adafruit-hid lib, and each button a pin, not maix, and everytingg was soldered whit a mess of wire) wile i was developing the pcb i comed up with this idea, the matrix of button is 4 button on 3 line but there is actually an 4th row. On the 4th row the first button is the sw on the rotary encoder, the other 3 are jp(those pin that are also on the microcontroller) but instead of there is the red button in photo on the first and the other 2 mayby illl add something, if some one can help me wiring the rotatryencoder orizzontally pls write me on comment or on slack
pbc is taking too long, but this is what icomed up with, the encoder shoiuld sit on left sideconnected to jp99a1/b1 (edited footprint to have the gnd pad on center) if that dont work well, plan b is noprmal placing on top of line 1, the other jp are for other button
i finished the pbc and the diagram, the cut on the pbc is for the encoder and a button, both mounted on the side, those can connect on jp
finally finished the case, shipping...
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1792727541.201321
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1793332341.201321
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2351
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Kernel Panic Tower Defence by @teamlewiscrafty | S Kernel Panic Tower Defence by @teamlewiscrafty | Stardance...
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teamlewiscrafty
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1
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48.0
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745
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T20:46:27Z", "hours": 48.0, "multiplier": 15.59, "payout": 745, "blessing": "neutral", "text": "Kernel Panic Hold off malware to give your firewall time to be repaired in this tower defence game prototype built using the Godot engine ! It is inspired by 1990s Unix systems and sci-fi classics like ‘The Matrix’. Play the demo at https://gianthotdog.itch.io/Kernel-Panic The game demo includes: Multiple levels including a tutorial GRUB-style menu A settings menu (Audio settings, Credits, VSync settings) A config file system so settings persist across play sessions An upgrade tree that contains global upgrades to towers and XP gains An XP and skill point system for purchasing those upgrades 4 distinct types of towers with adjustable targeting priorities Several enemy types Custom resources to handle: Single tower upgrades Enemy counts in waves Global upgrades Controls: Enter to skip startup sequence Click to select / interact / modify values AI: AI was used to write about 50 lines of code for the two shaders, and very occasionally for solving persistent bugs. It was only used for bug fixes after I tried repeatedly and failed to find a solution myself. It was also used for some feedback on aesthetic choices. All assets were designed by hand. All AI code was reviewed before implementation. Credits: Initial prototyping asset pack by Kenney Music by iamoneabe: https://opengameart.org/content/trunkful-of-junk", "repo": "https://github.com/GiantHotdog/tower-defence-game", "demo": "https://gianthotdog.itch.io/kernel-panic"}]...
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[{"post_id": 68782, "ts": "202 [{"post_id": 68782, "ts": "2026-09-15T18:58:47Z", "hours": 5.0969, "text": "Improving the global upgrade system Additions : Support for panning around the upgrade tree More upgrades ! Added icons to upgrades Added file saving for XP earned Allow accessing the skill tree from the menu Changes: Level completion is now tracked across multiple play sessions Refined “Currently: …” messages in the upgrade tree The features from the last devlog are now also public ! 🎉 I added some more upgrades to the upgrade tree, and I also gave all of them icons. The icons are… passable. I’m not a graphical artist, and it kind of shows. The “Currently…” messages at the bottom of the side panel got an overhaul, including the addition of units, specific to the type of value being upgraded The game now saves both xp earned and levels completed to files, so they persist between play sessions. This means you don’t have to replay the whole game every time you close it - this is no longer an 80s game ! The skill tree can also be accessed from the menu, so I’m no longer just booting it straight from the Godot editor. This makes it slightly more user friendly. This is probably where I will leave this project for now. I may come back to it now and then, but I’m happy with where this game demo has ended up. I’ll ship it soon, so watch out for that ! If you want to play the game, it is live here . If you are interested in the code, it is available here . To Do list : Add a “reset all to default” option in settings Quote of the update: “Next time I do this, remind me to actually build a proper tree structure” Any suggestions, please let me know in the comments below. Thanks for reading !"}, {"post_id": 42676, "ts": "2026-08-07T15:04:25Z", "hours": 10.5378, "text": "Adding a global upgrade system Additions : Added ‘Zero day’ enemy Added a second level with 6 waves Added a xp system, with skill points and a skill tree Changes: Expanded wave variety in other levels I added a ‘Zero day’ enemy to my game. This enemy is invulnerable for the first 5 seconds after it first spawns in. This makes it highly annoying as it has a tendency to draw and absorb all attacks from high damage towers, and pass through a large portion of your damaging towers unscathed. I also added more waves and a second level, and I’ll slowly expand the playtime of the game as I also add more features The big change here is the xp system. Currently, finishing a level rewards you with some xp, which counts towards your level. Each level up rewards you with a skill point that can be spent in the skill tree. The xp required to level up increases exponentially as the current level gets higher and higher. Unlocks in the tree save to a file and read back on load, so progress is maintained. I was reminded here of my vehement dislike of handling files. For the second time during this project, I forgot where userspace files were stored in Godot. Check this devlog for a bit more detail. Now unfortunately, the demo currently online doesn’t include these new features because I need to write a devlog every 10 hours, but the features aren’t finished. I’ll push them as soon as they are ready™ To Do list : Add file saving for XP earned Allow actually accessing the skill tree from the menu Add a “reset all to default” option in settings Quote of the update: “I. Really. Hate. Files” Any suggestions, please let me know in the comments below."}, {"post_id": 22190, "ts": "2026-07-04T15:02:38Z", "hours": 10.0806, "text": "Added a compendium Alright, this is a big one Additions : Added an indicator that shows the progress through the level Added a “Zip bomb” enemy Added cloaked enemies Added a pause menu Added a compendium Changes: Rebuilt the tutorial I added an indicator to show the player’s progress through the level. It also adds a tiny bit of story - you have to hold off malware until a firewall is constructed, and that bar shows you the progress. And I didn’t even build it from scratch - I’m just using the health bar from the enemies ! 🤫 Next - a zip bomb enemy that, as the name suggests, spawns a burst of child enemies when killed. It moves very slowly, but has high health - this makes it a great target for the SIGTERM sniper tower, which was previously useless not always the best choice. Cloaking was my way of trying to spice up the types of enemies the player would have to deal with. Some enemies in a level will now be cloaked, which means they cannot be attacked until they have their cloaking removed by the new ‘defragmenter’ tower. I wanted a way for players to easily compare the stats of the various towers and enemies, and I also needed something else to add to my pause menu. I decided to kill two pieces of malware with one antivirus quarantine, by adding a compendium. This currently has two tabs, for towers and enemies, each showing you the stats of a tower / enemy when it’s selected. Please don’t ask me how long this took. I don’t want to talk about it. I also rebuilt the tutorial because it looked bad was a pain to build and test would break if i breathed too close to it So I completely scrapped the old system and built a new one Quote of the update: “Hidden malware is a pain - in this game, and in real life” Any suggestions, please let me know in the comments below."}, {"post_id": 10191, "ts": "2026-06-16T20:02:36Z", "hours": 4.1847, "text": "Added a terminal window that logs game events and a tower blocker for level design Changes : Reorganised the UI to provide more space for the level and generally give everything a more unified aesthetic Additions : Added a terminal window at the bottom of the screen that logs game events Added a ‘towerblocker’ tool that the level designer can use to restrict tower placement opportunities Plus (as always) quite a few bug fixes So what is the key feature for any 90s UNIX Linux system? A terminal, of course ! And what is a UNIX-themed game without a terminal? So I added a system where game events, such as waves starting, or enemies being killed, are logged to a terminal window at the bottom of the screen. This window can be opened and closed, and has a little coloured pulse around it whenever a new log is entered. The coloured pulse is synced to the type of event (red for ‘errors’, yellow for ‘warnings’ white for everything else) as well. Each message contains some details about the event and a timestamp on the left. This feature was my first time using the richTextLabel, which allowed me to colour the text. The towerblocker is simple - it’s an invisible tile that can only be placed when the levels are being designed in order to add difficulty or avoid placing of towers offscreen I also reorganised the UI to provide more space for the level - it was all feeling a bit cramped. That reorg also helped to give everything a more unified aesthetic because I took the opportunity to apply some styles to everything, making it feel just a little more together. Quote of the update: “An empty terminal log is always nice. Unfortunately, I don’t think things will be that peaceful…” Any suggestions, please let me know in the comments."}, {"post_id": 8701, "ts": "2026-06-14T13:37:38Z", "hours": 6.4575, "text": "Overhauled the game over screen’s aesthetic and added mouse support to the menu Changes : Changed the game over screen to better fit with the game’s aesthetic Changed the font to a monospaced one Additions : Added mouse support to the menu Added a spray of particles to enemies when they die Added a chromatic aberration effect to enemies when they are hit Plus quite a few bug fixes The first change in this devlog is the game over screen, which used to look like a boring window with a restart button, but now looks like a crash screen [ Image below ] that uses the actual system data to display its message, via a template string and an 8 line formatting statement. I am quite proud of this one Adding mouse support to the menu was, in a word, painful. Because I’d built my own menu system using labels instead of buttons, I had to almost completely rewrite the code to allow for conversion of a Label reference (from one of Godot’s built-in functions) to a child id (which my functions were expecting). And then I had to add some overrides to that so some labels that were not part of the menu system wouldn’t break everything. The spray of particles from enemies when they die is one of my personal favourite effects in this game, mostly because of what I’ve learnt from it. I made the particles be text based by using a subviewport, which basically is a viewport that doesn’t display anything and can then be attached to a texture to show its contents, in this case, on the particles as they are emitted. I also made the text randomise to a 2 digit hexadecimal value - that felt suitably ‘techy’ One of the smaller features in this devlog is the font change. Instead of using Godot’s default font, I found the font used in the actual GRUB and used that instead. Where did I find this font, you ask? It came directly from my PC - I copied the file straight out of /usr/share/fonts . And now we come to chromatic aberration which, as it turns out, is easy to implement for the whole screen, but slightly harder to make work for only a single sprite without discolouring the background. After messing around with shaders for a bit, I gave up and just made 2 versions of my enemy sprite (in red and blue) and just physically offset them in code. And it works. And, if I dare to blow my own trumpet for just a second, it looks great ! Quote of the update: “Please never make me look at my menu code again.”"}, {"post_id": 5836, "ts": "2026-06-09T19:35:21Z", "hours": 4.2917, "text": "Overhauled the menu aesthetic and added a settings menu So, I realised that I’d called this game ‘Kernel Panic’, a very techy name, and yet done little to lean into the aesthetic that evoked. I decided to fix that. Changes: Rebuilt the main menu to use a similar aesthetic to the Linux GRUB Added a settings menu: Support for 2 Vsync modes A slider to control audio A credits page This was my first time using config files, so I also got to learn something; Godot’s user:// directory is not the same as res://. A file created in the user:// directory cannot be seen in the res:// directory. From my uneducated perspective, it seemed as if this file (which I couldn’t find in the editor, since that only shows res:// ) was persisting across runtimes - something non-existent files famously don’t do. I saw someone else do a ‘quote of the update’, but I was unable to find their username to credit them, so please tell me if you know who they are: Quote of the update: “I really don’t like config files” Next plan is to overhaul the game over screen so it better fits with the aesthetic"}, {"post_id": 3590, "ts": "2026-06-06T16:17:25Z", "hours": 0.2508, "text": "Made a dictionary of wave information resources in the level . I exported a dictionary of custom WaveInfo resources in my level scene, and went to add a new resource to the dictionary. I typed in the key, added a new WaveInfo, and clicked Ctrl+s. My new key-value pair promptly vanished without a trace And so began the hour of removing variables, re-adding variables, trawling through the Godot forums and generally wanting to set fire to my computer to try to find the problem. The urge that was not improved by the discovery that I’d forgotten to press the button to actually add the key-value pair, and the error firmly existed between chair and keyboard."}, {"post_id": 3545, "ts": "2026-06-06T15:10:06Z", "hours": 0.4167, "text": "Added a resource to allow upgrades to towers. For those who haven’t used Godot, a resource is a fancy name for a data container that counts the number of other objects referencing it and automatically frees itself when it is no longer needed. According to a quick glance at the Godot docs, creating a custom Resource is as simple as creating a new script that extends Resource and adding a couple of @export variables. I failed at step one, used the default ‘ extend Node ’ instead of ‘ extend Resource ’, and then spent over half an hour trying to work out why it didn’t show up in the inspector. Lesson learned then? Not really, because I did the exact same thing again the next day."}, {"post_id": 3523, "ts": "2026-06-06T14:35:36Z", "hours": 7.0975, "text": "First devlog for Kernel Panic , a tower defence game built in Godot. Here is my progress so far: A menu which allows the user to select levels Multiple custom resources to allow for: Flexible enemy counts and spawn rates during waves Changing of range, damage, or attack speed of a tower Creation of ‘upgrade paths’, which store several upgrades, as well as progress along the path Inspection window that allows: Customisable targeting priority Upgrades to be applied from multiple upgrade paths Multiple towers with several unique upgrade paths each Next step - building a tutorial level that explains the key mechanics of the game."}]...
|
Title: Kernel Panic Tower Defence by @teamlewiscra Title: Kernel Panic Tower Defence by @teamlewiscrafty | Stardance
Devlogs:
First devlog for Kernel Panic , a tower defence game built in Godot. Here is my progress so far: A menu which allows the user to select levels Multiple custom resources to allow for: Flexible enemy counts and spawn rates during waves Changing of range, damage, or attack speed of a tower Creation of ‘upgrade paths’, which store several upgrades, as well as progress along the path Inspection window that allows: Customisable targeting priority Upgrades to be applied from multiple upgrade paths Multiple towers with several unique upgrade paths each Next step - building a tutorial level that explains the key mechanics of the game.
Added a resource to allow upgrades to towers. For those who haven’t used Godot, a resource is a fancy name for a data container that counts the number of other objects referencing it and automatically frees itself when it is no longer needed. According to a quick glance at the Godot docs, creating a custom Resource is as simple as creating a new script that extends Resource and adding a couple of @export variables. I failed at step one, used the default ‘ extend Node ’ instead of ‘ extend Resource ’, and then spent over half an hour trying to work out why it didn’t show up in the inspector. Lesson learned then? Not really, because I did the exact same thing again the next day.
Made a dictionary of wave information resources in the level . I exported a dictionary of custom WaveInfo resources in my level scene, and went to add a new resource to the dictionary. I typed in the key, added a new WaveInfo, and clicked Ctrl+s. My new key-value pair promptly vanished without a trace And so began the hour of removing variables, re-adding variables, trawling through the Godot forums and generally wanting to set fire to my computer to try to find the problem. The urge that was not improved by the discovery that I’d forgotten to press the button to actually add the key-value pair, and the error firmly existed between chair and keyboard.
Overhauled the menu aesthetic and added a settings menu So, I realised that I’d called this game ‘Kernel Panic’, a very techy name, and yet done little to lean into the aesthetic that evoked. I decided to fix that. Changes: Rebuilt the main menu to use a similar aesthetic to the Linux GRUB Added a settings menu: Support for 2 Vsync modes A slider to control audio A credits page This was my first time using config files, so I also got to learn something; Godot’s user:// directory is not the same as res://. A file created in the user:// directory cannot be seen in the res:// directory. From my uneducated perspective, it seemed as if this file (which I couldn’t find in the editor, since that only shows res:// ) was persisting across runtimes - something non-existent files famously don’t do. I saw someone else do a ‘quote of the update’, but I was unable to find their username to credit them, so please tell me if you know who they are: Quote of the update: “I really don’t like config files” Next plan is to overhaul the game over screen so it better fits with the aesthetic
Overhauled the game over screen’s aesthetic and added mouse support to the menu Changes : Changed the game over screen to better fit with the game’s aesthetic Changed the font to a monospaced one Additions : Added mouse support to the menu Added a spray of particles to enemies when they die Added a chromatic aberration effect to enemies when they are hit Plus quite a few bug fixes The first change in this devlog is the game over screen, which used to look like a boring window with a restart button, but now looks like a crash screen [ Image below ] that uses the actual system data to display its message, via a template string and an 8 line formatting statement. I am quite proud of this one Adding mouse support to the menu was, in a word, painful. Because I’d built my own menu system using labels instead of buttons, I had to almost completely rewrite the code to allow for conversion of a Label reference (from one of Godot’s built-in functions) to a child id (which my functions were expecting). And then I had to add some overrides to that so some labels that were not part of the menu system wouldn’t break everything. The spray of particles from enemies when they die is one of my personal favourite effects in this game, mostly because of what I’ve learnt from it. I made the particles be text based by using a subviewport, which basically is a viewport that doesn’t display anything and can then be attached to a texture to show its contents, in this case, on the particles as they are emitted. I also made the text randomise to a 2 digit hexadecimal value - that felt suitably ‘techy’ One of the smaller features in this devlog is the font change. Instead of using Godot’s default font, I found the font used in the actual GRUB and used that instead. Where did I find this font, you ask? It came directly from my PC - I copied the file straight out of /usr/share/fonts . And now we come to chromatic aberration which, as it turns out, is easy to implement for the whole screen, but slightly harder to make work for only a single sprite without discolouring the background. After messing around with shaders for a bit, I gave up and just made 2 versions of my enemy sprite (in red and blue) and just physically offset them in code. And it works. And, if I dare to blow my own trumpet for just a second, it looks great ! Quote of the update: “Please never make me look at my menu code again.”
Added a terminal window that logs game events and a tower blocker for level design Changes : Reorganised the UI to provide more space for the level and generally give everything a more unified aesthetic Additions : Added a terminal window at the bottom of the screen that logs game events Added a ‘towerblocker’ tool that the level designer can use to restrict tower placement opportunities Plus (as always) quite a few bug fixes So what is the key feature for any 90s UNIX Linux system? A terminal, of course ! And what is a UNIX-themed game without a terminal? So I added a system where game events, such as waves starting, or enemies being killed, are logged to a terminal window at the bottom of the screen. This window can be opened and closed, and has a little coloured pulse around it whenever a new log is entered. The coloured pulse is synced to the type of event (red for ‘errors’, yellow for ‘warnings’ white for everything else) as well. Each message contains some details about the event and a timestamp on the left. This feature was my first time using the richTextLabel, which allowed me to colour the text. The towerblocker is simple - it’s an invisible tile that can only be placed when the levels are being designed in order to add difficulty or avoid placing of towers offscreen I also reorganised the UI to provide more space for the level - it was all feeling a bit cramped. That reorg also helped to give everything a more unified aesthetic because I took the opportunity to apply some styles to everything, making it feel just a little more together. Quote of the update: “An empty terminal log is always nice. Unfortunately, I don’t think things will be that peaceful…” Any suggestions, please let me know in the comments.
Added a compendium Alright, this is a big one Additions : Added an indicator that shows the progress through the level Added a “Zip bomb” enemy Added cloaked enemies Added a pause menu Added a compendium Changes: Rebuilt the tutorial I added an indicator to show the player’s progress through the level. It also adds a tiny bit of story - you have to hold off malware until a firewall is constructed, and that bar shows you the progress. And I didn’t even build it from scratch - I’m just using the health bar from the enemies ! 🤫 Next - a zip bomb enemy that, as the name suggests, spawns a burst of child enemies when killed. It moves very slowly, but has high health - this makes it a great target for the SIGTERM sniper tower, which was previously useless not always the best choice. Cloaking was my way of trying to spice up the types of enemies the player would have to deal with. Some enemies in a level will now be cloaked, which means they cannot be attacked until they have their cloaking removed by the new ‘defragmenter’ tower. I wanted a way for players to easily compare the stats of the various towers and enemies, and I also needed something else to add to my pause menu. I decided to kill two pieces of malware with one antivirus quarantine, by adding a compendium. This currently has two tabs, for towers and enemies, each showing you the stats of a tower / enemy when it’s selected. Please don’t ask me how long this took. I don’t want to talk about it. I also rebuilt the tutorial because it looked bad was a pain to build and test would break if i breathed too close to it So I completely scrapped the old system and built a new one Quote of the update: “Hidden malware is a pain - in this game, and in real life” Any suggestions, please let me know in the comments below.
Adding a global upgrade system Additions : Added ‘Zero day’ enemy Added a second level with 6 waves Added a xp system, with skill points and a skill tree Changes: Expanded wave variety in other levels I added a ‘Zero day’ enemy to my game. This enemy is invulnerable for the first 5 seconds after it first spawns in. This makes it highly annoying as it has a tendency to draw and absorb all attacks from high damage towers, and pass through a large portion of your damaging towers unscathed. I also added more waves and a second level, and I’ll slowly expand the playtime of the game as I also add more features The big change here is the xp system. Currently, finishing a level rewards you with some xp, which counts towards your level. Each level up rewards you with a skill point that can be spent in the skill tree. The xp required to level up increases exponentially as the current level gets higher and higher. Unlocks in the tree save to a file and read back on load, so progress is maintained. I was reminded here of my vehement dislike of handling files. For the second time during this project, I forgot where userspace files were stored in Godot. Check this devlog for a bit more detail. Now unfortunately, the demo currently online doesn’t include these new features because I need to write a devlog every 10 hours, but the features aren’t finished. I’ll push them as soon as they are ready™ To Do list : Add file saving for XP earned Allow actually accessing the skill tree from the menu Add a “reset all to default” option in settings Quote of the update: “I. Really. Hate. Files” Any suggestions, please let me know in the comments below.
Improving the global upgrade system Additions : Support for panning around the upgrade tree More upgrades ! Added icons to upgrades Added file saving for XP earned Allow accessing the skill tree from the menu Changes: Level completion is now tracked across multiple play sessions Refined “Currently: …” messages in the upgrade tree The features from the last devlog are now also public ! 🎉 I added some more upgrades to the upgrade tree, and I also gave all of them icons. The icons are… passable. I’m not a graphical artist, and it kind of shows. The “Currently…” messages at the bottom of the side panel got an overhaul, including the addition of units, specific to the type of value being upgraded The game now saves both xp earned and levels completed to files, so they persist between play sessions. This means you don’t have to replay the whole game every time you close it - this is no longer an 80s game ! The skill tree can also be accessed from the menu, so I’m no longer just booting it straight from the Godot editor. This makes it slightly more user friendly. This is probably where I will leave this project for now. I may come back to it now and then, but I’m happy with where this game demo has ended up. I’ll ship it soon, so watch out for that ! If you want to play the game, it is live here . If you are interested in the code, it is available here . To Do list : Add a “reset all to default” option in settings Quote of the update: “Next time I do this, remind me to actually build a proper tree structure” Any suggestions, please let me know in the comments below. Thanks for reading !
Ships:
Kernel Panic Hold off malware to give your firewall time to be repaired in this tower defence game prototype built using the Godot engine ! It is inspired by 1990s Unix systems and sci-fi classics like ‘The Matrix’. Play the demo at https://gianthotdog.itch.io/Kernel-Panic The game demo includes: Multiple levels including a tutorial GRUB-style menu A settings menu (Audio settings, Credits, VSync settings) A config file system so settings persist across play sessions An upgrade tree that contains global upgrades to towers and XP gains An XP and skill point system for purchasing those upgrades 4 distinct types of towers with adjustable targeting priorities Several enemy types Custom resources to handle: Single tower upgrades Enemy counts in waves Global upgrades Controls: Enter to skip startup sequence Click to select / interact / modify values AI: AI was used to write about 50 lines of code for the two shaders, and very occasionally for solving persistent bugs. It was only used for bug fixes after I tried repeatedly and failed to find a solution myself. It was also used for some feedback on aesthetic choices. All assets were designed by hand. All AI code was reviewed before implementation. Credits: Initial prototyping asset pack by Kenney Music by iamoneabe: https://opengameart.org/content/trunkful-of-junk...
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1793346701.529795
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1793433101.529795
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57003
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Jamly by @prymeknona | Stardance
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prymeknona
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1
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37.0
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417
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T19:34:18Z", "hours": 37.0, "multiplier": 11.2, "payout": 417, "blessing": "neutral", "text": "I built Jamly, a platform where musicians can find other musicians, discover people nearby, and connect to create music together. The hardest part was building the backend and messaging system, and I’m proud that Jamly is now live and ready to use!", "repo": "https://github.com/tadeusz12121/baza_muzykow", "demo": "https://www.jamly.pl"}]...
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[{"post_id": 68789, "ts": "202 [{"post_id": 68789, "ts": "2026-09-15T19:11:40Z", "hours": 1.7944, "text": "Improved the look of the login form, the .HEIC images upload on group chat works now"}, {"post_id": 67662, "ts": "2026-09-13T20:19:49Z", "hours": 2.1094, "text": "Added nearby musician search using GPS coordinates and Mongodb geolocation"}, {"post_id": 67201, "ts": "2026-09-13T08:10:12Z", "hours": 3.2406, "text": "Locked down profile picture uploads with size/type limits, added rate limiting on login/registration. Built a real-time group chat from scratch with Socket.IO including image uploads compressed on the fly with sharp"}, {"post_id": 66731, "ts": "2026-09-12T16:56:10Z", "hours": 2.4583, "text": "better profile ui"}, {"post_id": 66173, "ts": "2026-09-11T20:37:22Z", "hours": 2.8572, "text": "still working on a chat design"}, {"post_id": 65610, "ts": "2026-09-10T21:01:22Z", "hours": 3.1111, "text": "Built a notification system for incoming messages"}, {"post_id": 64814, "ts": "2026-09-09T14:21:29Z", "hours": 4.4819, "text": "Added a private chat feature"}, {"post_id": 62913, "ts": "2026-09-06T13:30:01Z", "hours": 8.2556, "text": "register form"}, {"post_id": 59712, "ts": "2026-09-01T17:12:53Z", "hours": 4.0675, "text": "some css now"}, {"post_id": 59473, "ts": "2026-09-01T10:38:19Z", "hours": 1.4558, "text": "Still working on a backend and added some new features the html"}, {"post_id": 59393, "ts": "2026-09-01T05:45:52Z", "hours": 3.3919, "text": "Built the backend for my musician networking platform. Added authentication checks and a musician search API with filters for instrument, skill level, and city."}]...
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Title: Jamly by @prymeknona | Stardance
Devlogs:
Title: Jamly by @prymeknona | Stardance
Devlogs:
Built the backend for my musician networking platform. Added authentication checks and a musician search API with filters for instrument, skill level, and city.
Still working on a backend and added some new features the html
some css now
register form
Added a private chat feature
Built a notification system for incoming messages
still working on a chat design
better profile ui
Locked down profile picture uploads with size/type limits, added rate limiting on login/registration. Built a real-time group chat from scratch with Socket.IO including image uploads compressed on the fly with sharp
Added nearby musician search using GPS coordinates and Mongodb geolocation
Improved the look of the login form, the .HEIC images upload on group chat works now
Ships:
I built Jamly, a platform where musicians can find other musicians, discover people nearby, and connect to create music together. The hardest part was building the backend and messaging system, and I’m proud that Jamly is now live and ready to use!...
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1793347003.5123017
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1793433403.5123017
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62239
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Pitchly by @tahafaisal | Stardance
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tahafaisal
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0
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1.95
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0
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[]
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[{"post_id": 68795, "ts": "202 [{"post_id": 68795, "ts": "2026-09-15T19:23:08Z", "hours": 1.9464, "text": "mvp is ready"}]...
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Title: Pitchly by @tahafaisal | Stardance
Devlogs Title: Pitchly by @tahafaisal | Stardance
Devlogs:
mvp is ready...
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1793044293.563143
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1793649093.563143
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