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4742
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Rustic Pride by @hackclub_nutrient623 | Stardance
|
hackclub_nutrient623
|
1
|
18.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-11T21:24:45Z", "hours": 18.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Rustic Pride - A Rust based CLI application that provides information on different LGBTQIAS+ orientations and their flags. It does exactly what the name says currently. It provides information and flags of different LGBTQIAS+ orientations and terms. All from the MediaWiki powered site https://lgbtqia.wiki/ . Currently Rust is needed to be able to install the program, as crates.io is the only distribution method. I debated about how I wanted to distribute this for a while. For one of my other projects, I had used GitHub actions. But I am no-longer using GitHub. Forgejo has actions, though I don’t seem to have access to the necessary runners from Git.Gay. Granted I didn’t try very hard to figure out how that actually worked. I diffident want to switch back to Windows just for compiling an exe (I switched to my Linux install for the final bit of coding as a celebration of the first release. Don’t question my logic or what I find honorable.) and cross-compiling didn’t want to work. OS Error 2. Ratatui is kinda weird to work with. I’m starting to get the hang of it kinda though. After building three programs with it. Slint was a lot easier. But that’s not in the terminal. Slint was even pre-ai coding. Ratatui I get to use Claude and Mistral and Gemini (and the amazing documentation Rust crates have) to figure things out. Most of this project’s UI I was able to yoink from one of my other projects though. The only entirely custom to this project UI element is the query response page.", "repo": "https://git.gay/nova-shadowtail/Rustic-Pride", "demo": "https://crates.io/crates/rustic-pride"}]...
|
[{"post_id": 7060, "ts": "2026 [{"post_id": 7060, "ts": "2026-06-11T20:37:37Z", "hours": 3.0467, "text": "The first release is here. . . I made the UI look more like I originally wanted, which I am now realizing that I never shared the drawing of. It originally didn’t work very well. The issue was that I am apparently bad at typing numbers. I put the wrong indexing location for some of the widgets / layouts in render_page. That was an easy fix though. The images in this post will show that issue. , , Because of what happened last devlog, I am anticipating that the images will not display very well and have pre-uploaded them to Dropbox for your viewing enjoyment. https://www.dropbox.com/scl/fo/1jxnglincmsw2ji6hybp9/ABBOiI6-PvWQRNzOfEsT32A?rlkey=jh4r8jwidm8mqgjxkxey5xm2z&st=4yolviyf&dl=0 , , I debated about how I wanted to distribute this for a while. For one of my other projects (PRTGN, https://git.gay/PRTGN-Development-Team/.prtgn ), I had used GitHub actions. But I am no-longer using GitHub. Forgejo has actions, though I don’t seem to have access to the necessary runners from Git.Gay. Granted I didn’t try very hard to figure out how that actually worked. I diffident want to switch back to Windows just for compiling an exe (I switched to my Linux install for the final bit of coding as a celebration of the first release. Don’t question my logic or what I find honorable.) and cross-compiling didn’t want to work. OS Error 2. So I ended up at crates.io. Only downside is one needs Rust to install the program. , , There is still much that can be done, but this application now fully fits its original intent. A Rust based CLI application that provides information on different LGBTQIAS+ orientations and their flags. , . https://git.gay/nova-shadowtail/Rustic-Pride . https://crates.io/crates/rustic-pride"}, {"post_id": 6504, "ts": "2026-06-10T22:39:35Z", "hours": 2.6558, "text": "I got the new screen to work! I am close to a first release. At first the screen was a bit wonk but after changing a couple of numbers, I fixed it. Enby is without the fix, trans is with the fix. Now all that’s left to get a first release, is adding render engine selection so that halfblocks isn’t used for everything, adding a few more user instructions, and making install files. At least as of typing this that’s all that is left. Next version may see a fancy in-terminal web browser for the link. And maybe some UI cleanups."}, {"post_id": 5121, "ts": "2026-06-08T20:12:46Z", "hours": 1.8358, "text": "I abandoned that version of image displaying. Reverted to the working just text from earlier. Though at least there is text wrapping now. And error handling."}, {"post_id": 4541, "ts": "2026-06-07T21:43:30Z", "hours": 3.8003, "text": "Spent this three hours trying to get images to work. I am worse off than I was before starting this segment. Now nothing displays on the output. Codestral was no help in debugging. It just told me to add more logs, which I did because they are useful. Still doesn’t work because nothing was actually changed, still says to add more logs. The cycle repeats. Tried multiple different terminals with and without WSL. Nothing. I know Konsole should work, and Windows’s terminal, as they work fine in my other programs. But no. Apparently they don’t want to. I know halfblocks works. I have used it before. It is not at all good quality, but it should at least display. Need to figure that out."}, {"post_id": 3799, "ts": "2026-06-06T21:03:18Z", "hours": 2.4303, "text": "There is a fully functional JSON API and some formatting now. I was able to get the header image URL as well. Now the main thing I need to do is figure out the UI for displaying the information. I was originally going to use Ratatui-Image for the images, however discovered it doesn’t work very well in Windows. Normally I am using either WSL or my install of Fedora, so for all my other projects this isn’t particularly an issue. However, I am developing on Windows currently due to some of my other projects. And I want people to be able to use this program in Windows. So I will need to investigate that further. Though enjoy this video which may or may not work of the current standing of the program."}, {"post_id": 2963, "ts": "2026-06-05T21:33:34Z", "hours": 1.7844, "text": "I almost have Serde working with JSON. I still need to figure out how to get the information out of the message sent by the mediawiki api. The problem there is how the API sends information verse how I know how to parse it with Serde. I am currently using a method for parcing which requires telling the program what each level of JSON is. The mediawiki api puts the page ID number in a level above all the information I need. The ID number would change with every diffrent search. You may be able to see how that would be a problem. Need to figure that one out. And I need to then make the TUI that displays the text. And I should figure out what to do if the program comes back with more than one page. And I need to figure out how I want to display the flags. Probably with ratatui-image, its just a matter of getting it to work with everything else. The only working instance of it I have is in a sub command of PRTGN dedicated to displaying an image (PRTGN_Fox)."}, {"post_id": 1064, "ts": "2026-06-02T21:31:41Z", "hours": 2.2286, "text": "I started work today. I was able to get the program to a stage where it technically works. It sends an API call to a mediawiki powered site, and gets a response. All through a TUI. I stole the base of the code from one of my other projects in which I am attempting to accomplish quite a similar thing. The project is called PRTGN if you want to check it out. The command that I stole from is PRTGN_Wiki. https://git.gay/PRTGN-Development-Team I still need to format the response nicely, and get the other wiki working. And I may add flag support. But like I said, it technically works."}]...
|
Title: Rustic Pride by @hackclub_nutrient623 | Sta Title: Rustic Pride by @hackclub_nutrient623 | Stardance
Devlogs:
I started work today. I was able to get the program to a stage where it technically works. It sends an API call to a mediawiki powered site, and gets a response. All through a TUI. I stole the base of the code from one of my other projects in which I am attempting to accomplish quite a similar thing. The project is called PRTGN if you want to check it out. The command that I stole from is PRTGN_Wiki. https://git.gay/PRTGN-Development-Team I still need to format the response nicely, and get the other wiki working. And I may add flag support. But like I said, it technically works.
I almost have Serde working with JSON. I still need to figure out how to get the information out of the message sent by the mediawiki api. The problem there is how the API sends information verse how I know how to parse it with Serde. I am currently using a method for parcing which requires telling the program what each level of JSON is. The mediawiki api puts the page ID number in a level above all the information I need. The ID number would change with every diffrent search. You may be able to see how that would be a problem. Need to figure that one out. And I need to then make the TUI that displays the text. And I should figure out what to do if the program comes back with more than one page. And I need to figure out how I want to display the flags. Probably with ratatui-image, its just a matter of getting it to work with everything else. The only working instance of it I have is in a sub command of PRTGN dedicated to displaying an image (PRTGN_Fox).
There is a fully functional JSON API and some formatting now. I was able to get the header image URL as well. Now the main thing I need to do is figure out the UI for displaying the information. I was originally going to use Ratatui-Image for the images, however discovered it doesn’t work very well in Windows. Normally I am using either WSL or my install of Fedora, so for all my other projects this isn’t particularly an issue. However, I am developing on Windows currently due to some of my other projects. And I want people to be able to use this program in Windows. So I will need to investigate that further. Though enjoy this video which may or may not work of the current standing of the program.
Spent this three hours trying to get images to work. I am worse off than I was before starting this segment. Now nothing displays on the output. Codestral was no help in debugging. It just told me to add more logs, which I did because they are useful. Still doesn’t work because nothing was actually changed, still says to add more logs. The cycle repeats. Tried multiple different terminals with and without WSL. Nothing. I know Konsole should work, and Windows’s terminal, as they work fine in my other programs. But no. Apparently they don’t want to. I know halfblocks works. I have used it before. It is not at all good quality, but it should at least display. Need to figure that out.
I abandoned that version of image displaying. Reverted to the working just text from earlier. Though at least there is text wrapping now. And error handling.
I got the new screen to work! I am close to a first release. At first the screen was a bit wonk but after changing a couple of numbers, I fixed it. Enby is without the fix, trans is with the fix. Now all that’s left to get a first release, is adding render engine selection so that halfblocks isn’t used for everything, adding a few more user instructions, and making install files. At least as of typing this that’s all that is left. Next version may see a fancy in-terminal web browser for the link. And maybe some UI cleanups.
The first release is here. . . I made the UI look more like I originally wanted, which I am now realizing that I never shared the drawing of. It originally didn’t work very well. The issue was that I am apparently bad at typing numbers. I put the wrong indexing location for some of the widgets / layouts in render_page. That was an easy fix though. The images in this post will show that issue. , , Because of what happened last devlog, I am anticipating that the images will not display very well and have pre-uploaded them to Dropbox for your viewing enjoyment. https://www.dropbox.com/scl/fo/1jxnglincmsw2ji6hybp9/ABBOiI6-PvWQRNzOfEsT32A?rlkey=jh4r8jwidm8mqgjxkxey5xm2z&st=4yolviyf&dl=0 , , I debated about how I wanted to distribute this for a while. For one of my other projects (PRTGN, https://git.gay/PRTGN-Development-Team/.prtgn ), I had used GitHub actions. But I am no-longer using GitHub. Forgejo has actions, though I don’t seem to have access to the necessary runners from Git.Gay. Granted I didn’t try very hard to figure out how that actually worked. I diffident want to switch back to Windows just for compiling an exe (I switched to my Linux install for the final bit of coding as a celebration of the first release. Don’t question my logic or what I find honorable.) and cross-compiling didn’t want to work. OS Error 2. So I ended up at crates.io. Only downside is one needs Rust to install the program. , , There is still much that can be done, but this application now fully fits its original intent. A Rust based CLI application that provides information on different LGBTQIAS+ orientations and their flags. , . https://git.gay/nova-shadowtail/Rustic-Pride . https://crates.io/crates/rustic-pride
Ships:
Rustic Pride - A Rust based CLI application that provides information on different LGBTQIAS+ orientations and their flags. It does exactly what the name says currently. It provides information and flags of different LGBTQIAS+ orientations and terms. All from the MediaWiki powered site https://lgbtqia.wiki/ . Currently Rust is needed to be able to install the program, as crates.io is the only distribution method. I debated about how I wanted to distribute this for a while. For one of my other projects, I had used GitHub actions. But I am no-longer using GitHub. Forgejo has actions, though I don’t seem to have access to the necessary runners from Git.Gay. Granted I didn’t try very hard to figure out how that actually worked. I diffident want to switch back to Windows just for compiling an exe (I switched to my Linux install for the final bit of coding as a celebration of the first release. Don’t question my logic or what I find honorable.) and cross-compiling didn’t want to work. OS Error 2. Ratatui is kinda weird to work with. I’m starting to get the hang of it kinda though. After building three programs with it. Slint was a lot easier. But that’s not in the terminal. Slint was even pre-ai coding. Ratatui I get to use Claude and Mistral and Gemini (and the amazing documentation Rust crates have) to figure things out. Most of this project’s UI I was able to yoink from one of my other projects though. The only entirely custom to this project UI element is the query response page....
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1793282139.8534756
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1793368539.8534756
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61316
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8-Bit full adder by @dheeraskanda | Stardance
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dheeraskanda
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0
|
2.18
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0
|
[]
|
[{"post_id": 70600, "ts": "202 [{"post_id": 70600, "ts": "2026-09-19T12:52:00Z", "hours": 2.1833, "text": "Schematic for adder"}]...
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Title: 8-Bit full adder by @dheeraskanda | Stardan Title: 8-Bit full adder by @dheeraskanda | Stardance
Devlogs:
Schematic for adder...
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1793040537.0257323
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1793645337.0257323
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|
63520
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moneyMateMathBoard by @teerth | Stardance
|
teerth
|
0
|
4.26
|
0
|
[]
|
[{"post_id": 70605, "ts": "202 [{"post_id": 70605, "ts": "2026-09-19T13:17:37Z", "hours": 1.8075, "text": "PCBMAXINGG!!! PCB Ready gang!"}, {"post_id": 70517, "ts": "2026-09-19T09:48:36Z", "hours": 2.4506, "text": "moneyMateMathBoard FTW!!! 💵 What is MMMB Its a handy device to track your expenses as you go! Completed the schematic, now onto the board design (BEST PART IMO!!)"}]...
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Title: moneyMateMathBoard by @teerth | Stardance
Title: moneyMateMathBoard by @teerth | Stardance
Devlogs:
moneyMateMathBoard FTW!!! 💵 What is MMMB Its a handy device to track your expenses as you go! Completed the schematic, now onto the board design (BEST PART IMO!!)
PCBMAXINGG!!! PCB Ready gang!...
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1793051527.9297304
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1793656327.9297304
|
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41119
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J-mp3 by @Jian | Stardance
|
Jian
|
0
|
65.16
|
0
|
[]
|
[{"post_id": 70611, "ts": "202 [{"post_id": 70611, "ts": "2026-09-19T13:33:03Z", "hours": 3.1744, "text": "Day: idk anymore took a month break from this project, got busy irl. the 3 hours logged is me adding finishing touches, and getting a start on doing the firmware. But i decided i should ship before writing the firmware"}, {"post_id": 51143, "ts": "2026-08-20T17:15:33Z", "hours": 1.0333, "text": "Day 18: Power button I might not actually need a plunger? maybe just letting the power button stick onto the switch would work made the switch blue for better visibility"}, {"post_id": 50486, "ts": "2026-08-19T17:27:34Z", "hours": 0.7833, "text": "Day 17: clueless so im messing around in cad spent the day looking for resources or tutorials on how to make the actuator for the power button to no avail. is it really that niche?? so i just found the closest thing and used it as a reference. made a super dodgy concept of it but theres still many things i need to fix for it, like how am i even supposed to constrain it to one axis only??"}, {"post_id": 49786, "ts": "2026-08-18T18:32:28Z", "hours": 8.2333, "text": "Day 16: Added screw holes, port holes and stuff++ Spent a whole 8 hours on freecad adding screw mounts, adding the holes for usbc receptacle, 3.5mm jack, microsd card, and added an indent for the battery. Just missing the power button stuff. After that it should be the screen, and then fixing the length of the rotary encoder, as of now its wayy too long 💔"}, {"post_id": 49090, "ts": "2026-08-17T18:21:18Z", "hours": 1.7, "text": "Day 16: switching out the connector for the display switched the fpc connector to this one, and added a boost converter for the display"}, {"post_id": 48435, "ts": "2026-08-16T19:40:16Z", "hours": 4.7931, "text": "Day 15: reworking the pcb moving the battery and stuff circuits to the bottom, to make space for the battery should only have to change the fpc connector for the screen then the pcb should be almost done?"}, {"post_id": 47663, "ts": "2026-08-15T18:26:13Z", "hours": 0.65, "text": "Day 14: hitting a wall 💔 kinda reaching a stagnant point, mostly just spending time considering about the layout and placements of each component to fit everything within the small size. This is so not fun 💔 how do they fit all the components in such tight spaces. No solutions for now, thinking of the best compromise, either decrease battery size or increase the overall size and keep the capacity. Also the sockets and receptacles and stuff are so far away from the surface of the case, need to bring them out, maybe adding tabs."}, {"post_id": 46459, "ts": "2026-08-13T17:58:21Z", "hours": 4.1833, "text": "Day 13: New design for jmp3, and fixed battery circuit errors redid the design, ditching popout screen and replaced it with a round screen, like the ones used in smartwatches, then using only 1 rotary encoder for the controls. maybe ill add volume buttons separately for ease of use. but for now itll be just one rotary encoder. fixed a few errors from my battery circuit sketched in paint, itll look better than this lol"}, {"post_id": 45938, "ts": "2026-08-12T18:57:09Z", "hours": 1.9167, "text": "Day 12: So the pop out screen is kinda unachievable in freecad ive noticed that the pcb needs its own space, and so does the battery, then if i were to add the pop out screen it would need its own space too. its near impossible to cram all of that in “pocket size” and im just some normal guy so im not going to attempt it for now i unfortunately have to switch designs, so far im looking into adding either a round display, and adding a matte glass or smoked acrylic on top i also thought of doing like a flip out screen but it wouldnt really fit my design im open to any suggestions design wise"}, {"post_id": 45224, "ts": "2026-08-11T15:44:16Z", "hours": 3.1336, "text": "Day 11: adding latching pin to the latching mechanism just some cad think i might have to resize everything 💔, sizes of the components arent what i expected, have to rearrange the components to have them fit into the size i want starting to doubt if pocket size is really achieveable 🥀 the pop out screen will need some space, but the pcb is in the way"}, {"post_id": 44736, "ts": "2026-08-10T17:58:53Z", "hours": 4.9003, "text": "Day 10: Really really crude push-push mechanism for my screen with my very limited cad skills, i recreated the push push mechanism from sd card sockets (not final but it should be pretty much done i havent added the latching pin yet, still figuring that one out"}, {"post_id": 44032, "ts": "2026-08-09T15:18:34Z", "hours": 2.8333, "text": "Day 9: Swiiiiitchhedd to a better MCU Switching to esp32 s31 wroom 3, for better BT but this chip is too new theres barely any resources for this thing, im wiring it based on some sketchy datasheet i can barely understand sketched out somewhat the railing for the screen with my very very limited CAD skills, uhh next should be the spring and allat mechanism stuff barely got any sleep so not much work done today"}, {"post_id": 43415, "ts": "2026-08-08T17:18:40Z", "hours": 1.1833, "text": "Day 8: Rethinking components.. and researching push-push mechanisms someone reminded me of esp32 wroom 32 chips BT, and i worry BT4.2 may be lacking so im considering switching to esp32 s31 wroom 3 (might be overkill? idk) i also found out abt BT audio modules, err i think those arent necessary for this project so im gonna skip that actually spent the day basically studying sd card sockets push-push mechanisms, my pop out screen will probably be using this mechanism, just with a few tweaks to make it work, but mostly i think i got it down, just need to figure out how to CAD it with my limited skills.."}, {"post_id": 42797, "ts": "2026-08-07T18:11:31Z", "hours": 7.0158, "text": "Day 7: Somewhat done with the pcb should be pretty much it for the pcb, 4 layers, added an AMP cuz i forgot abt that, uh i couldnt find a right angle rotary encoder footprint so that there like that and changed volume buttons to a rotary encoder i really tried to keep the size within 60x90mm but the keepout zone is just so big i ended up resulting to 60x91mm, i really want the volume control knob on the right Anyways for the actual design itself, i want the screen to be a pop out one, as in it stays inside, then when you want the screen, press it, and it pops out."}, {"post_id": 42068, "ts": "2026-08-06T16:59:10Z", "hours": 5.2411, "text": "Day 6: FInished up schematics, ready to start on pcb added so that the circuit can choose to be powered by usbc or battery, also added power button started planning out pcb, looking grim so far lol, how am i supposed to fit allat in such a small space?? maybe i shouldnt have used this mcu"}, {"post_id": 41461, "ts": "2026-08-05T17:59:02Z", "hours": 0.35, "text": "Day5: Rough sketch of J-mp3 Just a rough model of what the music player will look like, the indent on the bottom are for the buttons, i havent modelled them yet"}, {"post_id": 41438, "ts": "2026-08-05T17:30:03Z", "hours": 4.1661, "text": "Day 5: More more moremore work on the schematics properly connected the OLED (SPI), changed the AMS1117 to the RT9080-33, added battery voltage sensing, and wired up the switches"}, {"post_id": 40860, "ts": "2026-08-04T17:30:57Z", "hours": 4.3669, "text": "Day 4: Updated the schematics Still in the planning phase so i changed many things, havent really settled on how i should do the buttons yet, still looking into it. Decided to ditch the OLED module too, i’ll just use the OLED itself, connect it to the pcb with a socket. Arranged the schematics for easier viewing, adding an LDO for the battery to drop the voltage to 3.3V. Added the SRRT audio jack. Also made a rough sketch in freecad of how i want the design of it to be"}, {"post_id": 40243, "ts": "2026-08-03T17:21:42Z", "hours": 5.4975, "text": "Day 3: Planning out schematics for my music player For now I’ve added the components that I need in the music player, ie. audio DAC, SD socket, OLED display, and charging module. I haven’t decided which types of buttons i want to use yet, so I didn’t add them yet. I decided not to use any breakout boards for the modules to make everything slimmer and compact, also to challenge myself P.s. this is my second ever project, first one being keeb, of which i just completed. This one has proved to be a heck lot harder and I’m loving it(?)"}]...
|
Title: J-mp3 by @Jian | Stardance
Devlogs:
Day 3: Title: J-mp3 by @Jian | Stardance
Devlogs:
Day 3: Planning out schematics for my music player For now I’ve added the components that I need in the music player, ie. audio DAC, SD socket, OLED display, and charging module. I haven’t decided which types of buttons i want to use yet, so I didn’t add them yet. I decided not to use any breakout boards for the modules to make everything slimmer and compact, also to challenge myself P.s. this is my second ever project, first one being keeb, of which i just completed. This one has proved to be a heck lot harder and I’m loving it(?)
Day 4: Updated the schematics Still in the planning phase so i changed many things, havent really settled on how i should do the buttons yet, still looking into it. Decided to ditch the OLED module too, i’ll just use the OLED itself, connect it to the pcb with a socket. Arranged the schematics for easier viewing, adding an LDO for the battery to drop the voltage to 3.3V. Added the SRRT audio jack. Also made a rough sketch in freecad of how i want the design of it to be
Day 5: More more moremore work on the schematics properly connected the OLED (SPI), changed the AMS1117 to the RT9080-33, added battery voltage sensing, and wired up the switches
Day5: Rough sketch of J-mp3 Just a rough model of what the music player will look like, the indent on the bottom are for the buttons, i havent modelled them yet
Day 6: FInished up schematics, ready to start on pcb added so that the circuit can choose to be powered by usbc or battery, also added power button started planning out pcb, looking grim so far lol, how am i supposed to fit allat in such a small space?? maybe i shouldnt have used this mcu
Day 7: Somewhat done with the pcb should be pretty much it for the pcb, 4 layers, added an AMP cuz i forgot abt that, uh i couldnt find a right angle rotary encoder footprint so that there like that and changed volume buttons to a rotary encoder i really tried to keep the size within 60x90mm but the keepout zone is just so big i ended up resulting to 60x91mm, i really want the volume control knob on the right Anyways for the actual design itself, i want the screen to be a pop out one, as in it stays inside, then when you want the screen, press it, and it pops out.
Day 8: Rethinking components.. and researching push-push mechanisms someone reminded me of esp32 wroom 32 chips BT, and i worry BT4.2 may be lacking so im considering switching to esp32 s31 wroom 3 (might be overkill? idk) i also found out abt BT audio modules, err i think those arent necessary for this project so im gonna skip that actually spent the day basically studying sd card sockets push-push mechanisms, my pop out screen will probably be using this mechanism, just with a few tweaks to make it work, but mostly i think i got it down, just need to figure out how to CAD it with my limited skills..
Day 9: Swiiiiitchhedd to a better MCU Switching to esp32 s31 wroom 3, for better BT but this chip is too new theres barely any resources for this thing, im wiring it based on some sketchy datasheet i can barely understand sketched out somewhat the railing for the screen with my very very limited CAD skills, uhh next should be the spring and allat mechanism stuff barely got any sleep so not much work done today
Day 10: Really really crude push-push mechanism for my screen with my very limited cad skills, i recreated the push push mechanism from sd card sockets (not final but it should be pretty much done i havent added the latching pin yet, still figuring that one out
Day 11: adding latching pin to the latching mechanism just some cad think i might have to resize everything 💔, sizes of the components arent what i expected, have to rearrange the components to have them fit into the size i want starting to doubt if pocket size is really achieveable 🥀 the pop out screen will need some space, but the pcb is in the way
Day 12: So the pop out screen is kinda unachievable in freecad ive noticed that the pcb needs its own space, and so does the battery, then if i were to add the pop out screen it would need its own space too. its near impossible to cram all of that in “pocket size” and im just some normal guy so im not going to attempt it for now i unfortunately have to switch designs, so far im looking into adding either a round display, and adding a matte glass or smoked acrylic on top i also thought of doing like a flip out screen but it wouldnt really fit my design im open to any suggestions design wise
Day 13: New design for jmp3, and fixed battery circuit errors redid the design, ditching popout screen and replaced it with a round screen, like the ones used in smartwatches, then using only 1 rotary encoder for the controls. maybe ill add volume buttons separately for ease of use. but for now itll be just one rotary encoder. fixed a few errors from my battery circuit sketched in paint, itll look better than this lol
Day 14: hitting a wall 💔 kinda reaching a stagnant point, mostly just spending time considering about the layout and placements of each component to fit everything within the small size. This is so not fun 💔 how do they fit all the components in such tight spaces. No solutions for now, thinking of the best compromise, either decrease battery size or increase the overall size and keep the capacity. Also the sockets and receptacles and stuff are so far away from the surface of the case, need to bring them out, maybe adding tabs.
Day 15: reworking the pcb moving the battery and stuff circuits to the bottom, to make space for the battery should only have to change the fpc connector for the screen then the pcb should be almost done?
Day 16: switching out the connector for the display switched the fpc connector to this one, and added a boost converter for the display
Day 16: Added screw holes, port holes and stuff++ Spent a whole 8 hours on freecad adding screw mounts, adding the holes for usbc receptacle, 3.5mm jack, microsd card, and added an indent for the battery. Just missing the power button stuff. After that it should be the screen, and then fixing the length of the rotary encoder, as of now its wayy too long 💔
Day 17: clueless so im messing around in cad spent the day looking for resources or tutorials on how to make the actuator for the power button to no avail. is it really that niche?? so i just found the closest thing and used it as a reference. made a super dodgy concept of it but theres still many things i need to fix for it, like how am i even supposed to constrain it to one axis only??
Day 18: Power button I might not actually need a plunger? maybe just letting the power button stick onto the switch would work made the switch blue for better visibility
Day: idk anymore took a month break from this project, got busy irl. the 3 hours logged is me adding finishing touches, and getting a start on doing the firmware. But i decided i should ship before writing the firmware...
|
1792792145.0629041
|
1793396945.0629041
|
|
48419
|
Biomass Buggy Kart by @tino | Stardance
|
tino
|
0
|
43.5
|
0
|
[]
|
[{"post_id": 70613, "ts": "202 [{"post_id": 70613, "ts": "2026-09-19T13:41:33Z", "hours": 6.5667, "text": "Devlog 9 Just Designing more gasifier parts This is very time consuming, but I promissed myself I have to finish it in order t get the project funded. I wont stop"}, {"post_id": 67300, "ts": "2026-09-13T11:36:24Z", "hours": 4.15, "text": "Devlog 8 Yesterday’s work. Just defining some gasifier parts and fixing other chassis pipes. Today, Hope to finish all the gasifier and engine monting parts, so I can define the steering and suspension next weekend."}, {"post_id": 66488, "ts": "2026-09-12T10:20:30Z", "hours": 10.3336, "text": "Devlog 7 I haven’t been posting for a couple of days. Unfortunately, all the project files got corrupted, and I had tried everything in orde to recover them, but theres no result. I have to start again. Anyways, I know nothing will stop me."}, {"post_id": 58405, "ts": "2026-08-30T20:19:51Z", "hours": 4.2503, "text": "Devlog 6 Gasificator Parts In order to get the project accepted, i must represent all the gasificator system. by now, im drawing a drum, a tin can, and downloading other from the web, like Tees and engines."}, {"post_id": 57580, "ts": "2026-08-29T19:30:01Z", "hours": 8.9003, "text": "Devlog 5 steering, suspension and gasifier parts Well today´s conclusion is that theres a lot of work left. Anyways I wont stop."}, {"post_id": 57015, "ts": "2026-08-29T02:43:21Z", "hours": 3.1169, "text": "Chasis Re estructuration Some of the pipes of my Kart had some trouble with the joints, and i had to fix it. Im still investigatin the biomass generator and the integration to the stroke, in order to draw it better. Next step: Just go on. I wont stop till get this funded and then working Thanks for read"}, {"post_id": 52606, "ts": "2026-08-22T20:13:58Z", "hours": 2.1667, "text": "Chassis in solid edge Improving relationships and some pipes corner treatment. Also checking the floor pan in the back side to support the engine and gassifier. You probably dont how much time you spend when youre learning this CAD programs but im sure one day i will be a pro on this. Thanks for reading"}, {"post_id": 52343, "ts": "2026-08-22T13:38:01Z", "hours": 2.3456, "text": "New Part and Relationships The design is putting me a fight but I wont stop. Today I started designing the floortray and learning, using some tools to drill arround de border line of it, in order to use rivet to add it to the kart when I build it (someday haha). Also experimented with some relationships betwen parts in an assembly. I have the doubt if should I relate faces or plans?? It is said that to relate plans is quite better, but is getting harder for me because sometime the round pipes of the chassis confuse, but I wont stop finding out Thanks for reading"}, {"post_id": 50058, "ts": "2026-08-19T03:00:33Z", "hours": 1.6667, "text": "Solid Edge Relationships Well, i havent noticed that i could record my time designing this chassis. I really spent all of Saturday, Sunday and monday, but i didnt record nothing. So silly I know haha. I learned for a while some tipe of relationships on parametric designs in soldidedge, in order to enchance my assembly."}]...
|
Title: Biomass Buggy Kart by @tino | Stardance
De Title: Biomass Buggy Kart by @tino | Stardance
Devlogs:
Solid Edge Relationships Well, i havent noticed that i could record my time designing this chassis. I really spent all of Saturday, Sunday and monday, but i didnt record nothing. So silly I know haha. I learned for a while some tipe of relationships on parametric designs in soldidedge, in order to enchance my assembly.
New Part and Relationships The design is putting me a fight but I wont stop. Today I started designing the floortray and learning, using some tools to drill arround de border line of it, in order to use rivet to add it to the kart when I build it (someday haha). Also experimented with some relationships betwen parts in an assembly. I have the doubt if should I relate faces or plans?? It is said that to relate plans is quite better, but is getting harder for me because sometime the round pipes of the chassis confuse, but I wont stop finding out Thanks for reading
Chassis in solid edge Improving relationships and some pipes corner treatment. Also checking the floor pan in the back side to support the engine and gassifier. You probably dont how much time you spend when youre learning this CAD programs but im sure one day i will be a pro on this. Thanks for reading
Chasis Re estructuration Some of the pipes of my Kart had some trouble with the joints, and i had to fix it. Im still investigatin the biomass generator and the integration to the stroke, in order to draw it better. Next step: Just go on. I wont stop till get this funded and then working Thanks for read
Devlog 5 steering, suspension and gasifier parts Well today´s conclusion is that theres a lot of work left. Anyways I wont stop.
Devlog 6 Gasificator Parts In order to get the project accepted, i must represent all the gasificator system. by now, im drawing a drum, a tin can, and downloading other from the web, like Tees and engines.
Devlog 7 I haven’t been posting for a couple of days. Unfortunately, all the project files got corrupted, and I had tried everything in orde to recover them, but theres no result. I have to start again. Anyways, I know nothing will stop me.
Devlog 8 Yesterday’s work. Just defining some gasifier parts and fixing other chassis pipes. Today, Hope to finish all the gasifier and engine monting parts, so I can define the steering and suspension next weekend.
Devlog 9 Just Designing more gasifier parts This is very time consuming, but I promissed myself I have to finish it in order t get the project funded. I wont stop...
|
1793228125.6665134
|
1793832925.6665134
|
|
20896
|
Mr.BentOver by @Adarsh | Stardance
|
Adarsh
|
1
|
6.0
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T06:06:05Z", "hours": 6.0, "multiplier": 5.17, "payout": 33, "blessing": "neutral", "text": "This is my fun project so i build this project for fun and this is a bentover this reads our discord conversation and its judges in a GIF and we can call him by $Bentover . The hardest part building was a import override and also deployement", "repo": "https://github.com/stairmoss/Mr.BentOver", "demo": "https://discord.com/oauth2/authorize?client_id=1550551463011287100&permissions=274878114816&integration_type=0&scope=bot"}]...
|
[{"post_id": 70614, "ts": "202 [{"post_id": 70614, "ts": "2026-09-19T13:42:01Z", "hours": 0.4358, "text": "added requirements.txt and Readme file"}, {"post_id": 70566, "ts": "2026-09-19T11:32:20Z", "hours": 1.6689, "text": "integrated discord to the project and made all the things working . in the way there were many bugs and error and i solved with using AI gemini guidance"}, {"post_id": 70176, "ts": "2026-09-18T16:54:28Z", "hours": 1.7661, "text": "so i finished the terminal version of bentover and now i have to connect to the discord bot and also i got a huge error and i got confused and it took so much time to solve it was .. [ ImportError: cannot import name ‘get_gif’ from partially initialized module ‘Gif_search’ (most likely due to a circular import) ]"}, {"post_id": 69972, "ts": "2026-09-18T04:36:42Z", "hours": 2.5331, "text": "made the the AI to decide the search phrase of the conversation but its on terminal and not interated with the dicord"}]...
|
Title: Mr.BentOver by @Adarsh | Stardance
Devlogs Title: Mr.BentOver by @Adarsh | Stardance
Devlogs:
made the the AI to decide the search phrase of the conversation but its on terminal and not interated with the dicord
so i finished the terminal version of bentover and now i have to connect to the discord bot and also i got a huge error and i got confused and it took so much time to solve it was .. [ ImportError: cannot import name ‘get_gif’ from partially initialized module ‘Gif_search’ (most likely due to a circular import) ]
integrated discord to the project and made all the things working . in the way there were many bugs and error and i solved with using AI gemini guidance
added requirements.txt and Readme file
Ships:
This is my fun project so i build this project for fun and this is a bentover this reads our discord conversation and its judges in a GIF and we can call him by $Bentover . The hardest part building was a import override and also deployement...
|
1793342862.5249493
|
1793429262.5249493
|
|
56906
|
Taxalottle Website by @Taxalottle | Stardance
|
Taxalottle
|
0
|
13.15
|
0
|
[]
|
[{"post_id": 70626, "ts": "202 [{"post_id": 70626, "ts": "2026-09-19T14:07:16Z", "hours": 4.8867, "text": "I did some work on the Shiny Hunter specific page! I put in pictures for the process and I think I did a rather nice job designing it. It shows off the key components of the shiny hunter itself! The next things I want to work on is putting in a video tutorial of how to make your own, but I need to finish the shiny hunter first. Till next time!"}, {"post_id": 66202, "ts": "2026-09-11T21:31:32Z", "hours": 1.2564, "text": "I put in some pictures and started working on the item specific pages! I put a picture for the shiny hunter in so now it catches your eye better. I also started working on the project specific pages, but it still needs some work. I plan to redo the whole ocean theme I got going on later when I learn more about javascript, but this is it for now. I will also be putting content for the shiny hunter on this page eventually, but I felt like sharing my current stuff."}, {"post_id": 65617, "ts": "2026-09-10T21:11:43Z", "hours": 7.01, "text": "I designed the home page! In this devlog I designed the main layout of the homepage and how I want to style it. Because my mascot is an axolotl, I decided to go with an ocean vibe for the thing! I’ll spice up this area later with pictures, bubbles, and moving things later, but this is it for now! Overall I’m pretty pleased with it and had a good learning experience. Moving forward, I want to start working on some games for the site! These will be fully made in HTML, CSS, and Javascript, so I’m interested to see what I can do!"}]...
|
Title: Taxalottle Website by @Taxalottle | Stardan Title: Taxalottle Website by @Taxalottle | Stardance
Devlogs:
I designed the home page! In this devlog I designed the main layout of the homepage and how I want to style it. Because my mascot is an axolotl, I decided to go with an ocean vibe for the thing! I’ll spice up this area later with pictures, bubbles, and moving things later, but this is it for now! Overall I’m pretty pleased with it and had a good learning experience. Moving forward, I want to start working on some games for the site! These will be fully made in HTML, CSS, and Javascript, so I’m interested to see what I can do!
I put in some pictures and started working on the item specific pages! I put a picture for the shiny hunter in so now it catches your eye better. I also started working on the project specific pages, but it still needs some work. I plan to redo the whole ocean theme I got going on later when I learn more about javascript, but this is it for now. I will also be putting content for the shiny hunter on this page eventually, but I felt like sharing my current stuff.
I did some work on the Shiny Hunter specific page! I put in pictures for the process and I think I did a rather nice job designing it. It shows off the key components of the shiny hunter itself! The next things I want to work on is putting in a video tutorial of how to make your own, but I need to finish the shiny hunter first. Till next time!...
|
1792684368.3839712
|
1793289168.3839712
|
|
62731
|
Asciier - Ascii Generator by @mrliamcarlson | Star Asciier - Ascii Generator by @mrliamcarlson | Stardance...
|
mrliamcarlson
|
1
|
3.77
|
9
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-18T23:20:35Z", "hours": 3.0, "multiplier": 2.86, "payout": 9, "blessing": "neutral", "text": "A simple image to ascii art generator. It comes packed with an invert button to invert the colors of the image and a button to export your art.", "repo": "https://github.com/willybilly31/Asciier", "demo": "https://asciier.liamrc.dev/"}]...
|
[{"post_id": 70627, "ts": "202 [{"post_id": 70627, "ts": "2026-09-19T14:07:23Z", "hours": 0.7686, "text": "I added a custom character field for the ascii so you can customize it even more!"}, {"post_id": 70289, "ts": "2026-09-18T21:36:32Z", "hours": 0.6, "text": "I added a simple export to png button that allows the user to save their art."}, {"post_id": 69412, "ts": "2026-09-17T00:26:22Z", "hours": 0.945, "text": "Added a cool background that is randomly generated by js and scrolls with css. I also added an invert button."}, {"post_id": 69249, "ts": "2026-09-16T17:41:00Z", "hours": 1.4778, "text": "This is asciier, a simple image to ascii generator. Has a simple resolution slider and a button to import media."}]...
|
Title: Asciier - Ascii Generator by @mrliamcarlson Title: Asciier - Ascii Generator by @mrliamcarlson | Stardance
Devlogs:
This is asciier, a simple image to ascii generator. Has a simple resolution slider and a button to import media.
Added a cool background that is randomly generated by js and scrolls with css. I also added an invert button.
I added a simple export to png button that allows the user to save their art.
I added a custom character field for the ascii so you can customize it even more!
Ships:
A simple image to ascii art generator. It comes packed with an invert button to invert the colors of the image and a button to export your art....
|
1793210088.649386
|
1793296488.649386
|
|
15514
|
My very own WebOS by @jacob_warner | Stardance
|
jacob_warner
|
0
|
1.96
|
0
|
[]
|
[{"post_id": 7063, "ts": "2026 [{"post_id": 7063, "ts": "2026-06-11T20:40:19Z", "hours": 1.9569, "text": "Learned HTML or at least what I have had to do wasn’t so daunting"}]...
|
Title: My very own WebOS by @jacob_warner | Starda Title: My very own WebOS by @jacob_warner | Stardance
Devlogs:
Learned HTML or at least what I have had to do wasn’t so daunting...
|
1792745370.9184315
|
1793350170.9184315
|
|
57342
|
Hackadash by @Chicken502 | Stardance
|
Chicken502
|
1
|
13.0
|
86
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T14:32:11Z", "hours": 13.0, "multiplier": 6.35, "payout": 86, "blessing": "neutral", "text": "Hackadash is a CLI dashboard to display hackatime stats. This app is using data received from the official Hackatime dashboard, so all it needs is a API key, which the app can find automatically from your .wakatime.cfg file, or you can enter it manually. After setup is done, you can view your stats from hackatime! This project was a lot of fun to make, and I had a lot of things to learn to make this project come to life. I had no idea how to use a pyproject.toml file or what a .cfg file even was. I also had a lot of issues with the Textual formatting.", "repo": "https://github.com/Chiken502/Hackadash", "demo": "https://pypi.org/project/Hackadash/"}]...
|
[{"post_id": 70634, "ts": "202 [{"post_id": 70634, "ts": "2026-09-19T14:20:30Z", "hours": 0.7558, "text": "Final Touches Final Touches for Hackadash, including some formatting, an asciinema demo recording. Also just created a github release (although I don’t know if I did it right) but now everything is ready to ship! Edit: I just added the project to PyPI so go check it out at https://pypi.org/project/Hackadash/"}, {"post_id": 69301, "ts": "2026-09-16T19:26:57Z", "hours": 1.3056, "text": "Time Range Switching and README updates Got time switching in, so now you can see your total time for total, last 7 days or the current day. I also took some time today to add to the README file, including some new images and some better instructions on how to use the app, and what features there are. As I said in the last devlog, I only have one more feature I need to add before shipping ! Hopefully I can get that done in the next couple of days!"}, {"post_id": 68379, "ts": "2026-09-15T01:06:09Z", "hours": 1.8381, "text": "Styling! I’m just going to start off by saying I hate styling these boxes. Anyway, hackadash now shows top projects, and top languages, as well as total time in a big font. Everything is separated into related boxes. In the future I hope to make this a little bit more uniform, but other than that I have one more feature to add before this project is ready to ship!"}, {"post_id": 64506, "ts": "2026-09-08T23:14:03Z", "hours": 3.5275, "text": "API Calls Added in some data from the Hackatime API, using bearer auth. I ran into a lot of trouble getting the API’s to accept some data, as the API’s use different keywords for the current user. For example one use ‘current’ to indicate the current user by the API key, and one uses ‘my’. Once all that was working It was taking a bit to load the UI as the the http requests had to finish first, so I did a little research and found out about textual workers, that fixed the problem right up. All in all a lot got done today."}, {"post_id": 61559, "ts": "2026-09-04T15:15:31Z", "hours": 2.2225, "text": "Setup Functionality! Added functionality for the setup screen. It can now search for the wakatime.cfg file in your home directory, or you can input your api key manually. I then learned how to make a settings.cfg file to store everything in it. I also then made it so it changed the the new dashboard screen, which isn’t designed yet. Can’t wait to continue this project, but I also need to work on/finish my other project WordChains, this weekend."}, {"post_id": 61142, "ts": "2026-09-03T22:14:03Z", "hours": 2.07, "text": "Formatting & Creating Setup Screen I’m just going to say this should not have take as long as it did. Anyway I was working on creating the setup screen of my hackatime dashboard app using textual . When the app first opens this is the screen you will see. You can then either choose to use you wakatime config file, you manually entering your Hackatime API key, so later we can use it to fetch some stats to display on the dashboard. Where I ran into a lot of issues is the formating. Getting the text to go at the top of these boxes, and the buttons at the bottom, but still have everything centered in the boxes. In the end the solution was to use multiple containers under the hood to get everything into the right spot."}, {"post_id": 60584, "ts": "2026-09-03T01:10:59Z", "hours": 1.7764, "text": "Hackadash: Setting up basics Its my first time creating a project like this so there was a lot of research involed into pyproject.toml files and .gitignore files. I finally got some stuff working, and now I get to work on the fun stuff the app! I’m planning for this app to be a small dash board for Hacktime stats using Textual . So far I just have some place holder stuff in and no logic. I did do some drawings of what this might look like, but we will see how well I can bring them to life."}]...
|
Title: Hackadash by @Chicken502 | Stardance
Devlo Title: Hackadash by @Chicken502 | Stardance
Devlogs:
Hackadash: Setting up basics Its my first time creating a project like this so there was a lot of research involed into pyproject.toml files and .gitignore files. I finally got some stuff working, and now I get to work on the fun stuff the app! I’m planning for this app to be a small dash board for Hacktime stats using Textual . So far I just have some place holder stuff in and no logic. I did do some drawings of what this might look like, but we will see how well I can bring them to life.
Formatting & Creating Setup Screen I’m just going to say this should not have take as long as it did. Anyway I was working on creating the setup screen of my hackatime dashboard app using textual . When the app first opens this is the screen you will see. You can then either choose to use you wakatime config file, you manually entering your Hackatime API key, so later we can use it to fetch some stats to display on the dashboard. Where I ran into a lot of issues is the formating. Getting the text to go at the top of these boxes, and the buttons at the bottom, but still have everything centered in the boxes. In the end the solution was to use multiple containers under the hood to get everything into the right spot.
Setup Functionality! Added functionality for the setup screen. It can now search for the wakatime.cfg file in your home directory, or you can input your api key manually. I then learned how to make a settings.cfg file to store everything in it. I also then made it so it changed the the new dashboard screen, which isn’t designed yet. Can’t wait to continue this project, but I also need to work on/finish my other project WordChains, this weekend.
API Calls Added in some data from the Hackatime API, using bearer auth. I ran into a lot of trouble getting the API’s to accept some data, as the API’s use different keywords for the current user. For example one use ‘current’ to indicate the current user by the API key, and one uses ‘my’. Once all that was working It was taking a bit to load the UI as the the http requests had to finish first, so I did a little research and found out about textual workers, that fixed the problem right up. All in all a lot got done today.
Styling! I’m just going to start off by saying I hate styling these boxes. Anyway, hackadash now shows top projects, and top languages, as well as total time in a big font. Everything is separated into related boxes. In the future I hope to make this a little bit more uniform, but other than that I have one more feature to add before this project is ready to ship!
Time Range Switching and README updates Got time switching in, so now you can see your total time for total, last 7 days or the current day. I also took some time today to add to the README file, including some new images and some better instructions on how to use the app, and what features there are. As I said in the last devlog, I only have one more feature I need to add before shipping ! Hopefully I can get that done in the next couple of days!
Final Touches Final Touches for Hackadash, including some formatting, an asciinema demo recording. Also just created a github release (although I don’t know if I did it right) but now everything is ready to ship! Edit: I just added the project to PyPI so go check it out at https://pypi.org/project/Hackadash/
Ships:
Hackadash is a CLI dashboard to display hackatime stats. This app is using data received from the official Hackatime dashboard, so all it needs is a API key, which the app can find automatically from your .wakatime.cfg file, or you can enter it manually. After setup is done, you can view your stats from hackatime! This project was a lot of fun to make, and I had a lot of things to learn to make this project come to life. I had no idea how to use a pyproject.toml file or what a .cfg file even was. I also had a lot of issues with the Textual formatting....
|
1793350107.3441105
|
1793436507.3441105
|
|
57276
|
Celvorn by @Tuxilio | Stardance
|
Tuxilio
|
0
|
20.67
|
0
|
[]
|
[{"post_id": 70637, "ts": "202 [{"post_id": 70637, "ts": "2026-09-19T14:26:45Z", "hours": 2.1736, "text": "You can now find a dead npc lying in the bed and then again an empty bed which (hopefully) creates some horror feeling … The bed changes it’s appereance only if it is not lit."}, {"post_id": 65823, "ts": "2026-09-11T07:00:45Z", "hours": 0.4589, "text": "I’ve added doors that open automatically when the player is near them, but which block out the light by default to add a bit more suspense :)"}, {"post_id": 65812, "ts": "2026-09-11T06:25:05Z", "hours": 2.7819, "text": "I reworked my complete spritesheet to be fully topdown instead of 45 degrees as before. This is imo much better for a horror game, and another pro is that I don’t have to bother when the player or light is in front or behind a furniture. It took a bit to redraw everything, but it took longer to adjust everythinh in Godot. Timelapse: https://lapse.hackclub.com/timelapse/zXPgC01Cz_F3"}, {"post_id": 63706, "ts": "2026-09-07T17:13:14Z", "hours": 1.0939, "text": "I added an AudioManager for playing generic horror background music and a AudioStreamPlayer to the player to play the player’s footstep sound. The next step is to build a bigger map with doors etc"}, {"post_id": 63502, "ts": "2026-09-07T12:03:54Z", "hours": 1.9517, "text": "I finally added the flashlight! It is a bit difficult because I made the game 2d and Godot can’t tell if the player is behind an object or not for lightning, so I added two occluders, so you can light up things if you are in front of them and don’t light them up when behind. I think it’s ok-ish done…"}, {"post_id": 62076, "ts": "2026-09-05T09:53:39Z", "hours": 1.2478, "text": "I finally created the flashlight in GIMP!!! It took a lot of time because I am not well in GIMP but it worked finally!!! Lapse: https://lapse.hackclub.com/timelapse/e9Bx9rDVkK6L Now I need to rotate it to the mouse and it should work :)"}, {"post_id": 61767, "ts": "2026-09-04T20:39:51Z", "hours": 1.9167, "text": "I tried to darken the whole scene and add a flashlight… But I spent over 1 hour debugging the gradient and trying to get it to get darker on the way of the light but IT JUST DOESNT WORK :(((("}, {"post_id": 61596, "ts": "2026-09-04T16:05:31Z", "hours": 0.7517, "text": "I fixed the problem that the player was not showing up! (the problem was that one script wasn’t attached to a scene … and that took nearly 45min to debug …)"}, {"post_id": 61478, "ts": "2026-09-04T12:40:36Z", "hours": 1.5369, "text": "I improved the tilemap for my game! It now has more tiles to be able to build rooms :) I recorded both sessions on Lapse: Session 2: https://lapse.hackclub.com/timelapse/CxfSRjfYYLvD Session 3: https://lapse.hackclub.com/timelapse/QI2A813NdaoZ"}, {"post_id": 61097, "ts": "2026-09-03T20:22:49Z", "hours": 1.0039, "text": "I created a basic tilemap for my game! It is done completely in white/grey/black. You can have a look at the progress at https://lapse.hackclub.com/timelapse/CiYcAOcturLs"}, {"post_id": 61035, "ts": "2026-09-03T18:58:27Z", "hours": 0.9669, "text": "I created 2 more character animations, idle and walk from side view, and added the state machine states to the player :)"}, {"post_id": 60729, "ts": "2026-09-03T09:10:47Z", "hours": 1.4089, "text": "I reworked my main character art to be more simple and a bit more horror like. It took some time because I’m not well using Aseprite but it’s ok-ish …"}, {"post_id": 60162, "ts": "2026-09-02T11:12:07Z", "hours": 3.3728, "text": "I started working on my godot game. The idea is a horror topdown rpg in pixel art. I already have done some Godot, but only really basic tutorials, and now wanted to start a new, nice project without just following tutorials. I’m not really good at pixel art, but I want to try to create it by myself. I added a basic player and character class, a player and a level manager, but currently it is more a draft implementation than a working version (and I don’t have any spritesheets currently so nothing to see)"}]...
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Title: Celvorn by @Tuxilio | Stardance
Devlogs:
I Title: Celvorn by @Tuxilio | Stardance
Devlogs:
I started working on my godot game. The idea is a horror topdown rpg in pixel art. I already have done some Godot, but only really basic tutorials, and now wanted to start a new, nice project without just following tutorials. I’m not really good at pixel art, but I want to try to create it by myself. I added a basic player and character class, a player and a level manager, but currently it is more a draft implementation than a working version (and I don’t have any spritesheets currently so nothing to see)
I reworked my main character art to be more simple and a bit more horror like. It took some time because I’m not well using Aseprite but it’s ok-ish …
I created 2 more character animations, idle and walk from side view, and added the state machine states to the player :)
I created a basic tilemap for my game! It is done completely in white/grey/black. You can have a look at the progress at https://lapse.hackclub.com/timelapse/CiYcAOcturLs
I improved the tilemap for my game! It now has more tiles to be able to build rooms :) I recorded both sessions on Lapse: Session 2: https://lapse.hackclub.com/timelapse/CxfSRjfYYLvD Session 3: https://lapse.hackclub.com/timelapse/QI2A813NdaoZ
I fixed the problem that the player was not showing up! (the problem was that one script wasn’t attached to a scene … and that took nearly 45min to debug …)
I tried to darken the whole scene and add a flashlight… But I spent over 1 hour debugging the gradient and trying to get it to get darker on the way of the light but IT JUST DOESNT WORK :((((
I finally created the flashlight in GIMP!!! It took a lot of time because I am not well in GIMP but it worked finally!!! Lapse: https://lapse.hackclub.com/timelapse/e9Bx9rDVkK6L Now I need to rotate it to the mouse and it should work :)
I finally added the flashlight! It is a bit difficult because I made the game 2d and Godot can’t tell if the player is behind an object or not for lightning, so I added two occluders, so you can light up things if you are in front of them and don’t light them up when behind. I think it’s ok-ish done…
I added an AudioManager for playing generic horror background music and a AudioStreamPlayer to the player to play the player’s footstep sound. The next step is to build a bigger map with doors etc
I reworked my complete spritesheet to be fully topdown instead of 45 degrees as before. This is imo much better for a horror game, and another pro is that I don’t have to bother when the player or light is in front or behind a furniture. It took a bit to redraw everything, but it took longer to adjust everythinh in Godot. Timelapse: https://lapse.hackclub.com/timelapse/zXPgC01Cz_F3
I’ve added doors that open automatically when the player is near them, but which block out the light by default to add a bit more suspense :)
You can now find a dead npc lying in the bed and then again an empty bed which (hopefully) creates some horror feeling … The bed changes it’s appereance only if it is not lit....
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1792698797.609977
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1793303597.609977
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6839
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Swerve Drive by @joshua_r | Stardance
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joshua_r
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2
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79.0
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379
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T14:57:23Z", "hours": 1.0, "multiplier": 5.0, "payout": 5, "blessing": "neutral", "text": "3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time? RESHIP FOR NEW HARDWARE MUTLIPLIER: Public video link is the video of project button.", "repo": "https://github.com/Joshuar9202/Swerve-Drive-Arduino", "demo": ""}, {"ship_num": 2, "ts": "2026-07-06T16:35:33Z", "hours": 78.0, "multiplier": 5.0, "payout": 374, "blessing": "neutral", "text": "3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time?", "repo": "https://github.com/Joshuar9202/Swerve-Drive-Arduino", "demo": ""}]...
|
[{"post_id": 70649, "ts": "202 [{"post_id": 70649, "ts": "2026-09-19T14:53:46Z", "hours": 0.9042, "text": "Finally hardware projects are getting payout multipliers like software projects! Thus, I will be reshipping my project so that I can get multiplier. (Also opensauce was awesome sauce! Only real changes made to the project were encoder offsets and tuning things at opensauce because of reassembly at the venue. Also got into a rev reel!)"}, {"post_id": 22493, "ts": "2026-07-05T00:00:05Z", "hours": 11.3317, "text": "Done! 🎉 I finished making all the things for the github like the wiring diagram and demo video. Fixed all issues with field relative control, my original math was incorrect. Also one of the modules wasn’t rotating correctly but it turns out it was just the magnet came loose. Will be submitting to Outpost soon! Demo video link: https://www.youtube.com/watch?v=bPC4PA_9ZH0"}, {"post_id": 19694, "ts": "2026-07-01T02:39:11Z", "hours": 5.0708, "text": "First Movements Tested full motion for the first time woohoo! 🎉🎊 Things surprisingly worked alright, the kinematics for the rotation while strafing is still a bit off but translation by itself works great. Also the wheels have very little traction so I’ll have to increase that somehow. Additionally, field centric control on the joystick works really well, so up on the joystick means up in real life relative to the start heading and regardless of the rotation of the robot. Things Left to Do on Hardware Add traction to the wheels Things Left to Do on Software Fix swerve kinematics for rotation"}, {"post_id": 18892, "ts": "2026-06-30T02:50:31Z", "hours": 11.6183, "text": "Integration Pain I got all the subsystems working separately but the extremely fun part of integrating them all together was the first time I truly understood why engineers hate integration. There were a plethora of pin conflicts underlying the hardware since many of the pins on the nucleo serve multiple purposes. One example of this was the adafruit motor shield’s i2c bus interfering with the front left drive motor’s FOC math since PB8 and PB9 are connected to the sda and scl pins on the Arduino headers of the nucleo. As you can see from the extremely janky wiring in the photo, just connecting the shield so it gets power on the other side of headers and manually connecting the shield to a separate i2c bus using jumper wires, I was able to finally make all the subsystems work together. This was just one example of the many problems that arose, hence why there are almost 12 hours being logged in this post, but this project is finally on the last stretch. I did also make a lot of other progress like confirming the swerve kinematics work along with the flysky controller for inputs :) Things Left to Do on Hardware Cut off the sda and scl pins on the motor shield and solder a jumper wire to the new i2c bus Things Left to Do on Software Tune the pid for FR, BR, and BL turn motors Integrate offsets into the steering angle for the motors Integrate the MPU6050 readings for field oriented swerve control"}, {"post_id": 15434, "ts": "2026-06-25T02:36:01Z", "hours": 3.0789, "text": "Side Quest The adafruit motor shield v2 that I am using to control the n20 motors suddenly stopped working today. After a long struggle, I managed to trace it back to the A4 and A5 pins being attached to the nucelo alongside the dedicated SDA and SCL pins. Since SDA and SCL are tied to A4 and A5 on normal arduinos but seemingly not on nucelos, simply removing those pins fixed all issues. A very unsatisfying end to a 3 hour struggle :( I did mange to test out the front left module, and spent some time tuning the azimuth pid. Things Left to Do on Hardware Wire management Things Left to Do on Software Test the rest of the hardware (FR, BR, and BL modules, radio communication, and gyro). Program the rest of the swerveKinematics.cpp file Program mpu6050 gyro Program in controls from the inputs from the flysky controller"}, {"post_id": 14820, "ts": "2026-06-24T02:09:04Z", "hours": 3.2439, "text": "Finished Wiring As you can tell by this extremely beautiful cable management and totally not messy arrangement of wires, I should have probably made a pcb for this (Maybe I will later). Things Left to Do on Hardware Wire management Things Left to Do on Software Test all hardware individually to isolate any potential wiring issues Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller"}, {"post_id": 14094, "ts": "2026-06-23T02:30:21Z", "hours": 6.4664, "text": "Swerve Drivebase update Cut out bellypan out of scrap board because creating large panels isn’t really suited for 3d printing and I can drill new holes into this material easily for mounting electronics. Mounted the majority of the electronics as well. On the software side I got radio communication working and created a new .h and .cpp file for implementing radio control into the main program. Things Left to Do on Hardware Attach radio receiver and battery Wire all components together Resolder the wires on one of the n20 motors (bad connection the first time lol). Things Left to Do on Software Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller"}, {"post_id": 12296, "ts": "2026-06-20T02:02:20Z", "hours": 8.5414, "text": "Finished Drive Base Got all the modules built and attached. Some modules are a little bit stiff so if that hinders the motors I’ll need to change some clearances, but I think its minimal enough to where it won’t matter. Things Left to Do on Hardware Build and attach bellypan for electronics Mount electronics to bellypan Wire everything up Things Left to Do on Software Test radio communication from fs-ia6B receiver to nucleo Program commands in based on controller input Program swerve kinematics in using the custom angle control and drive control functions already created"}, {"post_id": 10917, "ts": "2026-06-17T21:51:43Z", "hours": 7.2928, "text": "Swerve azimuth control Got PID working for one module, though it probably still needs to be tuned. Also I need to figure out the logic for wrapping around since the encoder measures values from 0-1023 which I have mapped to 0 to 360, but after 360 it goes back to 0 which complicates the logic a bit. I also need to implement the logic for the swerve just switching the wheel rotation direction rather than rotate the entire module 180 degrees whenever it can. Realistically, the module should only ever rotate a max of 90 degrees from one input to the next"}, {"post_id": 8164, "ts": "2026-06-13T16:37:44Z", "hours": 8.9011, "text": "Tested all hardware for the swerve drive. The latest version of SimpleFOC (2.4.0) doesn’t work for some reason but the previous version (2.3.5) works perfectly fine. The as5600 encoders work great and track the rotation of the module nicely. I also made a few design changes to make assembly easier which includes changing the design of the encoder column support and the design of the standoffs."}, {"post_id": 5328, "ts": "2026-06-09T01:59:37Z", "hours": 3.0031, "text": "Swerve module v1 assembled! The gears mesh nicely and the entire system has a lot less friction than I thought it would :) Things needed to do in terms of design: Design support for the shaft that holds the central drive gear column since right now its cantilevered. Redesign standoffs because the current design breaks too easily Design encoder for brushless drive motor so FOC can be used"}, {"post_id": 4618, "ts": "2026-06-08T00:12:06Z", "hours": 3.3511, "text": "Finished soldering wires to the motors and header pins to the encoders. Got stm32 nucleo 64 f411re working with platformio ready for programming along with the motor shield to control everything!"}, {"post_id": 3587, "ts": "2026-06-06T16:15:48Z", "hours": 1.9147, "text": "finished building one module in real life!"}, {"post_id": 2479, "ts": "2026-06-05T00:05:00Z", "hours": 1.3253, "text": "Added drive column for drive gear train which is coaxial to the encoder column which has the magnet for the as5600 to track the module’s rotation. Done with the drive module for now, moving on to the motor mounts!"}, {"post_id": 2227, "ts": "2026-06-04T16:44:41Z", "hours": 2.6103, "text": "CAD for a single module done including gear relations. No motors yet"}]...
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Title: Swerve Drive by @joshua_r | Stardance
Devl Title: Swerve Drive by @joshua_r | Stardance
Devlogs:
CAD for a single module done including gear relations. No motors yet
Added drive column for drive gear train which is coaxial to the encoder column which has the magnet for the as5600 to track the module’s rotation. Done with the drive module for now, moving on to the motor mounts!
finished building one module in real life!
Finished soldering wires to the motors and header pins to the encoders. Got stm32 nucleo 64 f411re working with platformio ready for programming along with the motor shield to control everything!
Swerve module v1 assembled! The gears mesh nicely and the entire system has a lot less friction than I thought it would :) Things needed to do in terms of design: Design support for the shaft that holds the central drive gear column since right now its cantilevered. Redesign standoffs because the current design breaks too easily Design encoder for brushless drive motor so FOC can be used
Tested all hardware for the swerve drive. The latest version of SimpleFOC (2.4.0) doesn’t work for some reason but the previous version (2.3.5) works perfectly fine. The as5600 encoders work great and track the rotation of the module nicely. I also made a few design changes to make assembly easier which includes changing the design of the encoder column support and the design of the standoffs.
Swerve azimuth control Got PID working for one module, though it probably still needs to be tuned. Also I need to figure out the logic for wrapping around since the encoder measures values from 0-1023 which I have mapped to 0 to 360, but after 360 it goes back to 0 which complicates the logic a bit. I also need to implement the logic for the swerve just switching the wheel rotation direction rather than rotate the entire module 180 degrees whenever it can. Realistically, the module should only ever rotate a max of 90 degrees from one input to the next
Finished Drive Base Got all the modules built and attached. Some modules are a little bit stiff so if that hinders the motors I’ll need to change some clearances, but I think its minimal enough to where it won’t matter. Things Left to Do on Hardware Build and attach bellypan for electronics Mount electronics to bellypan Wire everything up Things Left to Do on Software Test radio communication from fs-ia6B receiver to nucleo Program commands in based on controller input Program swerve kinematics in using the custom angle control and drive control functions already created
Swerve Drivebase update Cut out bellypan out of scrap board because creating large panels isn’t really suited for 3d printing and I can drill new holes into this material easily for mounting electronics. Mounted the majority of the electronics as well. On the software side I got radio communication working and created a new .h and .cpp file for implementing radio control into the main program. Things Left to Do on Hardware Attach radio receiver and battery Wire all components together Resolder the wires on one of the n20 motors (bad connection the first time lol). Things Left to Do on Software Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller
Finished Wiring As you can tell by this extremely beautiful cable management and totally not messy arrangement of wires, I should have probably made a pcb for this (Maybe I will later). Things Left to Do on Hardware Wire management Things Left to Do on Software Test all hardware individually to isolate any potential wiring issues Program the rest of the swerveKinematics.cpp file Program in controls from the inputs from the flysky controller
Side Quest The adafruit motor shield v2 that I am using to control the n20 motors suddenly stopped working today. After a long struggle, I managed to trace it back to the A4 and A5 pins being attached to the nucelo alongside the dedicated SDA and SCL pins. Since SDA and SCL are tied to A4 and A5 on normal arduinos but seemingly not on nucelos, simply removing those pins fixed all issues. A very unsatisfying end to a 3 hour struggle :( I did mange to test out the front left module, and spent some time tuning the azimuth pid. Things Left to Do on Hardware Wire management Things Left to Do on Software Test the rest of the hardware (FR, BR, and BL modules, radio communication, and gyro). Program the rest of the swerveKinematics.cpp file Program mpu6050 gyro Program in controls from the inputs from the flysky controller
Integration Pain I got all the subsystems working separately but the extremely fun part of integrating them all together was the first time I truly understood why engineers hate integration. There were a plethora of pin conflicts underlying the hardware since many of the pins on the nucleo serve multiple purposes. One example of this was the adafruit motor shield’s i2c bus interfering with the front left drive motor’s FOC math since PB8 and PB9 are connected to the sda and scl pins on the Arduino headers of the nucleo. As you can see from the extremely janky wiring in the photo, just connecting the shield so it gets power on the other side of headers and manually connecting the shield to a separate i2c bus using jumper wires, I was able to finally make all the subsystems work together. This was just one example of the many problems that arose, hence why there are almost 12 hours being logged in this post, but this project is finally on the last stretch. I did also make a lot of other progress like confirming the swerve kinematics work along with the flysky controller for inputs :) Things Left to Do on Hardware Cut off the sda and scl pins on the motor shield and solder a jumper wire to the new i2c bus Things Left to Do on Software Tune the pid for FR, BR, and BL turn motors Integrate offsets into the steering angle for the motors Integrate the MPU6050 readings for field oriented swerve control
First Movements Tested full motion for the first time woohoo! 🎉🎊 Things surprisingly worked alright, the kinematics for the rotation while strafing is still a bit off but translation by itself works great. Also the wheels have very little traction so I’ll have to increase that somehow. Additionally, field centric control on the joystick works really well, so up on the joystick means up in real life relative to the start heading and regardless of the rotation of the robot. Things Left to Do on Hardware Add traction to the wheels Things Left to Do on Software Fix swerve kinematics for rotation
Done! 🎉 I finished making all the things for the github like the wiring diagram and demo video. Fixed all issues with field relative control, my original math was incorrect. Also one of the modules wasn’t rotating correctly but it turns out it was just the magnet came loose. Will be submitting to Outpost soon! Demo video link: https://www.youtube.com/watch?v=bPC4PA_9ZH0
Finally hardware projects are getting payout multipliers like software projects! Thus, I will be reshipping my project so that I can get multiplier. (Also opensauce was awesome sauce! Only real changes made to the project were encoder offsets and tuning things at opensauce because of reassembly at the venue. Also got into a rev reel!)
Ships:
3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time?
3D printed coaxial swerve drive! This was heavily inspired by FRC swerves and it really fun to make. Designing and everything hardware related was honestly pretty easy, but wiring was a pain. Each brushless motor driver needed 3 pwm pins on the same hardware timer and on nucleos, some of the pins serve multiple uses, creating some problems for me. Also there were a lot of times that things that seemed like software issues were actually wiring issues, like when the adafruit motor shield stopped working because its i2c connection was tied to pins A4 and A5. Overall, this was the most technologically advanced project I have ever made, partly because I was using a new microcontroller (stm32 nucleo) but also because I had to understand the math involved in driving a swerve correctly. Not to mention I was also running 4 brushless motors and 4 separate PIDs. It was really fun to build and I would definitely do it again given the opportunity. Maybe even a differential swerve next time? RESHIP FOR NEW HARDWARE MUTLIPLIER: Public video link is the video of project button....
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1793296373.6233602
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1793382773.6233602
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55006
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dignusdeo <> by @made0fjello | Stardance
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made0fjello
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0
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25.88
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0
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[]
|
[{"post_id": 70663, "ts": "202 [{"post_id": 70663, "ts": "2026-09-19T15:27:09Z", "hours": 1.3333, "text": "(hopefully) did everything needed to finally ship this. Made the BOM, finalised README and all the other stuff. PLEASE PLEASE PLEASE accept it"}, {"post_id": 69513, "ts": "2026-09-17T07:00:11Z", "hours": 1.0667, "text": "Started to put things on the github repo in preparation for shipping. Basically the only thing left is to count bolts and make the BOM."}, {"post_id": 69110, "ts": "2026-09-16T12:02:56Z", "hours": 1.05, "text": "Made the bowden tube in the CAD model to determine if it will be functional for the full movement of the printhead and I’m not fully sure. Hopefully it will."}, {"post_id": 68796, "ts": "2026-09-15T19:24:27Z", "hours": 0.5542, "text": "Not much work today. Imported the main board and the PSU (hopefully will be recycled from a PC) as well as made a small size change for the cage to make in fit the parameters of the hole I’m putting it in."}, {"post_id": 68220, "ts": "2026-09-14T18:37:10Z", "hours": 2.6, "text": "Finished the Z axis mounts for the bed. They have ball joints (3d printed for cost saving) so the bed cam better change orientation for auto leveling and stuff. Only the electronics to go - FINAL STRETCH before ship!!!1!"}, {"post_id": 67454, "ts": "2026-09-13T15:44:25Z", "hours": 0.8872, "text": "Added mouting points to the bed and made the PEI plate. The only thing left to do is make the plastic mounting to the leadscrews. Last few steps before moving on from CAD. I am really excited to bring this project closer to reality!"}, {"post_id": 66805, "ts": "2026-09-12T18:11:46Z", "hours": 0.5667, "text": "Created the bed which I am going to get machined from aluminum as well as started to add heaters to it."}, {"post_id": 66077, "ts": "2026-09-11T17:21:50Z", "hours": 0.4833, "text": "Started work on the Z-axis by placing the rails on the cage and putting the motors in their positions."}, {"post_id": 65229, "ts": "2026-09-10T06:43:57Z", "hours": 0.9833, "text": "Finally finished the gantry on the eight day. Next thing on the list is the z axis along with the bed."}, {"post_id": 64750, "ts": "2026-09-09T12:00:19Z", "hours": 1.4003, "text": "Finished the toolhead by adding mounting for two radial fans and ducts for those fans. Tomorrow will hopefully be the last day of work on the gantry."}, {"post_id": 64397, "ts": "2026-09-08T18:54:39Z", "hours": 0.6167, "text": "Created a simple mounting bracket for the top screws of the 40mm fan and a radial fan on the side (duct for print cooling will be made later)."}, {"post_id": 63429, "ts": "2026-09-07T08:36:31Z", "hours": 1.8114, "text": "Added mount points for a 40mm fan on the x carriage and started work on mounting my x-axis pipe on the xy joints."}, {"post_id": 62976, "ts": "2026-09-06T15:28:11Z", "hours": 0.4267, "text": "Couldn’t do a lot today. Just finalised the mount point of the hotend to the x carriage."}, {"post_id": 62057, "ts": "2026-09-05T09:09:15Z", "hours": 2.05, "text": "Measured my pipe to use for the X-Axis and started work on the hotend mount which I’m going to get machined from aluminum to be more stable, less breakable and more reusable."}, {"post_id": 61554, "ts": "2026-09-04T15:01:40Z", "hours": 1.55, "text": "Finished the right idler and both the started both the x-axis mounts. Just need to figure out what kind of pipe i’m going to use instead of makerbeam on the x-axis (it needs to be light)."}, {"post_id": 60998, "ts": "2026-09-03T18:10:00Z", "hours": 1.2667, "text": "Did some more work on my gantry. I made the right motor mount and expanded the footprint of the belt to span my entire movement area (spoiler - it’s gonna be BIG)."}, {"post_id": 59628, "ts": "2026-09-01T15:26:25Z", "hours": 1.75, "text": "Adapted left belt idler and driver from the Voron Trident onto my cage. That’s about it…"}, {"post_id": 59032, "ts": "2026-08-31T16:49:25Z", "hours": 2.9, "text": "Added mounts for the extruder and filament spool. Attached hinges on the front wall of the cage so it can actually be opened. Also overhauled the entire cage to use a caliber of aluminum pipe i actually have."}, {"post_id": 55715, "ts": "2026-08-27T18:03:46Z", "hours": 2.5833, "text": "Built a simple aluminum pipe enclosure for the 3d printer and currently trying to adapt Voron Trident parts to form my corexy gantry. Enclosure uses acrylic sheets which will be cut to size. Hinges to be added for the from when i get the specific dimensions of pipe I will be working with."}]...
|
Title: dignusdeo <> by @made0fjello | Starda Title: dignusdeo <> by @made0fjello | Stardance
Devlogs:
Built a simple aluminum pipe enclosure for the 3d printer and currently trying to adapt Voron Trident parts to form my corexy gantry. Enclosure uses acrylic sheets which will be cut to size. Hinges to be added for the from when i get the specific dimensions of pipe I will be working with.
Added mounts for the extruder and filament spool. Attached hinges on the front wall of the cage so it can actually be opened. Also overhauled the entire cage to use a caliber of aluminum pipe i actually have.
Adapted left belt idler and driver from the Voron Trident onto my cage. That’s about it…
Did some more work on my gantry. I made the right motor mount and expanded the footprint of the belt to span my entire movement area (spoiler - it’s gonna be BIG).
Finished the right idler and both the started both the x-axis mounts. Just need to figure out what kind of pipe i’m going to use instead of makerbeam on the x-axis (it needs to be light).
Measured my pipe to use for the X-Axis and started work on the hotend mount which I’m going to get machined from aluminum to be more stable, less breakable and more reusable.
Couldn’t do a lot today. Just finalised the mount point of the hotend to the x carriage.
Added mount points for a 40mm fan on the x carriage and started work on mounting my x-axis pipe on the xy joints.
Created a simple mounting bracket for the top screws of the 40mm fan and a radial fan on the side (duct for print cooling will be made later).
Finished the toolhead by adding mounting for two radial fans and ducts for those fans. Tomorrow will hopefully be the last day of work on the gantry.
Finally finished the gantry on the eight day. Next thing on the list is the z axis along with the bed.
Started work on the Z-axis by placing the rails on the cage and putting the motors in their positions.
Created the bed which I am going to get machined from aluminum as well as started to add heaters to it.
Added mouting points to the bed and made the PEI plate. The only thing left to do is make the plastic mounting to the leadscrews. Last few steps before moving on from CAD. I am really excited to bring this project closer to reality!
Finished the Z axis mounts for the bed. They have ball joints (3d printed for cost saving) so the bed cam better change orientation for auto leveling and stuff. Only the electronics to go - FINAL STRETCH before ship!!!1!
Not much work today. Imported the main board and the PSU (hopefully will be recycled from a PC) as well as made a small size change for the cage to make in fit the parameters of the hole I’m putting it in.
Made the bowden tube in the CAD model to determine if it will be functional for the full movement of the printhead and I’m not fully sure. Hopefully it will.
Started to put things on the github repo in preparation for shipping. Basically the only thing left is to count bolts and make the BOM.
(hopefully) did everything needed to finally ship this. Made the BOM, finalised README and all the other stuff. PLEASE PLEASE PLEASE accept it...
|
1793137668.2736225
|
1793742468.2736225
|
|
62665
|
Inoriba ( 祈り場 ) by @Jarin_4649 | Stardance
|
Jarin_4649
|
1
|
11.03
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-17T14:33:51Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I making Mystry / Horror Visual Noval game that combines 3D exploration. I’ve never coded a game before. So, this game is under development.", "repo": "https://github.com/Jarin4649/Inoriba-", "demo": "https://fastidious-taiyaki-1a0567.netlify.app"}]...
|
[{"post_id": 70666, "ts": "202 [{"post_id": 70666, "ts": "2026-09-19T15:35:40Z", "hours": 4.8256, "text": "Adjust room again."}, {"post_id": 70124, "ts": "2026-09-18T14:48:47Z", "hours": 3.2083, "text": "I worked on some 3D shadows, even though they’re not perfect."}, {"post_id": 69594, "ts": "2026-09-17T11:38:58Z", "hours": 3.3461, "text": "This is my first time make coding a game. So, this what i’m doing right now."}]...
|
Title: Inoriba ( 祈り場 ) by @Jarin_4649 | Stardance
Title: Inoriba ( 祈り場 ) by @Jarin_4649 | Stardance
Devlogs:
This is my first time make coding a game. So, this what i’m doing right now.
I worked on some 3D shadows, even though they’re not perfect.
Adjust room again.
Ships:
I making Mystry / Horror Visual Noval game that combines 3D exploration. I’ve never coded a game before. So, this game is under development....
|
1793210068.0130177
|
1793296468.0130177
|
|
38078
|
ISS OVERHEAD by @Gingembre | Stardance
|
Gingembre
|
1
|
18.0
|
172
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T14:39:20Z", "hours": 18.0, "multiplier": 9.72, "payout": 172, "blessing": "neutral", "text": "I made an app that tells users when the International Space Station flies over them. It contains a lot of cool features like it being able to tell how high the ISS will be in the sky during the next pass. I am proud of this project because it is my first application and I learned a lot coding it.", "repo": "https://github.com/Gingembre3005/ISS_Overhead", "demo": "https://github.com/Gingembre3005/ISS_Overhead/releases/tag/V1.0.0"}]...
|
[{"post_id": 70670, "ts": "202 [{"post_id": 70670, "ts": "2026-09-19T15:49:10Z", "hours": 6.3675, "text": "I have polished the app to get it ready for shipping. This means I completely reworked the UI by displaying numbers in a “Digital Clock” style and the text with a more space like font. You can see a fail I had when trying to display text with the “Digital Clock” font on the third picture : ). I also added notifications to let the user know when the ISS flies over him. And to top it off, now you can see the ISS crossing the background when you are on the app!"}, {"post_id": 65028, "ts": "2026-09-09T20:37:33Z", "hours": 3.325, "text": "In the last few days I have been working on getting the app to calculate at what time the ISS is going to fly over the user again. Now that this is done, I feel like all the core features are done. Do you maybe have an idea of a feature or something that would be interesting to see in the finished app? Let me know in the comments! I’d be more than happy to hear your ideas : )"}, {"post_id": 61754, "ts": "2026-09-04T20:14:05Z", "hours": 3.1083, "text": "My app is finally working! The main thing I want it to do is send the user a notification when the International Space Station flies over them. Right now it can tell the user if the ISS is in his field of view by calculating its position over the horizon. If the amount of degrees over the horizon is positive, then the user should be able to see the ISS (if we neglect the sunlight, weather and so on…)."}, {"post_id": 56838, "ts": "2026-08-28T19:45:11Z", "hours": 4.8992, "text": "This summer I started working on my first mobile app. Since I am very interested in astronomy, I decided to build an app that gives you a notification when the ISS flies over you. Right now I only have two windows, one of which is used to get the user’s location."}]...
|
Title: ISS OVERHEAD by @Gingembre | Stardance
Dev Title: ISS OVERHEAD by @Gingembre | Stardance
Devlogs:
This summer I started working on my first mobile app. Since I am very interested in astronomy, I decided to build an app that gives you a notification when the ISS flies over you. Right now I only have two windows, one of which is used to get the user’s location.
My app is finally working! The main thing I want it to do is send the user a notification when the International Space Station flies over them. Right now it can tell the user if the ISS is in his field of view by calculating its position over the horizon. If the amount of degrees over the horizon is positive, then the user should be able to see the ISS (if we neglect the sunlight, weather and so on…).
In the last few days I have been working on getting the app to calculate at what time the ISS is going to fly over the user again. Now that this is done, I feel like all the core features are done. Do you maybe have an idea of a feature or something that would be interesting to see in the finished app? Let me know in the comments! I’d be more than happy to hear your ideas : )
I have polished the app to get it ready for shipping. This means I completely reworked the UI by displaying numbers in a “Digital Clock” style and the text with a more space like font. You can see a fail I had when trying to display text with the “Digital Clock” font on the third picture : ). I also added notifications to let the user know when the ISS flies over him. And to top it off, now you can see the ISS crossing the background when you are on the app!
Ships:
I made an app that tells users when the International Space Station flies over them. It contains a lot of cool features like it being able to tell how high the ISS will be in the sky during the next pass. I am proud of this project because it is my first application and I learned a lot coding it....
|
1793346575.9582338
|
1793432975.9582338
|
|
52852
|
An Healthy Sleep Enforcer App by @overwatch886 | S An Healthy Sleep Enforcer App by @overwatch886 | Stardance...
|
overwatch886
|
0
|
2.41
|
0
|
[]
|
[{"post_id": 70672, "ts": "202 [{"post_id": 70672, "ts": "2026-09-19T15:52:51Z", "hours": 2.4106, "text": "First time posting on this project, just want us to take a look at the interface."}]...
|
Title: An Healthy Sleep Enforcer App by @overwatch Title: An Healthy Sleep Enforcer App by @overwatch886 | Stardance
Devlogs:
First time posting on this project, just want us to take a look at the interface....
|
1792727512.1286917
|
1793332312.1286917
|
|
62325
|
rinifolio by @rinimee | Stardance
|
rinimee
|
1
|
3.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T17:34:32Z", "hours": 3.0, "multiplier": 3.45, "payout": 5, "blessing": "neutral", "text": "I made a portfolio template made for those who would like to log in their projects! It consists of an information panel for those who would like to add their information about wo they are and what they do, and a place to input 9 projects, with a picture, title, and description! Something that was really challenging was getting the CSS right! While it seemed easy, I had to get a lot of help just to fix up my code and make it look correct. However, I am very proud of the result, especially how the ambience of the UI turned out! All the information needed to run my project is included in my GitHub repository. Please check it out, and thank you so much!", "repo": "https://github.com/rinimee/rinifolio", "demo": "https://rinimee.github.io/rinifolio/"}]...
|
[{"post_id": 70678, "ts": "202 [{"post_id": 70678, "ts": "2026-09-19T15:59:45Z", "hours": 1.3519, "text": "doneee with this ;-; I did NOT think css would take an hour. Most of this was because of this one probelm with my CSS. I have a span function in my html with the text “click to add cover” but it ended up not being visible. I ended up leaving that as is after 30 minutes of trying to find the problem. Oh well, at least i’m done now! I don’t want to worry about it, especially since i need those 30 hours complete all the while worrying about if my code is good enough…anyway, here is the final look! I’ll be prepping this and preparing it for shipping in the meantime, so rinimee out"}, {"post_id": 70277, "ts": "2026-09-18T21:05:16Z", "hours": 0.3261, "text": "CSS for first tab donee! Yayy! With a lot of help from copilot (I had too much trouble because everything wasn’t lining up properly ) I was able to finish the CSS for the first tab! There were a lot of mistakes and annoying loopholes i found in my code which isn’t usual, so I had copilot pick out the weeds. I did write the entire code for css!, copilot tweaked it up and made sure it was clean, so, DONT GET THE WRONG IDEA! here’s how it looks like, so rinimee out"}, {"post_id": 69824, "ts": "2026-09-17T21:06:04Z", "hours": 0.4172, "text": "MOAR STUFF DONE!! alright, i got a lot more productive! I did a lot of javascript, which allowed me to save information locally using localStorage and then I also tweaked some tab switching! Also, I officially started my CSS! I added a background which took FOREVER, but then I realized that I ended up using the function url(‘/whimsybg.jpg’) which is wrong! The backslash is only used for actual links! If its saved in your folder you don’t need it! I also added a cool font and styled the buttons! Here’s a quick snappy, rinimee out"}, {"post_id": 69429, "ts": "2026-09-17T01:16:10Z", "hours": 0.4678, "text": "first looks! I lowkey needed a last hour to fulfill the 30 hour mark, and with only 2 weeks left…the pressure is on! The idea for this is to create a portfolio page for your projects! It’s going to look very similar to my rinimee’s journal without all the fancy stuff. I finished working on the html for the most part, and wanted to switch up some stuff, like adding a textarea block (allowing to manipulate a box for text) for the first tab and adding 9 project spots in the second tab! I’ll be working on javascript next, basing it off once more from my previous project. alright gang rinimee out"}]...
|
Title: rinifolio by @rinimee | Stardance
Devlogs: Title: rinifolio by @rinimee | Stardance
Devlogs:
first looks! I lowkey needed a last hour to fulfill the 30 hour mark, and with only 2 weeks left…the pressure is on! The idea for this is to create a portfolio page for your projects! It’s going to look very similar to my rinimee’s journal without all the fancy stuff. I finished working on the html for the most part, and wanted to switch up some stuff, like adding a textarea block (allowing to manipulate a box for text) for the first tab and adding 9 project spots in the second tab! I’ll be working on javascript next, basing it off once more from my previous project. alright gang rinimee out
MOAR STUFF DONE!! alright, i got a lot more productive! I did a lot of javascript, which allowed me to save information locally using localStorage and then I also tweaked some tab switching! Also, I officially started my CSS! I added a background which took FOREVER, but then I realized that I ended up using the function url(‘/whimsybg.jpg’) which is wrong! The backslash is only used for actual links! If its saved in your folder you don’t need it! I also added a cool font and styled the buttons! Here’s a quick snappy, rinimee out
CSS for first tab donee! Yayy! With a lot of help from copilot (I had too much trouble because everything wasn’t lining up properly ) I was able to finish the CSS for the first tab! There were a lot of mistakes and annoying loopholes i found in my code which isn’t usual, so I had copilot pick out the weeds. I did write the entire code for css!, copilot tweaked it up and made sure it was clean, so, DONT GET THE WRONG IDEA! here’s how it looks like, so rinimee out
doneee with this ;-; I did NOT think css would take an hour. Most of this was because of this one probelm with my CSS. I have a span function in my html with the text “click to add cover” but it ended up not being visible. I ended up leaving that as is after 30 minutes of trying to find the problem. Oh well, at least i’m done now! I don’t want to worry about it, especially since i need those 30 hours complete all the while worrying about if my code is good enough…anyway, here is the final look! I’ll be prepping this and preparing it for shipping in the meantime, so rinimee out
Ships:
I made a portfolio template made for those who would like to log in their projects! It consists of an information panel for those who would like to add their information about wo they are and what they do, and a place to input 9 projects, with a picture, title, and description! Something that was really challenging was getting the CSS right! While it seemed easy, I had to get a lot of help just to fix up my code and make it look correct. However, I am very proud of the result, especially how the ambience of the UI turned out! All the information needed to run my project is included in my GitHub repository. Please check it out, and thank you so much!...
|
1793209971.1055057
|
1793296371.1055057
|
|
62865
|
Hython by @govindrkumar | Stardance
|
govindrkumar
|
0
|
3.1
|
0
|
[]
|
[{"post_id": 70679, "ts": "202 [{"post_id": 70679, "ts": "2026-09-19T16:09:04Z", "hours": 1.8336, "text": "Devlog-4; Added div element section generator in python."}, {"post_id": 69494, "ts": "2026-09-17T05:22:11Z", "hours": 0.3764, "text": "#Devlog-2; I have added method to create div now….."}, {"post_id": 69356, "ts": "2026-09-16T21:25:19Z", "hours": 0.8869, "text": "#Devlog-1; Today, I worked on creating function create .html file, adding title, adding navbar….It supports pico css by default for styling. Thanks !!"}]...
|
Title: Hython by @govindrkumar | Stardance
Devlog Title: Hython by @govindrkumar | Stardance
Devlogs:
#Devlog-1; Today, I worked on creating function create .html file, adding title, adding navbar….It supports pico css by default for styling. Thanks !!
#Devlog-2; I have added method to create div now…..
Devlog-4; Added div element section generator in python....
|
1793047847.7810075
|
1793652647.7810075
|
|
63822
|
Research Connect by @overwatch886 | Stardance
|
overwatch886
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T16:16:25Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built Research Connect, a web site to help students and academic researcher gather the opinion of other students in their research work while simultaneously rewarding the users for it. I built this as part of an MLH Build-a-thon and I must say that the project was 100% built with AI due to time constraints on that day. Still though the links to check it out and try it out are attached already.", "repo": "https://github.com/Overwatch886/research-connect-ng", "demo": "https://research-connect-ng.vercel.app/"}]...
|
[{"post_id": 70681, "ts": "202 [{"post_id": 70681, "ts": "2026-09-19T16:10:38Z", "hours": 4.905, "text": "Yesterday, I started and eventually completed Research Connect as part of a MLH Build-athon I participated in. The platform was built to help researchers gather insights by posting surveys on the platform and students take them to get rewarded for doing so. I built this because I noticed most students and researchers find it hard to get the opinion of other students for their various projects and research. Disclaimer: This Project was heavily Vibe coded due to the time constraining nature of the build-a-thon. Still posting it though."}]...
|
Title: Research Connect by @overwatch886 | Stardan Title: Research Connect by @overwatch886 | Stardance
Devlogs:
Yesterday, I started and eventually completed Research Connect as part of a MLH Build-athon I participated in. The platform was built to help researchers gather insights by posting surveys on the platform and students take them to get rewarded for doing so. I built this because I noticed most students and researchers find it hard to get the opinion of other students for their various projects and research. Disclaimer: This Project was heavily Vibe coded due to the time constraining nature of the build-a-thon. Still posting it though.
Ships:
I built Research Connect, a web site to help students and academic researcher gather the opinion of other students in their research work while simultaneously rewarding the users for it. I built this as part of an MLH Build-a-thon and I must say that the project was 100% built with AI due to time constraints on that day. Still though the links to check it out and try it out are attached already....
|
1793213421.1306384
|
1793299821.1306384
|
|
60895
|
Blare alarm by @jchuan | Stardance
|
jchuan
|
0
|
5.88
|
0
|
[]
|
[{"post_id": 70683, "ts": "202 [{"post_id": 70683, "ts": "2026-09-19T16:14:24Z", "hours": 0.9003, "text": "Cad complete"}, {"post_id": 70078, "ts": "2026-09-18T12:37:16Z", "hours": 0.4336, "text": "Reworked everything"}, {"post_id": 69589, "ts": "2026-09-17T11:27:25Z", "hours": 0.2844, "text": "blarealarm"}, {"post_id": 68924, "ts": "2026-09-16T01:42:27Z", "hours": 0.3336, "text": "reworked"}, {"post_id": 68620, "ts": "2026-09-15T12:33:42Z", "hours": 0.5336, "text": "Debugging"}, {"post_id": 68016, "ts": "2026-09-14T11:47:17Z", "hours": 0.8333, "text": "Just worked on trying to rewire because it overlaps"}, {"post_id": 67333, "ts": "2026-09-13T12:21:37Z", "hours": 0.7506, "text": "Done alot of engi, did some of this but to be honest, im kind of confused now because when uploaded pcb design to jlcpcb just to look, it is so cooked"}, {"post_id": 66623, "ts": "2026-09-12T13:57:49Z", "hours": 0.2833, "text": "Blare alarm just fixing pcb lines, photo below is just my engineering studies work to cover left which is why i havent been doing much work on stardance"}, {"post_id": 65843, "ts": "2026-09-11T07:56:44Z", "hours": 1.5303, "text": "Started on Project pcb is finished however when i turned into zip and tested it by placing it on jlcpcb to see if it looked right, it didnt have copper"}]...
|
Title: Blare alarm by @jchuan | Stardance
Devlogs Title: Blare alarm by @jchuan | Stardance
Devlogs:
Started on Project pcb is finished however when i turned into zip and tested it by placing it on jlcpcb to see if it looked right, it didnt have copper
Blare alarm just fixing pcb lines, photo below is just my engineering studies work to cover left which is why i havent been doing much work on stardance
Done alot of engi, did some of this but to be honest, im kind of confused now because when uploaded pcb design to jlcpcb just to look, it is so cooked
Just worked on trying to rewire because it overlaps
Debugging
reworked
blarealarm
Reworked everything
Cad complete...
|
1793037092.2335267
|
1793641892.2335267
|
|
15511
|
AstrOS by @Kasel | Stardance
|
Kasel
|
0
|
1.52
|
0
|
[]
|
[{"post_id": 7069, "ts": "2026 [{"post_id": 7069, "ts": "2026-06-11T20:51:02Z", "hours": 1.5153, "text": "Started building the welcome page of my OS, I keep struggling using the websites themselves. I got a decent bit of progress done, I think I’m doing it right but honestly, I’m not sure this is my first time ever coding. I was really proud since I figured out how to add certain stuff on my own! It’s not much right now but I hope that it’ll turn out good when I’m done."}]...
|
Title: AstrOS by @Kasel | Stardance
Devlogs:
Star Title: AstrOS by @Kasel | Stardance
Devlogs:
Started building the welcome page of my OS, I keep struggling using the websites themselves. I got a decent bit of progress done, I think I’m doing it right but honestly, I’m not sure this is my first time ever coding. I was really proud since I figured out how to add certain stuff on my own! It’s not much right now but I hope that it’ll turn out good when I’m done....
|
1792676967.3743446
|
1793281767.3743446
|
|
63830
|
Portfolio Page by @overwatch886 | Stardance
|
overwatch886
|
0
|
0.97
|
0
|
[]
|
[{"post_id": 70692, "ts": "202 [{"post_id": 70692, "ts": "2026-09-19T16:26:28Z", "hours": 0.9689, "text": "I decided to build a portfolio page for myself without using any templates. Just pure Vanilla CSS, HTML and Javascript. Not a special project, just a basic one that matters so much. It also a way for you to get to know me and what I do. I would want to update the readme to better describe what I built and how I built it very soon"}]...
|
Title: Portfolio Page by @overwatch886 | Stardance Title: Portfolio Page by @overwatch886 | Stardance
Devlogs:
I decided to build a portfolio page for myself without using any templates. Just pure Vanilla CSS, HTML and Javascript. Not a special project, just a basic one that matters so much. It also a way for you to get to know me and what I do. I would want to update the readme to better describe what I built and how I built it very soon...
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1793055056.8754394
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1793659856.8754394
|
|
50256
|
Mihera F1 RC car by @Alcaraz9219 | Stardance
|
Alcaraz9219
|
1
|
15.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-05T17:40:10Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a F1 radio control car that works with Arduino and electronic components. The entire car and the remote control was build from scratch and with a 3D printer. This proyect teach me that they don’t always turn out the way we want them to the first time round, and I made a lot of mistakes that I had to solve them designing and printing again, or using the tools that I have, but I have learnt a lot in this proyect and , although I couldn’t compleately at all and I know that is not the best radio control car, I am so proud of it.", "repo": "https://github.com/Alcaraz9219/F1-RC-car", "demo": ""}]...
|
[{"post_id": 70694, "ts": "202 [{"post_id": 70694, "ts": "2026-09-19T16:29:33Z", "hours": 3.1525, "text": "To wrap up the project a bit, I’ve designed and printed the front nose and I’ve also printed the front wing. The car’s electronics are now complete after I replaced the transmitter and receiver modules with two NRF24L01 PA+LNA units with antennas, which work much better and have a much greater range. And although the F1 bodywork and the DRS are still missing, I’ll leave it as finished for the time being because I don’t have time to work on it any further and also because the Stardance deadline is approaching. So that’s it for now, and I hope people have enjoyed the project."}, {"post_id": 62812, "ts": "2026-09-06T10:29:26Z", "hours": 6.2022, "text": "After a few problems with the printer, I’ve finally finished making the control unit and fitting all the components inside; I can say that the car is now working. But there’s another problem: to connect the car’s Arduino R4 to the R3 – which I ended up having to use due to technical issues with the ESP32 – I’ve used a 433 MHz RF transmitter and receiver module that has a very short range, and as I want to fit it inside the casing on both the car and the remote control, the distance is practically zero. So I’ve already bought an NRF24L01 PA+LNA, which is another bidirectional transmitter with a much greater range and comes with an antenna; the next step will be to fit it and carry out the final test before installing the DRS and the casing."}, {"post_id": 52967, "ts": "2026-08-23T10:49:03Z", "hours": 1.7503, "text": "In this section, I have designed the casing for the controller, which I have decided should be shaped like an F1 steering wheel. The controller will use a Steamaker ESP32 Plus board; a joystick will be used to control the car’s steering, and there will be two buttons to control the motors so that the car can move forwards and backwards. Also, to make it look more like a real F1 car, the steering wheel will feature a display showing information about the controller and the car, such as battery level, speed and the status of the DRS – which is the opening of the rear wing to reduce aerodynamic drag, something that’s very helpful in real cars. The next step will be to create the 3D model of the hollow steering wheel and add the mounts for the components. If anyone can think of any extras to add to the car or the controller, please let me know; if it’s a good idea, I’ll take it into account and add it."}, {"post_id": 50886, "ts": "2026-08-20T10:58:06Z", "hours": 3.8042, "text": "On 2 June, I started a project. The idea was to build a radio-controlled car in the shape and style of a Formula 1 car, but I wanted to build the whole thing myself from scratch. The car is being built solely from my own designs, which are being 3D-printed. This project is divided into two parts: the car, which contains electronic components such as an Arduino R4 Wi-Fi, a servomotor for the steering, another for the DRS system, an L298N controller and two motors, as well as a battery holder with its own switch; and the remote control, which communicates with the car via a transmitter module in the remote and a receiver in the car. The remote control features components such as a Steemakers ESP32 Plus, a joystick for the motors, two buttons for steering, another to activate the DRS, and a display to show information. This is the plan for the project, which is not yet finished. Unfortunately, when I started this project I wasn’t familiar with Stardance, so I haven’t recorded all the hours spent doing calculations, looking through all the files and their dates, photos and videos – it could easily have been around 45 hours of unrecorded work. Anyway, what I’ve done so far has been to design the chassis and the mounts for the components, fit everything into the car, and build the steering system – which has undoubtedly been the most difficult part and caused me the most headaches, but which eventually ended up working. Since I started on Stardance, I’ve been designing the front wing, assembling the whole car to check that it works, and finally fitting just the remote control components to check that they work before designing the remote control itself. This isn’t proving to be an easy project – there are lots of errors cropping up – but you learn a lot from them. The next step will be to design the remote control in 3D and then print it."}]...
|
Title: Mihera F1 RC car by @Alcaraz9219 | Stardanc Title: Mihera F1 RC car by @Alcaraz9219 | Stardance
Devlogs:
On 2 June, I started a project. The idea was to build a radio-controlled car in the shape and style of a Formula 1 car, but I wanted to build the whole thing myself from scratch. The car is being built solely from my own designs, which are being 3D-printed. This project is divided into two parts: the car, which contains electronic components such as an Arduino R4 Wi-Fi, a servomotor for the steering, another for the DRS system, an L298N controller and two motors, as well as a battery holder with its own switch; and the remote control, which communicates with the car via a transmitter module in the remote and a receiver in the car. The remote control features components such as a Steemakers ESP32 Plus, a joystick for the motors, two buttons for steering, another to activate the DRS, and a display to show information. This is the plan for the project, which is not yet finished. Unfortunately, when I started this project I wasn’t familiar with Stardance, so I haven’t recorded all the hours spent doing calculations, looking through all the files and their dates, photos and videos – it could easily have been around 45 hours of unrecorded work. Anyway, what I’ve done so far has been to design the chassis and the mounts for the components, fit everything into the car, and build the steering system – which has undoubtedly been the most difficult part and caused me the most headaches, but which eventually ended up working. Since I started on Stardance, I’ve been designing the front wing, assembling the whole car to check that it works, and finally fitting just the remote control components to check that they work before designing the remote control itself. This isn’t proving to be an easy project – there are lots of errors cropping up – but you learn a lot from them. The next step will be to design the remote control in 3D and then print it.
In this section, I have designed the casing for the controller, which I have decided should be shaped like an F1 steering wheel. The controller will use a Steamaker ESP32 Plus board; a joystick will be used to control the car’s steering, and there will be two buttons to control the motors so that the car can move forwards and backwards. Also, to make it look more like a real F1 car, the steering wheel will feature a display showing information about the controller and the car, such as battery level, speed and the status of the DRS – which is the opening of the rear wing to reduce aerodynamic drag, something that’s very helpful in real cars. The next step will be to create the 3D model of the hollow steering wheel and add the mounts for the components. If anyone can think of any extras to add to the car or the controller, please let me know; if it’s a good idea, I’ll take it into account and add it.
After a few problems with the printer, I’ve finally finished making the control unit and fitting all the components inside; I can say that the car is now working. But there’s another problem: to connect the car’s Arduino R4 to the R3 – which I ended up having to use due to technical issues with the ESP32 – I’ve used a 433 MHz RF transmitter and receiver module that has a very short range, and as I want to fit it inside the casing on both the car and the remote control, the distance is practically zero. So I’ve already bought an NRF24L01 PA+LNA, which is another bidirectional transmitter with a much greater range and comes with an antenna; the next step will be to fit it and carry out the final test before installing the DRS and the casing.
To wrap up the project a bit, I’ve designed and printed the front nose and I’ve also printed the front wing. The car’s electronics are now complete after I replaced the transmitter and receiver modules with two NRF24L01 PA+LNA units with antennas, which work much better and have a much greater range. And although the F1 bodywork and the DRS are still missing, I’ll leave it as finished for the time being because I don’t have time to work on it any further and also because the Stardance deadline is approaching. So that’s it for now, and I hope people have enjoyed the project.
Ships:
I made a F1 radio control car that works with Arduino and electronic components. The entire car and the remote control was build from scratch and with a 3D printer. This proyect teach me that they don’t always turn out the way we want them to the first time round, and I made a lot of mistakes that I had to solve them designing and printing again, or using the tools that I have, but I have learnt a lot in this proyect and , although I couldn’t compleately at all and I know that is not the best radio control car, I am so proud of it....
|
1793346532.4059057
|
1793432932.4059057
|
|
62468
|
My OS by @folk0297 | Stardance
|
folk0297
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T16:43:38Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a browser-based Web OS using HTML, CSS and JavaScript. It lookslike a simple desktop interface and includes features like a search bar,draggable windows, Notes, Calculator, Timer, Todo List and a two-playerPing Pong game. I also added local storage so some data (like notes and todo items) stays saved even after refreshing the page. The trickiest part was managing the window system and getting all the apps to work together. I also struggled with some JavaScript bugs (like function scoping and event listeners) and making the UI feel smooth and responsive on different screen sizes. Handling local storage and the game logic for Ping Pong took some time too. I’m proud that I was able to build everything on my own, from scratch. Getting the draggable windows, local storage and the game working was satisfying. I also like how the final project looks and feels - it’s simple but clean and actually works, and it taught me a lot about web development and problem solving.", "repo": "https://github.com/folks0297/My-OS", "demo": "https://folks0297.github.io/My-OS/"}]...
|
[{"post_id": 70695, "ts": "202 [{"post_id": 70695, "ts": "2026-09-19T16:29:40Z", "hours": 0.2711, "text": "DEVLOG# 3 i did some changes and added one of my favourite game title screen as a background and it look so firee🔥🔥!! i was planning on changing its background as it was looking pale but now its good"}, {"post_id": 70676, "ts": "2026-09-19T15:57:14Z", "hours": 1.9044, "text": "DEVLOG#2 added some most of the apps. a mini ping pong game too working pretty fine , its a double player game so you can play it with your friends , one control with W and S and other player control with arrow keys . beside that also added calculator ,notes timer an about section too is there :)"}, {"post_id": 70397, "ts": "2026-09-19T03:16:13Z", "hours": 3.4731, "text": "DEVLOG #1 of project no. 4 , so i am making a simple and clean my own OS and bro! this is so coool , for now i have added a working search bar and whatever you search will open in a new tab , i have also made the layout for my apps below it but they not functional yet . maybe i will make custom app pixel logos to make it look more aethetic"}]...
|
Title: My OS by @folk0297 | Stardance
Devlogs:
DE Title: My OS by @folk0297 | Stardance
Devlogs:
DEVLOG #1 of project no. 4 , so i am making a simple and clean my own OS and bro! this is so coool , for now i have added a working search bar and whatever you search will open in a new tab , i have also made the layout for my apps below it but they not functional yet . maybe i will make custom app pixel logos to make it look more aethetic
DEVLOG#2 added some most of the apps. a mini ping pong game too working pretty fine , its a double player game so you can play it with your friends , one control with W and S and other player control with arrow keys . beside that also added calculator ,notes timer an about section too is there :)
DEVLOG# 3 i did some changes and added one of my favourite game title screen as a background and it look so firee🔥🔥!! i was planning on changing its background as it was looking pale but now its good
Ships:
I built a browser-based Web OS using HTML, CSS and JavaScript. It lookslike a simple desktop interface and includes features like a search bar,draggable windows, Notes, Calculator, Timer, Todo List and a two-playerPing Pong game. I also added local storage so some data (like notes and todo items) stays saved even after refreshing the page. The trickiest part was managing the window system and getting all the apps to work together. I also struggled with some JavaScript bugs (like function scoping and event listeners) and making the UI feel smooth and responsive on different screen sizes. Handling local storage and the game logic for Ping Pong took some time too. I’m proud that I was able to build everything on my own, from scratch. Getting the draggable windows, local storage and the game working was satisfying. I also like how the final project looks and feels - it’s simple but clean and actually works, and it taught me a lot about web development and problem solving....
|
1793210029.9108996
|
1793296429.9108996
|
|
9880
|
GrowthKit AI by @avi-aggarwal14 | Stardance
|
avi-aggarwal14
|
0
|
1.96
|
0
|
[]
|
[{"post_id": 7070, "ts": "2026 [{"post_id": 7070, "ts": "2026-06-11T20:52:35Z", "hours": 1.9581, "text": "Would love to hear your opinion on how my site looks and any critiques you would have on it."}]...
|
Title: GrowthKit AI by @avi-aggarwal14 | Stardance Title: GrowthKit AI by @avi-aggarwal14 | Stardance
Devlogs:
Would love to hear your opinion on how my site looks and any critiques you would have on it....
|
1792756477.3501925
|
1793361277.3501925
|
|
52575
|
Lodge by @septech | Stardance
|
septech
|
0
|
60.55
|
0
|
[]
|
[{"post_id": 70702, "ts": "202 [{"post_id": 70702, "ts": "2026-09-19T16:44:49Z", "hours": 11.2886, "text": "Devlog #7 Added scene loading and scripting Now scenes are finally loaded from json, using a custom serializer, and each object can have scripts attached to it. In the demo video, the movement code is fully implemented in a lua script, which is attached to the camera. The car also has a script to rotate it and move it forward."}, {"post_id": 62863, "ts": "2026-09-06T12:09:42Z", "hours": 6.4744, "text": "Devlog #6 Improved reflections and rendering I added screen-space reflections by using ray marching in a compute shader and falling back to environment probes when off-screen. Now reflections look more realistic and metal materials can reflect too, not just glass like before. Now the asset loader also reads normals, metallicness, and roughness from models so everything looks better. I’m still only creating probes for transparent objects, I probably should start calculating good positions for them based on the environment since every object could reflect now."}, {"post_id": 61118, "ts": "2026-09-03T21:13:36Z", "hours": 5.6975, "text": "Devlog #5 Added baked glass reflections Now each glass object gets a probe that captures what the object sees on every face at scene load and the glass shader samples it instead of the sky. I also added a new pipeline and shaders so that there is a sky instead of just the clear color. It also gets reflected by the glass. It doesn’t support skyboxes yet, but that would just be updating the shader to sample a skybox instead of a function."}, {"post_id": 59816, "ts": "2026-09-01T19:34:14Z", "hours": 9.5103, "text": "Devlog #4 Added more realistic glass physics with reflections and refraction It was much simpler than what I expected, I just had to draw opaque objects to a sampler before rendering to the window and then sample that in the glass shader. Currently the reflections are just sampling a fake skybox, I’m now going to try to pass a cubemap of the scene so the reflections can finally reflect objects in the scene. I also rewrote how objects, lights and cameras are handled to use a more general API that abstracts the renderer so that adding scripting and physics is easier later."}, {"post_id": 57479, "ts": "2026-08-29T17:09:33Z", "hours": 6.4428, "text": "Devlog #3 Added lighting using phong illumination and support for transparent materials. I had to finally add a second rendering pipeline so that colored glass would blend with objects behind it, which made me have to change how I was doing rendering, but it wasn’t that big of a refactor as I expected. There are no shadows yet, so light stays the same color even if it passes through the glass, so I’ll work on that next, and allowing for rendering multiple models in the same scene."}, {"post_id": 56327, "ts": "2026-08-28T01:49:41Z", "hours": 9.6842, "text": "Devlog #2 Added loading 3D models into the engine and a debug menu for development. No lighting or transparency yet, so it looks kinda weird, but I will be adding that next. I implemented my own heap-allocated stack for computing the correct world transform for nested nodes without recursion, I think that’s a pretty neat solution."}, {"post_id": 54368, "ts": "2026-08-25T10:32:20Z", "hours": 11.4478, "text": "Spent 11h just to get a brick cube to render…. I love vulkan. Tbh, now that everything is set up everything else should be the easy part"}]...
|
Title: Lodge by @septech | Stardance
Devlogs:
Spe Title: Lodge by @septech | Stardance
Devlogs:
Spent 11h just to get a brick cube to render…. I love vulkan. Tbh, now that everything is set up everything else should be the easy part
Devlog #2 Added loading 3D models into the engine and a debug menu for development. No lighting or transparency yet, so it looks kinda weird, but I will be adding that next. I implemented my own heap-allocated stack for computing the correct world transform for nested nodes without recursion, I think that’s a pretty neat solution.
Devlog #3 Added lighting using phong illumination and support for transparent materials. I had to finally add a second rendering pipeline so that colored glass would blend with objects behind it, which made me have to change how I was doing rendering, but it wasn’t that big of a refactor as I expected. There are no shadows yet, so light stays the same color even if it passes through the glass, so I’ll work on that next, and allowing for rendering multiple models in the same scene.
Devlog #4 Added more realistic glass physics with reflections and refraction It was much simpler than what I expected, I just had to draw opaque objects to a sampler before rendering to the window and then sample that in the glass shader. Currently the reflections are just sampling a fake skybox, I’m now going to try to pass a cubemap of the scene so the reflections can finally reflect objects in the scene. I also rewrote how objects, lights and cameras are handled to use a more general API that abstracts the renderer so that adding scripting and physics is easier later.
Devlog #5 Added baked glass reflections Now each glass object gets a probe that captures what the object sees on every face at scene load and the glass shader samples it instead of the sky. I also added a new pipeline and shaders so that there is a sky instead of just the clear color. It also gets reflected by the glass. It doesn’t support skyboxes yet, but that would just be updating the shader to sample a skybox instead of a function.
Devlog #6 Improved reflections and rendering I added screen-space reflections by using ray marching in a compute shader and falling back to environment probes when off-screen. Now reflections look more realistic and metal materials can reflect too, not just glass like before. Now the asset loader also reads normals, metallicness, and roughness from models so everything looks better. I’m still only creating probes for transparent objects, I probably should start calculating good positions for them based on the environment since every object could reflect now.
Devlog #7 Added scene loading and scripting Now scenes are finally loaded from json, using a custom serializer, and each object can have scripts attached to it. In the demo video, the movement code is fully implemented in a lua script, which is attached to the camera. The car also has a script to rotate it and move it forward....
|
1792713117.3223007
|
1793317917.3223007
|
|
57535
|
Atom Simulator by @Rezz | Stardance
|
Rezz
|
1
|
67.08
|
1350
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T13:44:19Z", "hours": 65.0, "multiplier": 17.4, "payout": 1350, "blessing": "neutral", "text": "ATOM SIMULATOR!! Simulate an atom by adding subatomic particles manually or selecting elements directly from the periodic table and learn about every ground state isotope humanity has ever discovered! When I was starting this project I wanted to make something that I could show to others and be proud of it and this is what I have made! You can add any amount of subatomic particles and see the details of the isotope you have created. (Trust me there are many surprising combinations which actually exist). There are 3588 isotopes which exist in ground state and all are in the database of this project. This is a great opportunity to learn about the properties of every isotope in a fun and interactive way! What I built: :> The main canvas with the simulation of the atom. :> The element panel shows the information of the element you have created. :> The isotope panel gives you all the information about the current isotope you created and also visually highlights invalid isotopes, :> The control buttons let you ADD/REMOVE subatomic particles with full control. :> The periodic table with all the elements with proper buttons to jump to elements. :> Proper animation of the atom in the canvas. How I made it easy to use: :>Deployed it to GitHub pages so that anyone can easily access it without having to clone the repository. :> +10/-10 button help users to jump between atoms easily as well as see a satisfying animation. :> Added the ability to type in the desired number of subatomic particles for even more accessibility. :> The periodic table lets people jump to any desired element they want, so they do not have to struggle to reach any desired element. :> Made it so that the periodic table pops up with one click and disappears instantly when the user clicks an element or outside the table for a smooth and fast user experience. :> Colour coded each element in the periodic table depending on their types. :> If the user creates an invalid isotope, the isotope panels visually highlight it so that the user does not get confused. Technicalities A lot of things have been used in this project I have listed the things I learnt below: HTML5 Canvas Canvas Drawing Canvas Coordinate Systems requestAnimationFrame() Graphics / Animation Loops Mathematical Animation Polar / Circular Positioning Trigonometry in Programming Canvas Transformations 2.5D / Depth Illusion Painter’s Algorithm / Draw Order Dynamic Geometry State-Driven Graphics Data-Driven Application Design Managing Dynamic Object Collections Animation State Interpolated Animation Dynamic Numbers of Animated Objects Dynamic Shell Allocation UI State I am currently learning web development and these are my early steps. This is my first time using canvas so I gave it my best. The project may look very long in itself but it would have been way longer if you add the time spent reading documentation and watching videos about canvas Api. Since I started in stardance I have gone from not even knowing html syntax to here and I plan to further improve my understanding of canvas by making a game next. So, wish me luck. Please read the README for detailed explanation of my project!", "repo": "https://github.com/KartikeyaMishra-Ark/Atom-Simulation", "demo": "https://kartikeyamishra-ark.github.io/Atom-Simulation/"}]...
|
[{"post_id": 70719, "ts": "202 [{"post_id": 70719, "ts": "2026-09-19T17:27:55Z", "hours": 2.0822, "text": "Complete UI change!! The shipwrights told me my theme was very generic and looked very AI generated so I changed it into the theme of star charts used by astronomers in 17th-18th centuries. Renamed the periodic table to the atlas and over all made everything look like a diagram made on parchment. Also added a trail to the electrons to make it look a little bit more unique. My project is based on the Bohr model which was based on astronomy of that time which emerged from these star charts so I decided to use this theme to have a little personality and originality. Thanks for reading!!"}, {"post_id": 70545, "ts": "2026-09-19T10:33:05Z", "hours": 0.8514, "text": "Final Devlog is here guys after so many hours!! I have redone the UI to look less generic and a little more unique. The canvas is now having invisible borders so it blends in with the background. Added a header. Added red colour in case of invalid isotope and moved status to the to for better user experience. Also set the cap to 118 on both electrons and protons. Fixed the plus 10 button so it goes up to 118 instead of stopping if there is less than 10 electrons left to 118. That will be all I will ship this and other features will come in future updates like exit animations and ion panel. There is a lot more I could do but I have refined everything I made in this and that will be all for now as adding new things will create an unrefined product. I have set the default atom to chromium-24 just because it is not too small and not too big to help the users go lower and upward pretty quick. It was a long run and genuinely tough project. The amount of documentation I had to read was unreal. Thanks for reading!!!!!!!!!!!!!!"}, {"post_id": 70489, "ts": "2026-09-19T08:45:53Z", "hours": 5.8706, "text": "I have completed the animation now. The other electrons now move slowly into their new positions and make space for the incoming electron. I also made it so that it is fluid for +10 electrons as well. I also am moving towards my final UI so everything is black now instead of blue and I plan on making it more space like. Now comes the part where I tell you my struggles. I spent a lot of time trying to perfect the animation. To do this I had to make changes in a lot of my functions and I finally was at the end of my struggles after about 3 hours of work and there was just one bug I was unable to fix which was that whenever I spam added electrons they would go into one place and then teleport into their dedicated locations. To fix that I made a lot of changes. The problem was that the canvas was not giving new space assignment to the electron when it was being spam added and foolish me without committing decided to fix it and broke everything. I managed to break it so bad that program broke when adding a new shell. And because I had made so many changes I was not gonna spend another 3 hours fixing them one by one so I had no choice but to delete everything since the last commit which was my last devlog. and then I had to remake it from there. Lesson learnt. Thanks for reading!!!"}, {"post_id": 69615, "ts": "2026-09-17T12:54:50Z", "hours": 3.5044, "text": "I have finally added an animation to the addition of the electrons!! You can see in the video I have made it so that every added electron comes from outside the canvas and takes its place in the orbit. It is far from perfect right now but it’s the first step. The biggest problem in this was making sure it came in at the proper angle so it feels smooth and injects itself properly. I am thinking of animating the other electrons to slowly move and make space for the new electron so it doesn’t look like a flicker every electron added. The nucleus is still the same I am leaving it alone I will fix it in the end it’s too much for me. Also did a lot of CSS changes in the periodic table and the isotope panel and the control buttons. I am trying to make it look like an instrument more Than a button so hopefully it can happen. The next move is refining this animation and once it’s done I will redo the entire CSS to a space, science, observatory theme. Thanks for reading!!"}, {"post_id": 69163, "ts": "2026-09-16T14:35:00Z", "hours": 5.3294, "text": "This is making me give up guys. I cannot fix this nucleus this just isn’t working. I have been spending so many hours on this I used to do so much more daily but I just rage quit when I can’t fix this. You can see in the video is is still working in a sequence I cannot fix it. I did fix the flicker which happens every time a particle is added so it is very smooth now. also I added rotation to the shells by adjusting my already existing drawshell function. I made some changes in css though they are not noticable in the video as I removed most of them because the light theme didn’t suit the project. I am trying to make the theme more space and science like more like an observatory. I really wanna start on animations but I am holding it off for everything else to start working first. Thanks for reading!!"}, {"post_id": 68152, "ts": "2026-09-14T16:32:40Z", "hours": 6.3133, "text": "I am so freaking done with this!! I have been sitting here for so many hours trying to fix the nucleus and for some reason it is never working. I have created multiple new functions deleted those, changed those and one time is became a spiral pattern. Then I tried to randomise it and it became like a random splash. then the neutrons disappeared. then the count got messed up so every ten neutrons added get on screen. Then neutrons did not show up until we reached 24 of them. I tried every different way I could think of solving this but this is not working. At last I thought I should just go back to my old configuration because it was good enough but now it became like this and is overlapping into the first shell. I guess I deleted my old function where I had set its parameter to not overlap the inner shell but here we are. Also I found a way to make the periodic table work properly. It now pops up on screen so the user doesn’t have to scroll and disappears with th user input or if the user clicks the background. I will make it transparent in the future. Also I hope I can fix this nucleus this is so not it. Thanks for reading."}, {"post_id": 67356, "ts": "2026-09-13T13:10:52Z", "hours": 4.5983, "text": "COMPLETE CSS OVERHAUL. I have redone the entire CSS to make it look WAYYY better and you can see the results. I am adopting a dark theme. I do want it to look more like space but I will see to it later. I added a toggle function for the periodic table. It looks kind of useless now but what I wanna do is make it appear on the screen instead of appearing below so that the use can select without having to scroll. Also the nucleus must be catching your eye. I tried to randomise it but for some reason it is randomising every frame so I have to figure out how to fix it. I am pretty sure it is a very simple fix that I am wasting so much time on. Also changed the colour of the shell, electrons and nucleus and gave the particles a little glow for dramatic effect. Also gave the elements in the periodic table colours according to their categories like Alkali metals, noble gases etc. Next I am going to fix the nucleus. Make the periodic table appear on screen and try to make the UI look better. I am also thing of any features I can add. Thanks for reading!!"}, {"post_id": 66047, "ts": "2026-09-11T16:36:57Z", "hours": 8.6878, "text": "Sorry for so long undevlogged hours. First time I got a warning. I really procrastinate on devlogs. There are many changes I made, the first being the addition of radioactive/stable status, half-life, decay mode, spin/parity, and atomic mass into the isotope tab. My vision is that I want people to explore the isotopes when they play around manually with the subatomic particles. This increased my database for isotopes to 45k lines, hopefully the person who told me it’s ok to use AI for data collection was true. And for enhanced UX I added +10 and -10 buttons as well as the ability to type the number of electrons in. And the biggest and the most obvious update was the periodic table. I spent so long figuring it out. At first I tried doing the entire thing in CSS, but thankfully the array of elements with so many seemingly useless information I created at the start helped out and I was able to assign each of them groups and periods to look like a periodic table through JavaScript, but La and Ac were acting up because they kept going down to the f block. I moved them up but it still looks not as good. I then added each element on the table to be clickable and the user would instantly move to the desired element and be able to test what isotopes it has and also all their properties. Also I removed the configuration because I am making the Bohr model visible so it’s inaccurate to have the Aufbau configuration. I am 1000% going to do frequent devlogs please forgive me for my past 3 devlogs. Also I made sure the most commonly used isotope is there by default on the isotope panel when the periodic table is clicked. I think I will look how to make the UI better first as the periodic table being on the bottom feels so weird and bad UI because the user needs to scroll to see the change. I’ll think for a fix. Thanks for reading!!!!!"}, {"post_id": 63762, "ts": "2026-09-07T18:39:18Z", "hours": 8.0033, "text": "Now this is a big one! I have spent hours trying different ways to add isotopes to this. I thought I would add some common isotopes and not let the user make any other atom. Then I ditched it and tried to just say not in data. Then I tried to reduce the number of elements then I thought that how many isotopes can I actually add? So Iooked up on how many isotopes exist of all known elements I found a study of NUBASE in 2022 with 3588 ground state isotopes in their website. It had a lot of detail. I have used clause to parse it into a json file and it has 25k lines. I have asked the shipwrights and they said it’s fine so I did it. So now I have each possible ground state isotope and its basic properties in my project so I just linked it to javascript and then decided I wanted an entire window dedicated to isotopes and as my project had been bad for so long so I redid the html and finally touched css. Didn’t take me too long it has become very easy to create basic cards after my last project. Then I created a few functions for the isotopes which basically act as a validator which I made previously for protons. Also I deleted a lot of my code. So as seen in the video, Isotopes are divided into stable, radioactive and invalid. Any isotope which my database doesn’t have does not exist in ground state which is way bigger of a scale I was thinking about so I am proud of it. Also the name and symbol have been changed as well. the css looks very bad as I just did it very fast so that it at least looks like it is real. Next is redoing the nucleus to increase the randomisation and maybe I am thinking of redoing the isotopes window and the UI. Mostly thinking of working on UI now but idk what I do tomorrow. Thanks for reading!!"}, {"post_id": 62851, "ts": "2026-09-06T11:40:28Z", "hours": 6.7181, "text": "Very long devlog here. I have added a lot of stuff and have failed to add a lot of stuff too. The first task at my hand was making the nucleus into individual particles.The problem I ran into was when there were less than 14 nuclear particles they were too far away from each other. So I made a few if statements for better alignment in lower atomic number elements. Then I added colours for identification I will change them in the future. After adding colour I saw that the protons and neutrons aren’t mixing and are forming rings instead and so far I cannot fix it. Next thing I added was electronic configuration. I have used Aufbau’s principle for the electronic configuration which is kinda inaccurate as my model doesn’t use it but I added it because I can. Also I have not added all the exceptions like chromium. The next step was adding ions and isotopes. I spent so much time adding isotopes and failed terribly but the ions have been working out. Currently they are also inaccurate because I have yet to add a block for impossible structures and also the names just add ion instead of saying oxide or chloride. There is a type section currently because I first added just anion neutral and cation detector but then decided I want all ions and isotopes as well. The most amount of time spent this time is for sure the failure of my isotopes addition. Also I have been tweaking the tilts to make them look better. My devlog makes it look simple but it took so much freaking trial and error to do all this I am seriously burned out now. But it’s too fun for me to stop. Thanks for reading!!"}, {"post_id": 62205, "ts": "2026-09-05T13:55:38Z", "hours": 2.9883, "text": "I have now added buttons for user to add and remove subatomic particles. The neutrons are kind of useless because I have currently linked it to the periodic table I added to the code (yes I added all the elements as mentioned in previous devlogs). So the atomic mass is hardcoded for every element but in the future I will switch back to mass number when I add isotopes to the this. And now the most obvious change. I have added a tilt to all the electron paths and the shells so that I can have a 3d effect. I looked up on how to make this 3d and decided it was wayyy too out of my league, though what I am doing is already out of it, but I decided I will try a 2.5d style and this is as far as I have gotten. I have also made it so that the outer shells move faster than inner ones for better effect. It looks kinda ugly as I have neglected css but I am waiting for a general structure to be finished before I do that. I have to say that canvas is very complicated. And I am having to use a lot of loops and I am having difficulty understanding my own code. I hope by moving forwards I can get more comfortable with all this. Thanks for reading!!"}, {"post_id": 62052, "ts": "2026-09-05T08:52:41Z", "hours": 2.5119, "text": "I have added functions to calculate the mass number and the charge on each configuration. Then I have added the properties of each element in the periodic table into the code and made a div so that it can be seen in the web page. In the video below I am changing the number of electrons and protons to showcase it working I am yet to add an input on the screen. Also for each element I have added its atomic number, symbol, name, atomic mass, period, group and category. I believe it will prove useful in the future when I add a proper description. I am also going to add isotopes in the future. It was very boring to copy all the elements from he periodic table though. Thanks for reading!! edit: I just noticed a bug. I am not changing the number of neutrons so the mass number is wrong in every case. As I set the detection of each element by the number of protons I didn’t realise it. Sorry for the error"}, {"post_id": 61724, "ts": "2026-09-04T19:24:00Z", "hours": 2.265, "text": "The visual difference in this update may not look a lot but the code has changed a lot. Previously all of the stuff was just hardcoded values and now I have turned them all into proper dynamic values. I have given it a configuration to accommodate all 118 elements properly. Also made it so that the increasing number of shells reduces the spacing so the shells don’t clip out of bounds. Also having lesser shells spreads them out more so it looks zoomed in. All seems to work fine now. Almost all hardcoded values are turned into functions so I am going to try to add a way so the user can directly add an electron to the system. I am yet to touch the protons it’s still just balls revolving in a certain configuration, far from my vision. Thanks for reading!!"}, {"post_id": 61588, "ts": "2026-09-04T16:00:47Z", "hours": 4.2703, "text": "So I redid all the code of the javascript. I created different functions for the shells, nucleus and the electrons. After that I made a loop for the electrons so that they spawn in the shell structure of 2,8,8 and don’t overlap and another loop inside that to make sure that they all are revolving around the nucleus in their own shells. Then I made a loop for the shells with the same calculation of the radius so that they form properly along the revolving electrons. And damn was all of that hard to understand and create. In my previous projects I had not worked much with loops so I had to learn all about them and damn does this project use a lot of maths. It’s lowkey kind of fun playing with numbers and seeing varying results on screen. I think I will have to ditch these functions in the future because my end goal is to get all the 118 elements in there but this is an important learning step for me. Thanks for reading!!"}, {"post_id": 61336, "ts": "2026-09-04T06:26:06Z", "hours": 0.7969, "text": "Finally figured out how to move the electron along the path. Had to use Sine and Cosines to designate the movement. One problem which came up was that the new frame was not erasing the previous position of the electron so I did a clearRect so erase the previous frame but it currently is clearing everything including the shell and the nucleus. I am going to re write everything into separate functions to fix it."}, {"post_id": 61172, "ts": "2026-09-03T23:32:27Z", "hours": 1.9469, "text": "This project is kind of ambitious for me as it is a complicated one, but as a science. student I have always wanted to build something like this. I just spent a couple of hours experimenting and learning about canvas. First time using it. I really love that I have to use maths, physics and chemistry to make a project. The vision I have with this project is having a way to add electrons and protons and neutrons to make different elements and their isotopes. I will try to get then entire periodic table. And as my previous projects I don’t know how I will do it. I will learn as I build. This is very fun so far and I hope it doesn’t take as long as the last one. Thanks for reading!!"}]...
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Title: Atom Simulator by @Rezz | Stardance
Devlog Title: Atom Simulator by @Rezz | Stardance
Devlogs:
This project is kind of ambitious for me as it is a complicated one, but as a science. student I have always wanted to build something like this. I just spent a couple of hours experimenting and learning about canvas. First time using it. I really love that I have to use maths, physics and chemistry to make a project. The vision I have with this project is having a way to add electrons and protons and neutrons to make different elements and their isotopes. I will try to get then entire periodic table. And as my previous projects I don’t know how I will do it. I will learn as I build. This is very fun so far and I hope it doesn’t take as long as the last one. Thanks for reading!!
Finally figured out how to move the electron along the path. Had to use Sine and Cosines to designate the movement. One problem which came up was that the new frame was not erasing the previous position of the electron so I did a clearRect so erase the previous frame but it currently is clearing everything including the shell and the nucleus. I am going to re write everything into separate functions to fix it.
So I redid all the code of the javascript. I created different functions for the shells, nucleus and the electrons. After that I made a loop for the electrons so that they spawn in the shell structure of 2,8,8 and don’t overlap and another loop inside that to make sure that they all are revolving around the nucleus in their own shells. Then I made a loop for the shells with the same calculation of the radius so that they form properly along the revolving electrons. And damn was all of that hard to understand and create. In my previous projects I had not worked much with loops so I had to learn all about them and damn does this project use a lot of maths. It’s lowkey kind of fun playing with numbers and seeing varying results on screen. I think I will have to ditch these functions in the future because my end goal is to get all the 118 elements in there but this is an important learning step for me. Thanks for reading!!
The visual difference in this update may not look a lot but the code has changed a lot. Previously all of the stuff was just hardcoded values and now I have turned them all into proper dynamic values. I have given it a configuration to accommodate all 118 elements properly. Also made it so that the increasing number of shells reduces the spacing so the shells don’t clip out of bounds. Also having lesser shells spreads them out more so it looks zoomed in. All seems to work fine now. Almost all hardcoded values are turned into functions so I am going to try to add a way so the user can directly add an electron to the system. I am yet to touch the protons it’s still just balls revolving in a certain configuration, far from my vision. Thanks for reading!!
I have added functions to calculate the mass number and the charge on each configuration. Then I have added the properties of each element in the periodic table into the code and made a div so that it can be seen in the web page. In the video below I am changing the number of electrons and protons to showcase it working I am yet to add an input on the screen. Also for each element I have added its atomic number, symbol, name, atomic mass, period, group and category. I believe it will prove useful in the future when I add a proper description. I am also going to add isotopes in the future. It was very boring to copy all the elements from he periodic table though. Thanks for reading!! edit: I just noticed a bug. I am not changing the number of neutrons so the mass number is wrong in every case. As I set the detection of each element by the number of protons I didn’t realise it. Sorry for the error
I have now added buttons for user to add and remove subatomic particles. The neutrons are kind of useless because I have currently linked it to the periodic table I added to the code (yes I added all the elements as mentioned in previous devlogs). So the atomic mass is hardcoded for every element but in the future I will switch back to mass number when I add isotopes to the this. And now the most obvious change. I have added a tilt to all the electron paths and the shells so that I can have a 3d effect. I looked up on how to make this 3d and decided it was wayyy too out of my league, though what I am doing is already out of it, but I decided I will try a 2.5d style and this is as far as I have gotten. I have also made it so that the outer shells move faster than inner ones for better effect. It looks kinda ugly as I have neglected css but I am waiting for a general structure to be finished before I do that. I have to say that canvas is very complicated. And I am having to use a lot of loops and I am having difficulty understanding my own code. I hope by moving forwards I can get more comfortable with all this. Thanks for reading!!
Very long devlog here. I have added a lot of stuff and have failed to add a lot of stuff too. The first task at my hand was making the nucleus into individual particles.The problem I ran into was when there were less than 14 nuclear particles they were too far away from each other. So I made a few if statements for better alignment in lower atomic number elements. Then I added colours for identification I will change them in the future. After adding colour I saw that the protons and neutrons aren’t mixing and are forming rings instead and so far I cannot fix it. Next thing I added was electronic configuration. I have used Aufbau’s principle for the electronic configuration which is kinda inaccurate as my model doesn’t use it but I added it because I can. Also I have not added all the exceptions like chromium. The next step was adding ions and isotopes. I spent so much time adding isotopes and failed terribly but the ions have been working out. Currently they are also inaccurate because I have yet to add a block for impossible structures and also the names just add ion instead of saying oxide or chloride. There is a type section currently because I first added just anion neutral and cation detector but then decided I want all ions and isotopes as well. The most amount of time spent this time is for sure the failure of my isotopes addition. Also I have been tweaking the tilts to make them look better. My devlog makes it look simple but it took so much freaking trial and error to do all this I am seriously burned out now. But it’s too fun for me to stop. Thanks for reading!!
Now this is a big one! I have spent hours trying different ways to add isotopes to this. I thought I would add some common isotopes and not let the user make any other atom. Then I ditched it and tried to just say not in data. Then I tried to reduce the number of elements then I thought that how many isotopes can I actually add? So Iooked up on how many isotopes exist of all known elements I found a study of NUBASE in 2022 with 3588 ground state isotopes in their website. It had a lot of detail. I have used clause to parse it into a json file and it has 25k lines. I have asked the shipwrights and they said it’s fine so I did it. So now I have each possible ground state isotope and its basic properties in my project so I just linked it to javascript and then decided I wanted an entire window dedicated to isotopes and as my project had been bad for so long so I redid the html and finally touched css. Didn’t take me too long it has become very easy to create basic cards after my last project. Then I created a few functions for the isotopes which basically act as a validator which I made previously for protons. Also I deleted a lot of my code. So as seen in the video, Isotopes are divided into stable, radioactive and invalid. Any isotope which my database doesn’t have does not exist in ground state which is way bigger of a scale I was thinking about so I am proud of it. Also the name and symbol have been changed as well. the css looks very bad as I just did it very fast so that it at least looks like it is real. Next is redoing the nucleus to increase the randomisation and maybe I am thinking of redoing the isotopes window and the UI. Mostly thinking of working on UI now but idk what I do tomorrow. Thanks for reading!!
Sorry for so long undevlogged hours. First time I got a warning. I really procrastinate on devlogs. There are many changes I made, the first being the addition of radioactive/stable status, half-life, decay mode, spin/parity, and atomic mass into the isotope tab. My vision is that I want people to explore the isotopes when they play around manually with the subatomic particles. This increased my database for isotopes to 45k lines, hopefully the person who told me it’s ok to use AI for data collection was true. And for enhanced UX I added +10 and -10 buttons as well as the ability to type the number of electrons in. And the biggest and the most obvious update was the periodic table. I spent so long figuring it out. At first I tried doing the entire thing in CSS, but thankfully the array of elements with so many seemingly useless information I created at the start helped out and I was able to assign each of them groups and periods to look like a periodic table through JavaScript, but La and Ac were acting up because they kept going down to the f block. I moved them up but it still looks not as good. I then added each element on the table to be clickable and the user would instantly move to the desired element and be able to test what isotopes it has and also all their properties. Also I removed the configuration because I am making the Bohr model visible so it’s inaccurate to have the Aufbau configuration. I am 1000% going to do frequent devlogs please forgive me for my past 3 devlogs. Also I made sure the most commonly used isotope is there by default on the isotope panel when the periodic table is clicked. I think I will look how to make the UI better first as the periodic table being on the bottom feels so weird and bad UI because the user needs to scroll to see the change. I’ll think for a fix. Thanks for reading!!!!!
COMPLETE CSS OVERHAUL. I have redone the entire CSS to make it look WAYYY better and you can see the results. I am adopting a dark theme. I do want it to look more like space but I will see to it later. I added a toggle function for the periodic table. It looks kind of useless now but what I wanna do is make it appear on the screen instead of appearing below so that the use can select without having to scroll. Also the nucleus must be catching your eye. I tried to randomise it but for some reason it is randomising every frame so I have to figure out how to fix it. I am pretty sure it is a very simple fix that I am wasting so much time on. Also changed the colour of the shell, electrons and nucleus and gave the particles a little glow for dramatic effect. Also gave the elements in the periodic table colours according to their categories like Alkali metals, noble gases etc. Next I am going to fix the nucleus. Make the periodic table appear on screen and try to make the UI look better. I am also thing of any features I can add. Thanks for reading!!
I am so freaking done with this!! I have been sitting here for so many hours trying to fix the nucleus and for some reason it is never working. I have created multiple new functions deleted those, changed those and one time is became a spiral pattern. Then I tried to randomise it and it became like a random splash. then the neutrons disappeared. then the count got messed up so every ten neutrons added get on screen. Then neutrons did not show up until we reached 24 of them. I tried every different way I could think of solving this but this is not working. At last I thought I should just go back to my old configuration because it was good enough but now it became like this and is overlapping into the first shell. I guess I deleted my old function where I had set its parameter to not overlap the inner shell but here we are. Also I found a way to make the periodic table work properly. It now pops up on screen so the user doesn’t have to scroll and disappears with th user input or if the user clicks the background. I will make it transparent in the future. Also I hope I can fix this nucleus this is so not it. Thanks for reading.
This is making me give up guys. I cannot fix this nucleus this just isn’t working. I have been spending so many hours on this I used to do so much more daily but I just rage quit when I can’t fix this. You can see in the video is is still working in a sequence I cannot fix it. I did fix the flicker which happens every time a particle is added so it is very smooth now. also I added rotation to the shells by adjusting my already existing drawshell function. I made some changes in css though they are not noticable in the video as I removed most of them because the light theme didn’t suit the project. I am trying to make the theme more space and science like more like an observatory. I really wanna start on animations but I am holding it off for everything else to start working first. Thanks for reading!!
I have finally added an animation to the addition of the electrons!! You can see in the video I have made it so that every added electron comes from outside the canvas and takes its place in the orbit. It is far from perfect right now but it’s the first step. The biggest problem in this was making sure it came in at the proper angle so it feels smooth and injects itself properly. I am thinking of animating the other electrons to slowly move and make space for the new electron so it doesn’t look like a flicker every electron added. The nucleus is still the same I am leaving it alone I will fix it in the end it’s too much for me. Also did a lot of CSS changes in the periodic table and the isotope panel and the control buttons. I am trying to make it look like an instrument more Than a button so hopefully it can happen. The next move is refining this animation and once it’s done I will redo the entire CSS to a space, science, observatory theme. Thanks for reading!!
I have completed the animation now. The other electrons now move slowly into their new positions and make space for the incoming electron. I also made it so that it is fluid for +10 electrons as well. I also am moving towards my final UI so everything is black now instead of blue and I plan on making it more space like. Now comes the part where I tell you my struggles. I spent a lot of time trying to perfect the animation. To do this I had to make changes in a lot of my functions and I finally was at the end of my struggles after about 3 hours of work and there was just one bug I was unable to fix which was that whenever I spam added electrons they would go into one place and then teleport into their dedicated locations. To fix that I made a lot of changes. The problem was that the canvas was not giving new space assignment to the electron when it was being spam added and foolish me without committing decided to fix it and broke everything. I managed to break it so bad that program broke when adding a new shell. And because I had made so many changes I was not gonna spend another 3 hours fixing them one by one so I had no choice but to delete everything since the last commit which was my last devlog. and then I had to remake it from there. Lesson learnt. Thanks for reading!!!
Final Devlog is here guys after so many hours!! I have redone the UI to look less generic and a little more unique. The canvas is now having invisible borders so it blends in with the background. Added a header. Added red colour in case of invalid isotope and moved status to the to for better user experience. Also set the cap to 118 on both electrons and protons. Fixed the plus 10 button so it goes up to 118 instead of stopping if there is less than 10 electrons left to 118. That will be all I will ship this and other features will come in future updates like exit animations and ion panel. There is a lot more I could do but I have refined everything I made in this and that will be all for now as adding new things will create an unrefined product. I have set the default atom to chromium-24 just because it is not too small and not too big to help the users go lower and upward pretty quick. It was a long run and genuinely tough project. The amount of documentation I had to read was unreal. Thanks for reading!!!!!!!!!!!!!!
Complete UI change!! The shipwrights told me my theme was very generic and looked very AI generated so I changed it into the theme of star charts used by astronomers in 17th-18th centuries. Renamed the periodic table to the atlas and over all made everything look like a diagram made on parchment. Also added a trail to the electrons to make it look a little bit more unique. My project is based on the Bohr model which was based on astronomy of that time which emerged from these star charts so I decided to use this theme to have a little personality and originality. Thanks for reading!!
Ships:
ATOM SIMULATOR!! Simulate an atom by adding subatomic particles manually or selecting elements directly from the periodic table and learn about every ground state isotope humanity has ever discovered! When I was starting this project I wanted to make something that I could show to others and be proud of it and this is what I have made! You can add any amount of subatomic particles and see the details of the isotope you have created. (Trust me there are many surprising combinations which actually exist). There are 3588 isotopes which exist in ground state and all are in the database of this project. This is a great opportunity to learn about the properties of every isotope in a fun and interactive way! What I built: :> The main canvas with the simulation of the atom. :> The element panel shows the information of the element you have created. :> The isotope panel gives you all the information about the current isotope you created and also visually highlights invalid isotopes, :> The control buttons let you ADD/REMOVE subatomic particles with full control. :> The periodic table with all the elements with proper buttons to jump to elements. :> Proper animation of the atom in the canvas. How I made it easy to use: :>Deployed it to GitHub pages so that anyone can easily access it without having to clone the repository. :> +10/-10 button help users to jump between atoms easily as well as see a satisfying animation. :> Added the ability to type in the desired number of subatomic particles for even more accessibility. :> The periodic table lets people jump to any desired element they want, so they do not have to struggle to reach any desired element. :> Made it so that the periodic table pops up with one click and disappears instantly when the user clicks an element or outside the table for a smooth and fast user experience. :> Colour coded each element in the periodic table depending on their types. :> If the user creates an invalid isotope, the isotope panels visually highlight it so that the user does not get confused. Technicalities A lot of things have been used in this project I have listed the things I learnt below: HTML5 Canvas Canvas Drawing Canvas Coordinate Systems requestAnimationFrame() Graphics / Animation Loops Mathematical Animation Polar / Circular Positioning Trigonometry in Programming Canvas Transformations 2.5D / Depth Illusion Painter’s Algorithm / Draw Order Dynamic Geometry State-Driven Graphics Data-Driven Application Design Managing Dynamic Object Collections Animation State Interpolated Animation Dynamic Numbers of Animated Objects Dynamic Shell Allocation UI State I am currently learning web development and these are my early steps. This is my first time using canvas so I gave it my best. The project may look very long in itself but it would have been way longer if you add the time spent reading documentation and watching videos about canvas Api. Since I started in stardance I have gone from not even knowing html syntax to here and I plan to further improve my understanding of canvas by making a game next. So, wish me luck. Please read the README for detailed explanation of my project!...
|
1793350163.1203866
|
1793436563.1203866
|
|
16809
|
Beam by @ct112 | Stardance
|
ct112
|
0
|
1.17
|
0
|
[]
|
[{"post_id": 7072, "ts": "2026 [{"post_id": 7072, "ts": "2026-06-11T20:57:22Z", "hours": 1.165, "text": "Devlog #1 Beam, a local network file transfer app which allows a phone to send files directly to a computer using a QR code and browser based upload page. Current Features: Built desktop application and GUI using PySide6 Used FastAPI and Uvicorn for server hosting Automatic LAN IP detection Automatic file saving and organization What’s next: File preview Clipboard Sync Mac/Linux compatibility"}]...
|
Title: Beam by @ct112 | Stardance
Devlogs:
Devlog Title: Beam by @ct112 | Stardance
Devlogs:
Devlog #1 Beam, a local network file transfer app which allows a phone to send files directly to a computer using a QR code and browser based upload page. Current Features: Built desktop application and GUI using PySide6 Used FastAPI and Uvicorn for server hosting Automatic LAN IP detection Automatic file saving and organization What’s next: File preview Clipboard Sync Mac/Linux compatibility...
|
1793249719.7310476
|
1793854519.7310476
|
|
57162
|
Racer by @benny | Stardance
|
benny
|
1
|
7.0
|
47
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T01:28:36Z", "hours": 7.0, "multiplier": 6.37, "payout": 47, "blessing": "neutral", "text": "I made a car racing game that essentially was inspired by F1. The code based is done in python and then in order to deploy it onto the web I used something called pygbag. The entire point of the game is that you have to navigate through the course’s loops and turns in order to beat the computer car in a race. There are a variety of difficulty options for you to select, as well as a settings menu so that you can change your own speed and wall bounciness. I learned a lot about debugging during this process because as I was trying to deploy to to both local host and github pages there were many errors that prevented the game from loading in so I had to try to analyze all the console errors and correct them. I really love the game that I made and I feel like I’ve learned a lot from building this game. I hope you guys enjoy it as well!", "repo": "https://github.com/bangzishu-huang/Racer", "demo": "https://bangzishu-huang.github.io/Racer/"}]...
|
[{"post_id": 70720, "ts": "202 [{"post_id": 70720, "ts": "2026-09-19T17:29:11Z", "hours": 0.6328, "text": "The rest of the time spent on Racer was trying to get it deployed onto my localhost first through pygbag. It took a long time just trying to debug everything because pygbag deployment is harder than hosting python through python’s own application. I had to do a lot of async def through my functions in order to bypass some restrictions and have the game work. Also, I had to make the deploy.yml file in order for github to execute the workflow to deploy my page to github and the actual web."}, {"post_id": 70292, "ts": "2026-09-18T21:44:11Z", "hours": 3.2625, "text": "So throughout the 3 hours I worked on just heavily developing all aspects of the racing game. First I implemented different levels, more specifically 3 levels each with a different speed that the computer car would drive to. Then there is also a settings option where the user can adjust their own speed for their car and also the bouciness of the wall when hit. A lap counter and also a lap timer was added as a HUD at the top left of the screen when you are racing, and also I implemented basically a sort of countdown mechanism to start off each seperate game. The entire game is coming together and the next steps is trying to deploy it through the web with pygbag."}, {"post_id": 64239, "ts": "2026-09-08T14:27:33Z", "hours": 1.5697, "text": "I have been fixing the computer path tracing and adjusting it because a lot of times they go off the loop and cut corners of the race track. The red dots below (left image) show me trying to conduct coordinate testing for the path following of the computer car. Then, after the car path was working for the computer car, I went to make the end screens for when you win or lose in the game. I was also thinking of implementing varios different levels, which I might do in my next session."}, {"post_id": 62630, "ts": "2026-09-06T03:01:52Z", "hours": 1.4433, "text": "Now for the car game I started to add the opponent cars and was working on the components and trying to see how they would actually move. I was also trying to implement a click to move feature for the player car, as well as kind of reducing the bouce when hitting the side of the track."}, {"post_id": 60050, "ts": "2026-09-02T04:57:35Z", "hours": 0.4072, "text": "Today I started a new racing game and start to set up the base environment and the map for the game. This was relatively easy to set up and get started. There were just a some simple debugging in order to fix some few case sensitive errors. Tomorrow, I will probably start working on implementing the race car mechanism and the entire working game."}]...
|
Title: Racer by @benny | Stardance
Devlogs:
Today Title: Racer by @benny | Stardance
Devlogs:
Today I started a new racing game and start to set up the base environment and the map for the game. This was relatively easy to set up and get started. There were just a some simple debugging in order to fix some few case sensitive errors. Tomorrow, I will probably start working on implementing the race car mechanism and the entire working game.
Now for the car game I started to add the opponent cars and was working on the components and trying to see how they would actually move. I was also trying to implement a click to move feature for the player car, as well as kind of reducing the bouce when hitting the side of the track.
I have been fixing the computer path tracing and adjusting it because a lot of times they go off the loop and cut corners of the race track. The red dots below (left image) show me trying to conduct coordinate testing for the path following of the computer car. Then, after the car path was working for the computer car, I went to make the end screens for when you win or lose in the game. I was also thinking of implementing varios different levels, which I might do in my next session.
So throughout the 3 hours I worked on just heavily developing all aspects of the racing game. First I implemented different levels, more specifically 3 levels each with a different speed that the computer car would drive to. Then there is also a settings option where the user can adjust their own speed for their car and also the bouciness of the wall when hit. A lap counter and also a lap timer was added as a HUD at the top left of the screen when you are racing, and also I implemented basically a sort of countdown mechanism to start off each seperate game. The entire game is coming together and the next steps is trying to deploy it through the web with pygbag.
The rest of the time spent on Racer was trying to get it deployed onto my localhost first through pygbag. It took a long time just trying to debug everything because pygbag deployment is harder than hosting python through python’s own application. I had to do a lot of async def through my functions in order to bypass some restrictions and have the game work. Also, I had to make the deploy.yml file in order for github to execute the workflow to deploy my page to github and the actual web.
Ships:
I made a car racing game that essentially was inspired by F1. The code based is done in python and then in order to deploy it onto the web I used something called pygbag. The entire point of the game is that you have to navigate through the course’s loops and turns in order to beat the computer car in a race. There are a variety of difficulty options for you to select, as well as a settings menu so that you can change your own speed and wall bounciness. I learned a lot about debugging during this process because as I was trying to deploy to to both local host and github pages there were many errors that prevented the game from loading in so I had to try to analyze all the console errors and correct them. I really love the game that I made and I feel like I’ve learned a lot from building this game. I hope you guys enjoy it as well!...
|
1793350055.2556627
|
1793436455.2556627
|
|
28283
|
Robot Arm by @jake18 | Stardance
|
jake18
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T03:43:04Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a 5-DOF robotic arm that can move manually or remotely using coordinate control. The arm uses 5 servo motors for the arm and 1 stepper motor for the base to provide movement. Every joint in this arm is controlled through a local web app that I am running on my laptop. All of the controls, calculations, etc., are all on my laptop. The ESP32 only acts as a motor controller, receiving commands through wifi and controlling the motors. The thing that I am most proud of is the code and coordinate control. This was the first time I did a project with this scale of code, and I am proud that it works well. This was also the first time I made a web app and combining it with an ESP32. The most challenging part about this project was definitely the mechanical design. Everything in CAD worked smoothly with no mistakes, but when I printed it out, big and small errors kept showing up that delayed my project by a few weeks. I had to go through many iterations until I got one that worked. FYI the angle processing in the code is tailored to my specific motor angles and position.", "repo": "https://github.com/jakecao18/Robot-Arm", "demo": ""}]...
|
[{"post_id": 70721, "ts": "202 [{"post_id": 70721, "ts": "2026-09-19T17:29:25Z", "hours": 8.8356, "text": "Devlog #6 So i have just finished assembling the arm and making all the gears, motors and joints properly now what I have done: fixed the shoulder joint by removing the belt completely, now it runs on a 1:1.5 spur gear reduction I added the stepper motor so now the arm can rotate by its base, allowing it to move in 3d I redesigned the gripper since the old one (finray style gripper) was too weak and couldn’t pick things up. this new gripper is a rack and pinion gripper that is much stronger I have connected the SMPS power supply and now every motor can run on full power I have connected the website to the esp so now my slider control works and is accurate But there are still some problems: the backlash of all the joints add up, which means the end effector wobbles too much. My coordinate control still isn’t accurate So before shipping this project, I will fix the coordinate control code so that it is now accurate. The backlash is a separate problem that I dont think ill be able to solve in time."}, {"post_id": 47845, "ts": "2026-08-16T02:11:50Z", "hours": 10.0933, "text": "Devlog #5 I have now finished the local web server to control the robot, it includes 6 sliders for the 5 servos and 1 stepper motor and also a coordinate control. for the coordinate control, you simply plug in your x, y, z coordinates it will return j1, j2, j3, and j4 angles to you. on the coding side of that, i just wrote some simple analytical ik, mostly triangle geometry. the website is ran by flask and i am using udp sockets to send the angles to my esp32 via wifi. everything is ran on my computer, so the esp would only have to control the motors with the angles. i also did some cad to redesign the shoulder base to fix the belt problem, will start printing soon."}, {"post_id": 42286, "ts": "2026-08-06T22:24:53Z", "hours": 9.0053, "text": "Devlog #4 So ive finished the CAD for the new parts and assembled the robot arm, but the wrist roll and gripper will be attached later. the elbow and wrist pitch of the robot works smoothly now, no skipping or anything, however. the shoulder belt is still skipping under load, i have now used more teeth but it still skips. I think that this is because the belt itself is not tensioned properly (its a little loose), i will have to return the current belt and buy a new one. if anyone have any suggestions to help prevent skipping please let me know. for now that is the only major problem in this build. I am working on the gripper right now since the old design didnt work. also i have been working on a web app to control the arm from my computer to the esp via wifi. I am almost done the app and soon will be able to send data to the esp. that is all for now but i think more problems will apear later."}, {"post_id": 35021, "ts": "2026-07-26T05:31:37Z", "hours": 9.3075, "text": "Devlog #3 So now i have printed all the parts and assembled the arm up to the wrist, but a few problems prevented the arm from moving properly. The gears at the elbow are slipping when under load and also the shafts supporting them are not stable. I think I can fix this by locking the two shafts together and using wider M2 gears. The belt at the shoulder is also slipping under load. I think that i just need the gears to be bigger so that they can tension the belt better. The elbow joint servo doesnt have enough movement to drive the whole elbow 180 degrees because of the gears. I messed up this part because i was supposed to buy the 270 degree servo not the 180 one. Ill be waiting for the 270 servo to arrive. Aside from those problems I have written code so that I can control the servos by angle and not PWM pulses. The base of the arm works fine, Ill be controlling that as soon as i learn how to control a stepper motor. For now I have redesigned most of the arm to fix these problems, but as i wait for the servo and all the parts to print, ill try to work on a web that can control the arm."}, {"post_id": 27505, "ts": "2026-07-13T04:01:09Z", "hours": 4.1847, "text": "Devlog #2 Finished printing everything and started testing if everything fit together. Some of the components had weak spots or didn’t fit together well. I had to go back and forth between CAD and printing for a while because my tolerances weren’t quite correct. Everything fits nicely now. I also made a GitHub repo and added all the CAD files, BOM, pictures etc. I will update GitHub frequently, and everything needed to recreate this project will be there. I also made a wiring diagram and in the process realized that I needed a few more components to make sure that the arm would work smoothly and safely. I was kinda hard to learn why I needed all these different components but in the end I think it makes sense to me now. The next steps now is probably to buy the components and then assemble the robot. In the meantime though I think I can start writing some code on Inverse Kinematics for the Robot. I want it to be able to move all the servos to the correct angle when given some coordinates."}, {"post_id": 21070, "ts": "2026-07-02T20:57:09Z", "hours": 1.2269, "text": "Devlog #1 Completed the CAD assembly for my robot arm. I plan it to be a 5-DOF arm with 5 motors for movement and 1 motor for the claw. I’m using 5 servos and 1 stepper motor right now but I don’t know if I should change it all into servos. I also made the arm be able to swap grippers pretty easily. Im gonna print everything for this arm, gears, gripper, etc. I can also 3d print the ball bearings but I think its better to buy them. The next step is to start printing everything, buying all the parts and start assembling it. Once Im done assembling Ill start coding it. I plan for the arm to run on a Raspberry Pi and be controlled via an app."}]...
|
Title: Robot Arm by @jake18 | Stardance
Devlogs:
Title: Robot Arm by @jake18 | Stardance
Devlogs:
Devlog #1 Completed the CAD assembly for my robot arm. I plan it to be a 5-DOF arm with 5 motors for movement and 1 motor for the claw. I’m using 5 servos and 1 stepper motor right now but I don’t know if I should change it all into servos. I also made the arm be able to swap grippers pretty easily. Im gonna print everything for this arm, gears, gripper, etc. I can also 3d print the ball bearings but I think its better to buy them. The next step is to start printing everything, buying all the parts and start assembling it. Once Im done assembling Ill start coding it. I plan for the arm to run on a Raspberry Pi and be controlled via an app.
Devlog #2 Finished printing everything and started testing if everything fit together. Some of the components had weak spots or didn’t fit together well. I had to go back and forth between CAD and printing for a while because my tolerances weren’t quite correct. Everything fits nicely now. I also made a GitHub repo and added all the CAD files, BOM, pictures etc. I will update GitHub frequently, and everything needed to recreate this project will be there. I also made a wiring diagram and in the process realized that I needed a few more components to make sure that the arm would work smoothly and safely. I was kinda hard to learn why I needed all these different components but in the end I think it makes sense to me now. The next steps now is probably to buy the components and then assemble the robot. In the meantime though I think I can start writing some code on Inverse Kinematics for the Robot. I want it to be able to move all the servos to the correct angle when given some coordinates.
Devlog #3 So now i have printed all the parts and assembled the arm up to the wrist, but a few problems prevented the arm from moving properly. The gears at the elbow are slipping when under load and also the shafts supporting them are not stable. I think I can fix this by locking the two shafts together and using wider M2 gears. The belt at the shoulder is also slipping under load. I think that i just need the gears to be bigger so that they can tension the belt better. The elbow joint servo doesnt have enough movement to drive the whole elbow 180 degrees because of the gears. I messed up this part because i was supposed to buy the 270 degree servo not the 180 one. Ill be waiting for the 270 servo to arrive. Aside from those problems I have written code so that I can control the servos by angle and not PWM pulses. The base of the arm works fine, Ill be controlling that as soon as i learn how to control a stepper motor. For now I have redesigned most of the arm to fix these problems, but as i wait for the servo and all the parts to print, ill try to work on a web that can control the arm.
Devlog #4 So ive finished the CAD for the new parts and assembled the robot arm, but the wrist roll and gripper will be attached later. the elbow and wrist pitch of the robot works smoothly now, no skipping or anything, however. the shoulder belt is still skipping under load, i have now used more teeth but it still skips. I think that this is because the belt itself is not tensioned properly (its a little loose), i will have to return the current belt and buy a new one. if anyone have any suggestions to help prevent skipping please let me know. for now that is the only major problem in this build. I am working on the gripper right now since the old design didnt work. also i have been working on a web app to control the arm from my computer to the esp via wifi. I am almost done the app and soon will be able to send data to the esp. that is all for now but i think more problems will apear later.
Devlog #5 I have now finished the local web server to control the robot, it includes 6 sliders for the 5 servos and 1 stepper motor and also a coordinate control. for the coordinate control, you simply plug in your x, y, z coordinates it will return j1, j2, j3, and j4 angles to you. on the coding side of that, i just wrote some simple analytical ik, mostly triangle geometry. the website is ran by flask and i am using udp sockets to send the angles to my esp32 via wifi. everything is ran on my computer, so the esp would only have to control the motors with the angles. i also did some cad to redesign the shoulder base to fix the belt problem, will start printing soon.
Devlog #6 So i have just finished assembling the arm and making all the gears, motors and joints properly now what I have done: fixed the shoulder joint by removing the belt completely, now it runs on a 1:1.5 spur gear reduction I added the stepper motor so now the arm can rotate by its base, allowing it to move in 3d I redesigned the gripper since the old one (finray style gripper) was too weak and couldn’t pick things up. this new gripper is a rack and pinion gripper that is much stronger I have connected the SMPS power supply and now every motor can run on full power I have connected the website to the esp so now my slider control works and is accurate But there are still some problems: the backlash of all the joints add up, which means the end effector wobbles too much. My coordinate control still isn’t accurate So before shipping this project, I will fix the coordinate control code so that it is now accurate. The backlash is a separate problem that I dont think ill be able to solve in time.
Ships:
I built a 5-DOF robotic arm that can move manually or remotely using coordinate control. The arm uses 5 servo motors for the arm and 1 stepper motor for the base to provide movement. Every joint in this arm is controlled through a local web app that I am running on my laptop. All of the controls, calculations, etc., are all on my laptop. The ESP32 only acts as a motor controller, receiving commands through wifi and controlling the motors. The thing that I am most proud of is the code and coordinate control. This was the first time I did a project with this scale of code, and I am proud that it works well. This was also the first time I made a web app and combining it with an ESP32. The most challenging part about this project was definitely the mechanical design. Everything in CAD worked smoothly with no mistakes, but when I printed it out, big and small errors kept showing up that delayed my project by a few weeks. I had to go through many iterations until I got one that worked. FYI the angle processing in the code is tailored to my specific motor angles and position....
|
1793350669.166684
|
1793437069.166684
|
|
42904
|
My own site! by @Alan_X | Stardance
|
Alan_X
|
2
|
16.0
|
57
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T17:37:36Z", "hours": 9.0, "multiplier": 6.24, "payout": 57, "blessing": "neutral", "text": "Who are you? This is the question I want to cancel from your minds when you explore my site. The main aim is not to build a resume, but to feel closer to a stardancer you never met!", "repo": "https://github.com/onanaalan69-ctrl/Alan-personal-page", "demo": "https://alan-personal-page.vercel.app"}, {"ship_num": 2, "ts": "2026-08-18T06:38:26Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a website to present myself, so that anyone going through it is able to know me better. It is made up of 3 distinct pages, each englobing a topic of my life I want to share. The most challenging part was for sure the CSS. Every beginner will agree with me there are some tags whose name are not 100% comprehensible, especially when you see their function after (here I think of the flex boxes, display and align function). Also, hosting a site was quite new to me. I remember having 14+ 404 errors with two different hosting apps, just because one of my pages was not named index. I spent hours trying to figure it out ! I am very proud of the website style. It perfectly represents me. The colours, the spiderman logo, the story telling and the content. All these hours of coding were worth seeing this creation of mine. To navigate throughout the site is pretty easy. Click on the vercel link and use the nav bar to go through the different sections.", "repo": "https://github.com/onanaalan69-ctrl/Alan-personal-page", "demo": "https://alan-personal-page.vercel.app"}]...
|
[{"post_id": 70722, "ts": "202 [{"post_id": 70722, "ts": "2026-09-19T17:31:58Z", "hours": 1.9069, "text": "There are different ways to know someone: you can know their name or their stats. But the best way is the one in which you can create a conversation with the person you know Today, I introduced a page that we must all consider when building something to present. I read a bunch of personal sites, but I can bearly have a conversation out of their projects with the people. Their center of interest is what can immediately pull a conversation, so I considered adding the preference.html page to be able to engage a conversation. I also mainly corrected the typos on my pages, and adjusted the README.md to fit the recent updates"}, {"post_id": 58804, "ts": "2026-08-31T12:00:37Z", "hours": 7.3, "text": "It’s more than just a website…it’s the easiest way someone can know me online After the first ship of this project, I decided to share the link to my website to some of my friends and people I met at the summer academy. One of my friends came to me and asked who I am ? This question was to tell me that the site did not tell who I was enough. In addition to that, I did not have any landing page, which is quite submerging. So I worked on the landing page to make it as a better introduction to the site than just diving in, and made the site more personal, so that someone could know me through this. I also: Introduced an animation to make the color theme of the home page change. The colors are variable and random according to a selection of mine, I updated the information in the “What’s up” page to fit my current situation, I corrected the typos in all the pages and introduced recent photographies in the “Project” page. As always, constructive feedback is always welcomed."}, {"post_id": 49300, "ts": "2026-08-18T01:18:06Z", "hours": 1.9869, "text": "Final Devlog before 1st ship For this last modification before the ship, I added another section that I named facts. It is all about why I joined the hack club and stardance community, and with what I learned, what I will do with that knowledge. I also updated the images unable to open on the browser and corrected grammatical and writting mistakes in the entire site. Most importantly, I completely changed my README.md, so as to be appropriate for shiping. I’m impatient to ship my first project, but I will do it when I wake at 6 in the morning. Wish me Good luck guys."}, {"post_id": 45998, "ts": "2026-08-12T20:54:46Z", "hours": 3.1411, "text": "#Devlog 3 The new pages I promised to share with you are already available guys! Checkout the Demo link. If I had to say something about the experience I will say it was very long to adjust my code into separate page - because before I had a single page for .css, .html and .js - But it’s so satisfying right now. Also I had to change my demo link. The one I had in vercel was just loading a 404, - and I did not even no why - so I changed to a github deployment. Notify me if during this demo testing you do not have access to the page. It’ll be quite unfortunate because I did put all of my love and experience into that."}, {"post_id": 45032, "ts": "2026-08-11T05:51:30Z", "hours": 1.3931, "text": "Brand New Section! Devlog #2 I shared my website with some of my friends, and they told me I should add a section specifically talking about my projects. So, it is what I am actually cooking. I also decided to add a section named “What’s up” that I will continuously update: I will try to keep the update tech-related and my encounters in the hackclub. I will share with you the latest updates I soon as I finish my summer academy this evening. Stay tuned"}, {"post_id": 40407, "ts": "2026-08-03T21:39:19Z", "hours": 0.7197, "text": "My personal web page. This activity is really a self-introspection, as we have to gather all we know on ourselves (which is not always that easy by the way) to create a page for anyone reading it to know you better. The first thing I thought of was the background to be my favorite color, and the profile picture my favotite hero. By this I i’m sure anyone can protray the type of person I’m from the value of my hero( hardwork, resilience, accountable, charismatic etc.) and the general traits of those having green as favorite color(calm, friendly, sociable, confident etc.). Then I expressed my artistic designs with the color choices. I see these choices that we may make subconsiouly the best way to know about someone"}]...
|
Title: My own site! by @Alan_X | Stardance
Devlog Title: My own site! by @Alan_X | Stardance
Devlogs:
My personal web page. This activity is really a self-introspection, as we have to gather all we know on ourselves (which is not always that easy by the way) to create a page for anyone reading it to know you better. The first thing I thought of was the background to be my favorite color, and the profile picture my favotite hero. By this I i’m sure anyone can protray the type of person I’m from the value of my hero( hardwork, resilience, accountable, charismatic etc.) and the general traits of those having green as favorite color(calm, friendly, sociable, confident etc.). Then I expressed my artistic designs with the color choices. I see these choices that we may make subconsiouly the best way to know about someone
Brand New Section! Devlog #2 I shared my website with some of my friends, and they told me I should add a section specifically talking about my projects. So, it is what I am actually cooking. I also decided to add a section named “What’s up” that I will continuously update: I will try to keep the update tech-related and my encounters in the hackclub. I will share with you the latest updates I soon as I finish my summer academy this evening. Stay tuned
#Devlog 3 The new pages I promised to share with you are already available guys! Checkout the Demo link. If I had to say something about the experience I will say it was very long to adjust my code into separate page - because before I had a single page for .css, .html and .js - But it’s so satisfying right now. Also I had to change my demo link. The one I had in vercel was just loading a 404, - and I did not even no why - so I changed to a github deployment. Notify me if during this demo testing you do not have access to the page. It’ll be quite unfortunate because I did put all of my love and experience into that.
Final Devlog before 1st ship For this last modification before the ship, I added another section that I named facts. It is all about why I joined the hack club and stardance community, and with what I learned, what I will do with that knowledge. I also updated the images unable to open on the browser and corrected grammatical and writting mistakes in the entire site. Most importantly, I completely changed my README.md, so as to be appropriate for shiping. I’m impatient to ship my first project, but I will do it when I wake at 6 in the morning. Wish me Good luck guys.
It’s more than just a website…it’s the easiest way someone can know me online After the first ship of this project, I decided to share the link to my website to some of my friends and people I met at the summer academy. One of my friends came to me and asked who I am ? This question was to tell me that the site did not tell who I was enough. In addition to that, I did not have any landing page, which is quite submerging. So I worked on the landing page to make it as a better introduction to the site than just diving in, and made the site more personal, so that someone could know me through this. I also: Introduced an animation to make the color theme of the home page change. The colors are variable and random according to a selection of mine, I updated the information in the “What’s up” page to fit my current situation, I corrected the typos in all the pages and introduced recent photographies in the “Project” page. As always, constructive feedback is always welcomed.
There are different ways to know someone: you can know their name or their stats. But the best way is the one in which you can create a conversation with the person you know Today, I introduced a page that we must all consider when building something to present. I read a bunch of personal sites, but I can bearly have a conversation out of their projects with the people. Their center of interest is what can immediately pull a conversation, so I considered adding the preference.html page to be able to engage a conversation. I also mainly corrected the typos on my pages, and adjusted the README.md to fit the recent updates
Ships:
I made a website to present myself, so that anyone going through it is able to know me better. It is made up of 3 distinct pages, each englobing a topic of my life I want to share. The most challenging part was for sure the CSS. Every beginner will agree with me there are some tags whose name are not 100% comprehensible, especially when you see their function after (here I think of the flex boxes, display and align function). Also, hosting a site was quite new to me. I remember having 14+ 404 errors with two different hosting apps, just because one of my pages was not named index. I spent hours trying to figure it out ! I am very proud of the website style. It perfectly represents me. The colours, the spiderman logo, the story telling and the content. All these hours of coding were worth seeing this creation of mine. To navigate throughout the site is pretty easy. Click on the vercel link and use the nav bar to go through the different sections.
Who are you? This is the question I want to cancel from your minds when you explore my site. The main aim is not to build a resume, but to feel closer to a stardancer you never met!...
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1793292918.1357145
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1793379318.1357145
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63847
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WhackAStelle by @Sahild | Stardance
|
Sahild
|
1
|
1.0
|
2
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T20:13:16Z", "hours": 1.0, "multiplier": 1.36, "payout": 2, "blessing": "neutral", "text": "a whack a mole game with the moles being @stellenium", "repo": "https://github.com/sahilchess/WhackAStelle", "demo": "https://sahilchess.itch.io/whack-a-stelle"}]...
|
[{"post_id": 70723, "ts": "202 [{"post_id": 70723, "ts": "2026-09-19T17:34:57Z", "hours": 1.4717, "text": "migration from onekey so i am migrating this from onekey"}]...
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Title: WhackAStelle by @Sahild | Stardance
Devlog Title: WhackAStelle by @Sahild | Stardance
Devlogs:
migration from onekey so i am migrating this from onekey
Ships:
a whack a mole game with the moles being @stellenium...
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1793213427.909192
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1793299827.909192
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61606
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STARBOY by @torren | Stardance
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torren
|
0
|
37.29
|
0
|
[]
|
[{"post_id": 70725, "ts": "202 [{"post_id": 70725, "ts": "2026-09-19T17:35:19Z", "hours": 2.7944, "text": "this session was all about making starboy feel real before the parts even show up. the website now opens with an intro where he hops onto a dark stage, a spotlight flickers on and finds him, and when you hit “leap into the experience” he jumps straight at the camera and his screen opens up onto the page. i wrote a renderer from scratch so his body reads as actual polished chrome instead of flat grey, and gave him new glowing mint eyes. i also moved the keyring off the outside of the star and into a hole through its point, rebuilt the 3d files around it, and re-rendered everything in black chrome with a steel ring through it. every link and heading on the site now reacts when you hover, with letters that roll and ripple as your cursor moves over them. next up is building the real one once the parts arrive."}, {"post_id": 68299, "ts": "2026-09-14T21:44:02Z", "hours": 1.2147, "text": "parts aren’t here yet so this one was all software. the firmware compiles for the first time, and i wrote a hardware test that checks the screen, backlight and every sensor one by one so i can catch a bad wire before closing the shell. i added a tuning console so i can make him shiver, play any effect or change how sensitive he is over usb without reflashing. then i wrote tests for his mood logic, and they caught 3 bugs that would’ve only shown up on the real star: shaking froze his eyes, hanging on a belt loop counted as tilted forever so he’d never sleep, and my battery saver made him deaf while asleep. the website got a sensor sandbox where you control his temperature, noise, tilt and shake, plus you can tap any of the 400 eye looks to get the exact seed for a real star."}, {"post_id": 67838, "ts": "2026-09-14T03:13:14Z", "hours": 1.7747, "text": "i’m building a tiny wearable pet from scratch: a chrome star with a round screen for a face that clips onto your belt loop. he reacts to you, so shake him and he gets dizzy and mad, take him somewhere cold and he shivers, and yell near him and he gets nervous. every star rolls his own eyes on first boot, with 4 shapes and 100 colorways for 400 looks, and some only show up 0.04% of the time. i designed the 20.5mm shell in openscad with a stepped pocket so the 37.5mm screen board actually fits, hand-wired everything to a seeed xiao esp32c3, and finished the eye firmware with 20 rare effects. you can play with him live at starboy-diy.nadellasripad11.workers.dev, and next up the parts arrive so i can print and chrome the shell and wake him up for real 👀"}, {"post_id": 67386, "ts": "2026-09-13T14:09:53Z", "hours": 31.5061, "text": "star shaped keychain with a round display eye that reacts to shaking, cold, noise and gets sleepy when left alone. runs on an esp32-c3 with an accelerometer, temp sensor and mic, and every unit generates its own eye colours and pupil style from a seed so no two come out the same. the shell took a few tries to get right, first a rounded blob then long thin spikes, before landing on a fat middle with short points. caught a display pocket that was 4mm too small (every listing quotes the glass size, not the board) and the back engraving cutting into the electronics cavity, then added checks in the cad so those can’t sneak back in. stls are exported and ready."}]...
|
Title: STARBOY by @torren | Stardance
Devlogs:
st Title: STARBOY by @torren | Stardance
Devlogs:
star shaped keychain with a round display eye that reacts to shaking, cold, noise and gets sleepy when left alone. runs on an esp32-c3 with an accelerometer, temp sensor and mic, and every unit generates its own eye colours and pupil style from a seed so no two come out the same. the shell took a few tries to get right, first a rounded blob then long thin spikes, before landing on a fat middle with short points. caught a display pocket that was 4mm too small (every listing quotes the glass size, not the board) and the back engraving cutting into the electronics cavity, then added checks in the cad so those can’t sneak back in. stls are exported and ready.
i’m building a tiny wearable pet from scratch: a chrome star with a round screen for a face that clips onto your belt loop. he reacts to you, so shake him and he gets dizzy and mad, take him somewhere cold and he shivers, and yell near him and he gets nervous. every star rolls his own eyes on first boot, with 4 shapes and 100 colorways for 400 looks, and some only show up 0.04% of the time. i designed the 20.5mm shell in openscad with a stepped pocket so the 37.5mm screen board actually fits, hand-wired everything to a seeed xiao esp32c3, and finished the eye firmware with 20 rare effects. you can play with him live at starboy-diy.nadellasripad11.workers.dev, and next up the parts arrive so i can print and chrome the shell and wake him up for real 👀
parts aren’t here yet so this one was all software. the firmware compiles for the first time, and i wrote a hardware test that checks the screen, backlight and every sensor one by one so i can catch a bad wire before closing the shell. i added a tuning console so i can make him shiver, play any effect or change how sensitive he is over usb without reflashing. then i wrote tests for his mood logic, and they caught 3 bugs that would’ve only shown up on the real star: shaking froze his eyes, hanging on a belt loop counted as tilted forever so he’d never sleep, and my battery saver made him deaf while asleep. the website got a sensor sandbox where you control his temperature, noise, tilt and shake, plus you can tap any of the 400 eye looks to get the exact seed for a real star.
this session was all about making starboy feel real before the parts even show up. the website now opens with an intro where he hops onto a dark stage, a spotlight flickers on and finds him, and when you hit “leap into the experience” he jumps straight at the camera and his screen opens up onto the page. i wrote a renderer from scratch so his body reads as actual polished chrome instead of flat grey, and gave him new glowing mint eyes. i also moved the keyring off the outside of the star and into a hole through its point, rebuilt the 3d files around it, and re-rendered everything in black chrome with a steel ring through it. every link and heading on the site now reacts when you hover, with letters that roll and ripple as your cursor moves over them. next up is building the real one once the parts arrive....
|
1793040725.2536662
|
1793645525.2536662
|
|
35977
|
pideonwash website by @Lexx | Stardance
|
Lexx
|
0
|
46.31
|
0
|
[]
|
[{"post_id": 70730, "ts": "202 [{"post_id": 70730, "ts": "2026-09-19T17:39:52Z", "hours": 2.6106, "text": "Finalising the team page"}, {"post_id": 60754, "ts": "2026-09-03T10:13:41Z", "hours": 5.3256, "text": "V1.0 RELEASE DAY!! in the last two to three days we worked on finalizing everything and making sure we can publish everythin. We also made some brand new brand assets. Yesterday evening I finished configuring all the cloudflare tunnels. you can visit our website and everything there is to tell about us on pideonwash.com"}, {"post_id": 57650, "ts": "2026-08-29T21:14:57Z", "hours": 1.6183, "text": "random bug fixes almost time to get everything on the internet with our own domain just some very wierd and small little bugs along the way today"}, {"post_id": 56216, "ts": "2026-08-27T21:36:48Z", "hours": 4.2083, "text": "Part 04 of the casting call page rework. today i “finished” the backend. as well as worked on all the function I as an Admin wanna have and how i wanna get notified when someone registers. But i also now build the concept of the logic behind the registration pages."}, {"post_id": 55051, "ts": "2026-08-26T14:10:34Z", "hours": 4.3706, "text": "part 03 of the casting call page rework. today i implemented the feated from my team and redesigned/rethought how will go throu the form and the whole application prozess."}, {"post_id": 53931, "ts": "2026-08-24T17:09:18Z", "hours": 2.5769, "text": "DEVLOG Today I moved everything onto a dedicated Webserver. Consisting of an old Thinkpad running ZimaOS with a dedicated Ubuntu VM for the Webserver. So that i can soon actually start coding the backend logic. I also improved some small things that buged me. As well as a new feature on the hompage."}, {"post_id": 51009, "ts": "2026-08-20T14:28:45Z", "hours": 1.0661, "text": "part 02 of the casting call page rework. Today I “finished” the camera roll and the final screen of the application form as well as I worked out how the application system will be working once we publish."}, {"post_id": 50609, "ts": "2026-08-19T20:28:08Z", "hours": 3.0261, "text": "part 01 of the casting call page rework. Today i worked on the whole logic behind it and how it would make sense the build the form and the questions within."}, {"post_id": 41278, "ts": "2026-08-05T12:09:18Z", "hours": 1.5436, "text": "Made sure that the user really notices that we ARE searching for them"}, {"post_id": 40673, "ts": "2026-08-04T11:08:44Z", "hours": 1.1169, "text": "added UI/UX improvements and lightend up the background so that loading times are reduced"}, {"post_id": 40572, "ts": "2026-08-04T06:48:15Z", "hours": 2.5111, "text": "made the castingCall from prettier and added an external email sender in the background"}, {"post_id": 36241, "ts": "2026-07-28T06:14:20Z", "hours": 1.6653, "text": "figured out the initial Independent design language of Exire which is the first production of PIDEONWASH"}, {"post_id": 33382, "ts": "2026-07-23T08:34:39Z", "hours": 1.6306, "text": "added a new image window view effect (more when the real roll out is)"}, {"post_id": 32947, "ts": "2026-07-22T13:05:06Z", "hours": 0.8131, "text": "Temporär fix für das UX problem bei der characters page auf mobile usage"}, {"post_id": 32393, "ts": "2026-07-21T15:27:58Z", "hours": 0.8236, "text": "Codebase cleanup"}, {"post_id": 32369, "ts": "2026-07-21T14:33:27Z", "hours": 0.6547, "text": "minimal detail clean up, consistent design language"}, {"post_id": 32282, "ts": "2026-07-21T11:03:11Z", "hours": 3.4517, "text": "exire subjects page rework"}, {"post_id": 31319, "ts": "2026-07-19T16:49:37Z", "hours": 0.2792, "text": "made the new stats addition responsive"}, {"post_id": 31300, "ts": "2026-07-19T16:19:32Z", "hours": 1.3314, "text": "stats addition made to the backstage site"}, {"post_id": 31208, "ts": "2026-07-19T12:54:41Z", "hours": 0.6161, "text": "fixed the navigation of the project grid"}, {"post_id": 31148, "ts": "2026-07-19T09:59:01Z", "hours": 5.0719, "text": "a recent part on the homepage and several accessability updates"}]...
|
Title: pideonwash website by @Lexx | Stardance
De Title: pideonwash website by @Lexx | Stardance
Devlogs:
a recent part on the homepage and several accessability updates
fixed the navigation of the project grid
stats addition made to the backstage site
made the new stats addition responsive
exire subjects page rework
minimal detail clean up, consistent design language
Codebase cleanup
Temporär fix für das UX problem bei der characters page auf mobile usage
added a new image window view effect (more when the real roll out is)
figured out the initial Independent design language of Exire which is the first production of PIDEONWASH
made the castingCall from prettier and added an external email sender in the background
added UI/UX improvements and lightend up the background so that loading times are reduced
Made sure that the user really notices that we ARE searching for them
part 01 of the casting call page rework. Today i worked on the whole logic behind it and how it would make sense the build the form and the questions within.
part 02 of the casting call page rework. Today I “finished” the camera roll and the final screen of the application form as well as I worked out how the application system will be working once we publish.
DEVLOG Today I moved everything onto a dedicated Webserver. Consisting of an old Thinkpad running ZimaOS with a dedicated Ubuntu VM for the Webserver. So that i can soon actually start coding the backend logic. I also improved some small things that buged me. As well as a new feature on the hompage.
part 03 of the casting call page rework. today i implemented the feated from my team and redesigned/rethought how will go throu the form and the whole application prozess.
Part 04 of the casting call page rework. today i “finished” the backend. as well as worked on all the function I as an Admin wanna have and how i wanna get notified when someone registers. But i also now build the concept of the logic behind the registration pages.
random bug fixes almost time to get everything on the internet with our own domain just some very wierd and small little bugs along the way today
V1.0 RELEASE DAY!! in the last two to three days we worked on finalizing everything and making sure we can publish everythin. We also made some brand new brand assets. Yesterday evening I finished configuring all the cloudflare tunnels. you can visit our website and everything there is to tell about us on pideonwash.com
Finalising the team page...
|
1792676979.6149807
|
1793281779.6149807
|
|
53416
|
DuckDNS + Cloudflare Client by @vaito | Stardance
|
vaito
|
1
|
14.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T17:47:54Z", "hours": 14.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is a simple DuckDNS client mixed with some feature of Cloudflare. It allows you to: Update your DuckDNS record (IP4 and IP6) Use the updated IP from DuckDNS to update your Cloudflare DNS record. Also, this is implemented with Rust, which also the first time I use Rust. So this code is not considered as a well optimized code 😿", "repo": "https://git.vaito.dev/vaito/duckdns-client", "demo": "https://crates.io/crates/duckdns-client"}]...
|
[{"post_id": 70731, "ts": "202 [{"post_id": 70731, "ts": "2026-09-19T17:41:11Z", "hours": 3.1617, "text": "Quite a lots update and here is the summaries: I added the --filter with regex and exact equal mode for filtering domains I do some stuff to get ready for publishing to crates.io. I create a CICD pipeline for automating publish to crates.io and docker registry. Now you can use both method to use my app"}, {"post_id": 69651, "ts": "2026-09-17T14:39:03Z", "hours": 4.9475, "text": "I have removed the PTR update feature since I misunderstood how it work Also, some bugs related to batch update are fixed"}, {"post_id": 55100, "ts": "2026-08-26T15:39:20Z", "hours": 1.825, "text": "I have done the base for the Cloudflare client"}, {"post_id": 53175, "ts": "2026-08-23T16:47:05Z", "hours": 4.1144, "text": "The reason for 4-hr devlog is I forgot to create the Stardance project ;-; Btw, this is the first project I code using Rust I made this for auto updating the DuckDNS record and Cloudflare DNS record (especially PTR record) I have done the DuckDNS client and moving to Cloudflare side"}]...
|
Title: DuckDNS + Cloudflare Client by @vaito | Sta Title: DuckDNS + Cloudflare Client by @vaito | Stardance
Devlogs:
The reason for 4-hr devlog is I forgot to create the Stardance project ;-; Btw, this is the first project I code using Rust I made this for auto updating the DuckDNS record and Cloudflare DNS record (especially PTR record) I have done the DuckDNS client and moving to Cloudflare side
I have done the base for the Cloudflare client
I have removed the PTR update feature since I misunderstood how it work Also, some bugs related to batch update are fixed
Quite a lots update and here is the summaries: I added the --filter with regex and exact equal mode for filtering domains I do some stuff to get ready for publishing to crates.io. I create a CICD pipeline for automating publish to crates.io and docker registry. Now you can use both method to use my app
Ships:
This is a simple DuckDNS client mixed with some feature of Cloudflare. It allows you to: Update your DuckDNS record (IP4 and IP6) Use the updated IP from DuckDNS to update your Cloudflare DNS record. Also, this is implemented with Rust, which also the first time I use Rust. So this code is not considered as a well optimized code 😿...
|
1793350430.5050013
|
1793436830.5050013
|
|
18567
|
SecureVault by @F3rro_32 | Stardance
|
F3rro_32
|
2
|
39.0
|
367
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T18:11:39Z", "hours": 4.0, "multiplier": 12.33, "payout": 49, "blessing": "neutral", "text": "Just improved some things, mostly advices from other users.", "repo": "https://github.com/eLandoAD/Rila", "demo": "https://securevault.alessio.hackclub.app/"}, {"ship_num": 2, "ts": "2026-07-15T09:49:13Z", "hours": 35.0, "multiplier": 9.05, "payout": 318, "blessing": "neutral", "text": "SecureVault, zero knowledge, end-to-end encrypted cloud storage. Your files and their names are encrypted in the browser before they ever reach the server, which only ever stores ciphertext it can’t read.", "repo": "https://github.com/eLandoAD/Rila", "demo": "https://securevault.alessio.hackclub.app/"}]...
|
[{"post_id": 70745, "ts": "202 [{"post_id": 70745, "ts": "2026-09-19T18:11:08Z", "hours": 3.2156, "text": "devlog Hey guys, how’s going? I’m pretty well, I have loads of things to do, but there’s always time for my biggest passion, coding. Yesterday I turned on a strinct CSP (content security policy) for this project, so today the pricing section looked like the one in the first screen. The Popular badge had no pill behind it, it was just the word, with the card’s border running straight through it. The higlighted card’s border was white, instead of indigo. Also the Get Pro was the same flat grey as the two buttons next to it. It looked like a CSS mistake, but actually it wasn’t. “It worked on my machine” ng serve rendered it correctly. Same commit, same browser. That is the part that cost me the most time: I kept hunting for a rule that only existed in production. So I stopped reading CSS and read the live page instead: --color-primary → \"\" (empty) badge background → rgba(0, 0, 0, 0) (transparent) card border → rgb(255, 255, 255) --color-primary wasn’t defined at all. And when a custom property is undefined, background-color: var(--color-primary) computes to transparent , while border-color: var(--color-primary) falls back to currentColor , which on that section is white. One missing variable, and every symptom follows from it, including the ones that look unrelated. Where the variable went Angular’s production build enables inlineCritical . It inlines the critical CSS and defers the rest of the stylesheet like this: <link rel= \"stylesheet\" href= \"styles-XXXX.css\" media= \"print\" onload= \"this.media='all'\" > That onload is an inline event handler , and script-src 'self' blocks inline handlers. So the handler never ran, the stylesheet stayed at media=\"print\" , and it was never applied. For a whole day the site had been running on nothing but the inlined critical CSS, and the theme tokens live in the file that never loaded. ng serve doesn’t run inlineCritical . That’s the entire reason it only happened in production. The fix is one flag in angular.json : \"optimization\" : { \"styles\" : { \"minify\" : true , \"inlineCritical\" : false } } The stylesheet now ships as a plain blocking <link> . One render-blocking request, ~20 KB gzipped, and the CSP stays exactly as strict as it was."}, {"post_id": 32224, "ts": "2026-07-21T08:07:59Z", "hours": 0.7983, "text": "I don’t know why, but the db crashed, so the backend wasn’t working and many of you couldn’t test out the app. I just fixed this problem, and added in docker compose the restart clause, so things like this won’t happen again. Sorry for the problem"}, {"post_id": 28809, "ts": "2026-07-15T09:41:17Z", "hours": 1.2811, "text": "Finished the project. I used a seo checker to improve the seo, at least, what I can actually improve. I then focused on writing the md files. The readme and the security.md, that displays all infos about how crypto works and in general terms, security. I hope you like the project."}, {"post_id": 28422, "ts": "2026-07-14T17:36:22Z", "hours": 6.4156, "text": "Hey guys, here I am again. Lately I focused a lot on improving both the website and the overall user experience. The first thing I did was completely redesign the landing page. I switched everything to a dark theme, added a new hero section with a background image and gradient overlay, and converted every section into dark cards to make the design feel much more consistent. I also reworked the pricing section Finally, I added smooth navigation between sections using anchor links. I also redesigned the navigation bar. On desktop and tablets it stays at the top as expected, while on mobile it moves to the bottom of the screen for easier access. During this process I removed the old hamburger menu. The file manager received one of the biggest UI updates. On mobile there’s now a bottom navigation bar with a floating upload button in the center. The Files page no longer uses a traditional table; instead, files are displayed as modern cards with encryption badges and a cleaner action menu that groups all available operations together. I also fixed some spacing issues on the login page caused by the fixed navbar. Besides the UI, I spent some time improving the website from a technical perspective. I configured gzip compression, hid unnecessary server information, fixed some SEO issues like duplicated headings, and added both a robots.txt file and a sitemap. Another important feature I implemented is the new Settings page. It now includes profile information, security settings, storage usage, and account management. I decided to keep the interface honest: only features that are actually supported by the backend are available, while future ones are clearly disabled. I also implemented permanent account deletion, both on the backend and frontend, making sure all related data is safely removed before the user is deleted. I added a lot, I hope everything works as I expect. See ya"}, {"post_id": 25831, "ts": "2026-07-10T09:45:28Z", "hours": 3.4414, "text": "Okay guys, big news: I was finally able to get an SMTP server from a friend of mine, so now email verification and password recovery are working. I’m pretty satisfied; I really wanted this app to work as well as possible, and with email support, it feels even more complete. Stay tuned, because it won’t be long before it’s ready."}, {"post_id": 24603, "ts": "2026-07-08T09:57:29Z", "hours": 0.7383, "text": "Hey guys, I know this isn’t a proper devlog, but I wanted to show you this new tool I used yesterday, called graphify. Basically you take an AI, and you install graphify on it. It will create this graph, that represents the project. I find it really useful for my actual process, reviewing. As you can see, I just need to start from the biggest Node, which is the “center” of the project, and then link every other Node. The nice thing is that you can also ask questions, and the AI will respond also taking in consideration the graph, so the response will be more accurate. I strongly advice this tool for reviewing the code and improving the “style” of the code. I hope you like it"}, {"post_id": 24026, "ts": "2026-07-07T09:39:58Z", "hours": 4.4797, "text": "Hi guys Lately I did much work. First of all, security audit fixes. I bound internal ports to localhost; moved JWT secret to a real random value in .env; hardened rate limiting (to avoid spoofing); set file uploading limit to 40MB and switched uploads/downloads to streaming so files aren’t loaded whole into RAM. Sharing rework (the main piece). Before, each user had one master DEK that encrypted all their files, and sharing sent that master DEK to the server in cleartext, so the server could decrypt shared files, and sharing one file handed over the key to every file. Now the master DEK only wraps other keys. Each file has its own random DEK (encrypting its content and name), stored wrapped by the master DEK. Each user has an RSA keypair: the public key is stored in cleartext, the private key is wrapped by the master DEK (so password reset and recovery keep working without extra code). To share, the sender fetches the recipient’s public key and RSA-encrypts only that file’s DEK; the recipient decrypts it with their private key. The server never sees a key in cleartext, and the recipient gets access to only that one file. Public links work the same way, carrying the DEK for each file in the URL fragment (never sent to the server), with a revoke action. To clean the code I also made an interfaces refactor. Moved all TypeScript interfaces into core/interfaces/, one per file (I), updated imports, removed the old model files. I’m quite done, I still have to review some graphical aspects and improve some things in the code, but I think I’ll be done this week."}, {"post_id": 21523, "ts": "2026-07-03T15:14:16Z", "hours": 0.6814, "text": "Okay guys, big problem. I realized I haven’t solved my problem with sharing files. I actually made things worse. Now each user has one DEK that is used for encryption of all their files. Two issues: the server is able to read the key (it decrypts shared files, thus E2EE is not provided), and when you give a person access to one file, you give the person access to all files. The solution I need to implement: the master DEK will not be used for encrypting the files anymore, but will become a wrapping key, each file will have its own DEK which encrypts data in this particular file, and this DEK will be wrapped by the master DEK. Each user should also have a key pair for RSA encryption: the public part of the key will be in cleartext, while the private part will be wrapped by the master DEK. When a user shares a file, they encrypt only the DEK of this file with the recipient’s public RSA key, the recipient decrypts it with the private RSA key, and the server does not see any key in cleartext. Wrapping the private key with the master DEK (not the password) means it’s recovered for free via the recovery key and survives password resets, so the existing login/recovery code stays untouched. I hope to be able to fix this problem in reasonable time. I’ll stay in touch for further clarification and devlogs P.S. in the screen you can see the DEK, proof for my thesis."}, {"post_id": 21487, "ts": "2026-07-03T13:52:44Z", "hours": 1.5675, "text": "Still improving the application. I want everything to be the best as possible. I fixed some minor bugs in fronted, mostly with the crypto service. I had some problems with the sharing of files, I realized I was also sharing the DEK of the user, which is really a problem since the receiver could, from that moment, decrypt every sender file. After fixing it I improved some things in the backend, like the process of uploading and downloading files. Another important thing I fixed is the preview. The problem is that before I was opening the file directly in RAM, which, as I explained in some prev devlog, is a problem, since I have only 2 gb of ram. The important thing is that I was able to fix it, by opening it on disk."}, {"post_id": 20927, "ts": "2026-07-02T17:28:01Z", "hours": 3.2586, "text": "Still working for improving the app. I’m slowly changing simple details, and fixing bugs, like rate limiting for api, uploading dimensions and so on. As you can see from the screens, I also added the “fake” email inbox, that allows to verify the email. This was a solution I came up yesterday, to avoid using an SMTP server. I hope you find it reasonable."}, {"post_id": 19956, "ts": "2026-07-01T12:38:11Z", "hours": 3.2114, "text": "Still improving the website and checking security. I hope everything works well and is secure. I’m now focusing on fixing small bugs, and improving UI. Something I still have to figure out, is how to manage SMTP. I don’t know if I’ll just skip this part and open a link in the browser, that works like the mail. Idk In the meanwhile I’m also addressing some memory issues, since the container given by Nest is just 2 GB in ram, so I have to optimize everything, to make the app work correctly. A thing I found really useful in this project is committing with claude. Many times I don’t know what to write, and many commits are too vague, so Claude is really helpful for this task."}, {"post_id": 18321, "ts": "2026-06-29T12:57:25Z", "hours": 5.4161, "text": "I’m slowly compelting this project. I uploaded everything on #Nest, very useful. I still have to find a solution for the SMTP service, but I’m sure I’ll find something. I’m currently fixing some graphical isseus, for example I fixed the responsivety of the application, mostly the lateral navbar. Before the release, I want to fix some other problems and things I don’t like. Additionaly I want to test everything and be sure that the encryption is secure and working correctly."}, {"post_id": 9105, "ts": "2026-06-15T07:01:04Z", "hours": 4.8314, "text": "I’m currently working on secureVault, a E2E platform which allows people to store securely files and organize them in folder. Additionaly there’s the possibility to share files. It follows a lot of directives to mantain everything crypted. I had already started this project, so it isn’t fully logged. Stay tuned."}]...
|
Title: SecureVault by @F3rro_32 | Stardance
Devlo Title: SecureVault by @F3rro_32 | Stardance
Devlogs:
I’m currently working on secureVault, a E2E platform which allows people to store securely files and organize them in folder. Additionaly there’s the possibility to share files. It follows a lot of directives to mantain everything crypted. I had already started this project, so it isn’t fully logged. Stay tuned.
I’m slowly compelting this project. I uploaded everything on #Nest, very useful. I still have to find a solution for the SMTP service, but I’m sure I’ll find something. I’m currently fixing some graphical isseus, for example I fixed the responsivety of the application, mostly the lateral navbar. Before the release, I want to fix some other problems and things I don’t like. Additionaly I want to test everything and be sure that the encryption is secure and working correctly.
Still improving the website and checking security. I hope everything works well and is secure. I’m now focusing on fixing small bugs, and improving UI. Something I still have to figure out, is how to manage SMTP. I don’t know if I’ll just skip this part and open a link in the browser, that works like the mail. Idk In the meanwhile I’m also addressing some memory issues, since the container given by Nest is just 2 GB in ram, so I have to optimize everything, to make the app work correctly. A thing I found really useful in this project is committing with claude. Many times I don’t know what to write, and many commits are too vague, so Claude is really helpful for this task.
Still working for improving the app. I’m slowly changing simple details, and fixing bugs, like rate limiting for api, uploading dimensions and so on. As you can see from the screens, I also added the “fake” email inbox, that allows to verify the email. This was a solution I came up yesterday, to avoid using an SMTP server. I hope you find it reasonable.
Still improving the application. I want everything to be the best as possible. I fixed some minor bugs in fronted, mostly with the crypto service. I had some problems with the sharing of files, I realized I was also sharing the DEK of the user, which is really a problem since the receiver could, from that moment, decrypt every sender file. After fixing it I improved some things in the backend, like the process of uploading and downloading files. Another important thing I fixed is the preview. The problem is that before I was opening the file directly in RAM, which, as I explained in some prev devlog, is a problem, since I have only 2 gb of ram. The important thing is that I was able to fix it, by opening it on disk.
Okay guys, big problem. I realized I haven’t solved my problem with sharing files. I actually made things worse. Now each user has one DEK that is used for encryption of all their files. Two issues: the server is able to read the key (it decrypts shared files, thus E2EE is not provided), and when you give a person access to one file, you give the person access to all files. The solution I need to implement: the master DEK will not be used for encrypting the files anymore, but will become a wrapping key, each file will have its own DEK which encrypts data in this particular file, and this DEK will be wrapped by the master DEK. Each user should also have a key pair for RSA encryption: the public part of the key will be in cleartext, while the private part will be wrapped by the master DEK. When a user shares a file, they encrypt only the DEK of this file with the recipient’s public RSA key, the recipient decrypts it with the private RSA key, and the server does not see any key in cleartext. Wrapping the private key with the master DEK (not the password) means it’s recovered for free via the recovery key and survives password resets, so the existing login/recovery code stays untouched. I hope to be able to fix this problem in reasonable time. I’ll stay in touch for further clarification and devlogs P.S. in the screen you can see the DEK, proof for my thesis.
Hi guys Lately I did much work. First of all, security audit fixes. I bound internal ports to localhost; moved JWT secret to a real random value in .env; hardened rate limiting (to avoid spoofing); set file uploading limit to 40MB and switched uploads/downloads to streaming so files aren’t loaded whole into RAM. Sharing rework (the main piece). Before, each user had one master DEK that encrypted all their files, and sharing sent that master DEK to the server in cleartext, so the server could decrypt shared files, and sharing one file handed over the key to every file. Now the master DEK only wraps other keys. Each file has its own random DEK (encrypting its content and name), stored wrapped by the master DEK. Each user has an RSA keypair: the public key is stored in cleartext, the private key is wrapped by the master DEK (so password reset and recovery keep working without extra code). To share, the sender fetches the recipient’s public key and RSA-encrypts only that file’s DEK; the recipient decrypts it with their private key. The server never sees a key in cleartext, and the recipient gets access to only that one file. Public links work the same way, carrying the DEK for each file in the URL fragment (never sent to the server), with a revoke action. To clean the code I also made an interfaces refactor. Moved all TypeScript interfaces into core/interfaces/, one per file (I), updated imports, removed the old model files. I’m quite done, I still have to review some graphical aspects and improve some things in the code, but I think I’ll be done this week.
Hey guys, I know this isn’t a proper devlog, but I wanted to show you this new tool I used yesterday, called graphify. Basically you take an AI, and you install graphify on it. It will create this graph, that represents the project. I find it really useful for my actual process, reviewing. As you can see, I just need to start from the biggest Node, which is the “center” of the project, and then link every other Node. The nice thing is that you can also ask questions, and the AI will respond also taking in consideration the graph, so the response will be more accurate. I strongly advice this tool for reviewing the code and improving the “style” of the code. I hope you like it
Okay guys, big news: I was finally able to get an SMTP server from a friend of mine, so now email verification and password recovery are working. I’m pretty satisfied; I really wanted this app to work as well as possible, and with email support, it feels even more complete. Stay tuned, because it won’t be long before it’s ready.
Hey guys, here I am again. Lately I focused a lot on improving both the website and the overall user experience. The first thing I did was completely redesign the landing page. I switched everything to a dark theme, added a new hero section with a background image and gradient overlay, and converted every section into dark cards to make the design feel much more consistent. I also reworked the pricing section Finally, I added smooth navigation between sections using anchor links. I also redesigned the navigation bar. On desktop and tablets it stays at the top as expected, while on mobile it moves to the bottom of the screen for easier access. During this process I removed the old hamburger menu. The file manager received one of the biggest UI updates. On mobile there’s now a bottom navigation bar with a floating upload button in the center. The Files page no longer uses a traditional table; instead, files are displayed as modern cards with encryption badges and a cleaner action menu that groups all available operations together. I also fixed some spacing issues on the login page caused by the fixed navbar. Besides the UI, I spent some time improving the website from a technical perspective. I configured gzip compression, hid unnecessary server information, fixed some SEO issues like duplicated headings, and added both a robots.txt file and a sitemap. Another important feature I implemented is the new Settings page. It now includes profile information, security settings, storage usage, and account management. I decided to keep the interface honest: only features that are actually supported by the backend are available, while future ones are clearly disabled. I also implemented permanent account deletion, both on the backend and frontend, making sure all related data is safely removed before the user is deleted. I added a lot, I hope everything works as I expect. See ya
Finished the project. I used a seo checker to improve the seo, at least, what I can actually improve. I then focused on writing the md files. The readme and the security.md, that displays all infos about how crypto works and in general terms, security. I hope you like the project.
I don’t know why, but the db crashed, so the backend wasn’t working and many of you couldn’t test out the app. I just fixed this problem, and added in docker compose the restart clause, so things like this won’t happen again. Sorry for the problem
devlog Hey guys, how’s going? I’m pretty well, I have loads of things to do, but there’s always time for my biggest passion, coding. Yesterday I turned on a strinct CSP (content security policy) for this project, so today the pricing section looked like the one in the first screen. The Popular badge had no pill behind it, it was just the word, with the card’s border running straight through it. The higlighted card’s border was white, instead of indigo. Also the Get Pro was the same flat grey as the two buttons next to it. It looked like a CSS mistake, but actually it wasn’t. “It worked on my machine” ng serve rendered it correctly. Same commit, same browser. That is the part that cost me the most time: I kept hunting for a rule that only existed in production. So I stopped reading CSS and read the live page instead: --color-primary → "" (empty) badge background → rgba(0, 0, 0, 0) (transparent) card border → rgb(255, 255, 255) --color-primary wasn’t defined at all. And when a custom property is undefined, background-color: var(--color-primary) computes to transparent , while border-color: var(--color-primary) falls back to currentColor , which on that section is white. One missing variable, and every symptom follows from it, including the ones that look unrelated. Where the variable went Angular’s production build enables inlineCritical . It inlines the critical CSS and defers the rest of the stylesheet like this: <link rel= "stylesheet" href= "styles-XXXX.css" media= "print" onload= "this.media='all'" > That onload is an inline event handler , and script-src 'self' blocks inline handlers. So the handler never ran, the stylesheet stayed at media="print" , and it was never applied. For a whole day the site had been running on nothing but the inlined critical CSS, and the theme tokens live in the file that never loaded. ng serve doesn’t run inlineCritical . That’s the entire reason it only happened in production. The fix is one flag in angular.json : "optimization" : { "styles" : { "minify" : true , "inlineCritical" : false } } The stylesheet now ships as a plain blocking <link> . One render-blocking request, ~20 KB gzipped, and the CSP stays exactly as strict as it was.
Ships:
SecureVault, zero knowledge, end-to-end encrypted cloud storage. Your files and their names are encrypted in the browser before they ever reach the server, which only ever stores ciphertext it can’t read.
Just improved some things, mostly advices from other users....
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1793289408.1569974
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1793375808.1569974
|
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42869
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rolled pencil case by @kuba_ch101 | Stardance
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kuba_ch101
|
0
|
3.12
|
0
|
[]
|
[{"post_id": 70748, "ts": "202 [{"post_id": 70748, "ts": "2026-09-19T18:12:47Z", "hours": 2.0003, "text": "I needed to rework the way I copied components and every linkage to separate them them in a timeline, this way I can freerly change for eg. the one that will have the locking mechanism without it copying to other components. I also added these triangles to close the top and bottom gaps."}, {"post_id": 39188, "ts": "2026-08-01T23:48:48Z", "hours": 1.1206, "text": "I made the main body with a rolling system, all the things inside will be stored in those triangular cells."}]...
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Title: rolled pencil case by @kuba_ch101 | Stardan Title: rolled pencil case by @kuba_ch101 | Stardance
Devlogs:
I made the main body with a rolling system, all the things inside will be stored in those triangular cells.
I needed to rework the way I copied components and every linkage to separate them them in a timeline, this way I can freerly change for eg. the one that will have the locking mechanism without it copying to other components. I also added these triangles to close the top and bottom gaps....
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1793192080.881377
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1793796880.881377
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|
53876
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nasa-asteroid-radar by @Ajith | Stardance
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Ajith
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0
|
1.83
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0
|
[]
|
[{"post_id": 70751, "ts": "202 [{"post_id": 70751, "ts": "2026-09-19T18:17:00Z", "hours": 0.8808, "text": "rough and tuff brain storm i started working on the project after a 2 week gap since i had not documented anything i was confussed i started writing code for fetching the data from the api and filtering the neccesary . on the way encountered 2 major errors one my api was not responding and my import was facing a issue 1 st issue was a silly one i realized i just dumped my api in env without intializing it 2nd issue was plotly.express and dotenve library imports were not getting accepted then after research they require another library called pylance after pip installing it that error got solved but still the error list still big have to resolve one by one #Brick By Brick . Consistent"}, {"post_id": 58301, "ts": "2026-08-30T17:54:05Z", "hours": 0.5792, "text": "today was productive first job i did was getting the api from the nasa. gave an application and instantly got the api was experimenting then designed the first page of project that i am working on work in progress"}, {"post_id": 55126, "ts": "2026-08-26T16:16:36Z", "hours": 0.3719, "text": "so the first thing setuped my GitHub repository and installed required libraries and development environment. Researched the NASA NeoWs API documentation to understand the data structure.”"}]...
|
Title: nasa-asteroid-radar by @Ajith | Stardance
Title: nasa-asteroid-radar by @Ajith | Stardance
Devlogs:
so the first thing setuped my GitHub repository and installed required libraries and development environment. Researched the NASA NeoWs API documentation to understand the data structure.”
today was productive first job i did was getting the api from the nasa. gave an application and instantly got the api was experimenting then designed the first page of project that i am working on work in progress
rough and tuff brain storm i started working on the project after a 2 week gap since i had not documented anything i was confussed i started writing code for fetching the data from the api and filtering the neccesary . on the way encountered 2 major errors one my api was not responding and my import was facing a issue 1 st issue was a silly one i realized i just dumped my api in env without intializing it 2nd issue was plotly.express and dotenve library imports were not getting accepted then after research they require another library called pylance after pip installing it that error got solved but still the error list still big have to resolve one by one #Brick By Brick . Consistent...
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1792767132.3176877
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1793371932.3176877
|
|
62709
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Proto Genesis by @Lancelot | Stardance
|
Lancelot
|
0
|
0.83
|
0
|
[]
|
[{"post_id": 70754, "ts": "202 [{"post_id": 70754, "ts": "2026-09-19T18:19:58Z", "hours": 0.8347, "text": "Engine test failed, I plan to try the other two before deciding whether or not I should spend more time or start changing some of the requirements."}]...
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Title: Proto Genesis by @Lancelot | Stardance
Dev Title: Proto Genesis by @Lancelot | Stardance
Devlogs:
Engine test failed, I plan to try the other two before deciding whether or not I should spend more time or start changing some of the requirements....
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1793047741.9614093
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1793652541.9614093
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|
14371
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Archimedes Cube by @ncHammer | Stardance
|
ncHammer
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T18:40:08Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "The Archimedes Cube is a modular, 3D-printable mechanical puzzle that merges the core mechanics of a traditional Rubik’s cube with an interactive marble maze. The internal mechanism utilizes a custom-designed core and six interlocking center swivels, while the outer layer consists of eight corner and twelve side pieces that slide together in a precise sequence. Rather than using traditional screws for tension, the parts rely on mechanical clasps to lock into place. Once fully assembled, a marble can travel continuously across all six faces of the outer shell via interconnected pathways and custom corner tunnels. Each face of the cube houses a separate maze track panel, and these paths connect at the seams through secondary edge framing pieces, which route the marble around the turning axes without interrupting the rotation of the cube layers.For customization, the center swivels feature interchangeable design slots, allowing builders to color-code faces in green, blue, orange, and red, or slide in personalized tile geometries. The yellow center segment acts as a dedicated marble garage, utilizing concealed internal magnets and a custom maze plug to hold the tracking marble in place when the puzzle is being solved or transported.Developing this project highlighted several mechanical constraints, particularly regarding friction and tolerances. Because fused deposition modeling (FDM) 3D printing layers introduce too much surface friction for a functional rotational mechanism, every single internal contact face requires manual sanding prior to assembly to prevent binding. Additionally, the assembly sequence must be exact; forcing a corner or edge piece into the final assembly slot easily shears the internal alignment channels. Instead, the mechanical loop must be completed by installing a center swivel piece last to properly distribute tension across the tracks. Finally, attaching the maze panels requires precise application of liquid superglue directly to the center swivels, ensuring no adhesive bleeds into the rotational seams, which would permanently lock the moving layers.", "repo": "https://github.com/noahcraig029-code/ArchimedesCube", "demo": "https://www.thingiverse.com/thing:7411782"}]...
|
[{"post_id": 70757, "ts": "202 [{"post_id": 70757, "ts": "2026-09-19T18:23:48Z", "hours": 2.4667, "text": "I’m finally finished! It’s 100% printed, assembled, and fully functional! I mainly used superglue to put it all together, and I’ve been messing around with it for hours. I hope y’all give it a chance and enjoy it! Happy cubing!"}, {"post_id": 46539, "ts": "2026-08-13T20:44:34Z", "hours": 2.6453, "text": "I’ve revamped the edge design for the marble maze, making a smoother tunnel that lines up perfectly with the panels fitting along the main cube pieces. The originals were a straight 90 degree angle, and the marble got stuck. The new model is a 45 degree curve that lets the marble flow from one face to another!"}, {"post_id": 37193, "ts": "2026-07-29T18:43:57Z", "hours": 5.0642, "text": "Bored of a regular Rubik’s Cube? I have a monstrosity for you then! The Archimedes Cube is a 5 cubed inch Rubik’s cube with a marble maze engraved onto the face. It has over 50 individually designed parts created on Onshape. I just finished designing and piecing a final assembly together that can be used to see what the project will look like when it’s fully completed! I’m planning on shipping it soon, so make sure you check it out when it’s done!"}, {"post_id": 29126, "ts": "2026-07-15T19:54:21Z", "hours": 0.8961, "text": "If you like puzzles check this project out! I’ve finally managed to create a cohesive printing guide, as well as a construction README that’s available once the Onshape doc is opened. I’m working on creating a 3D reference model inside the project so you don’t get lost during assembly. I’m also working on my own physical assembly, magnets and all! My next step is to complete building the cube in real life, as well as on Onshape."}, {"post_id": 28946, "ts": "2026-07-15T15:45:27Z", "hours": 1.1611, "text": "I’ve finally finished modeling all pieces for the cube and mazes! The last step I need to complete is to write and include a printing and construction guide. Shown below is the assembly PRINTING COLLECTION, which has everything you need to create your own Archimedes Cube at home, provided you have a 3D printer. Colors are not required, but heavily recommended. The Onshape link is included in the project, I hope you guys enjoy it! Any suggestions for cubit designs or alternate maze creations are welcome!"}]...
|
Title: Archimedes Cube by @ncHammer | Stardance
D Title: Archimedes Cube by @ncHammer | Stardance
Devlogs:
I’ve finally finished modeling all pieces for the cube and mazes! The last step I need to complete is to write and include a printing and construction guide. Shown below is the assembly PRINTING COLLECTION, which has everything you need to create your own Archimedes Cube at home, provided you have a 3D printer. Colors are not required, but heavily recommended. The Onshape link is included in the project, I hope you guys enjoy it! Any suggestions for cubit designs or alternate maze creations are welcome!
If you like puzzles check this project out! I’ve finally managed to create a cohesive printing guide, as well as a construction README that’s available once the Onshape doc is opened. I’m working on creating a 3D reference model inside the project so you don’t get lost during assembly. I’m also working on my own physical assembly, magnets and all! My next step is to complete building the cube in real life, as well as on Onshape.
Bored of a regular Rubik’s Cube? I have a monstrosity for you then! The Archimedes Cube is a 5 cubed inch Rubik’s cube with a marble maze engraved onto the face. It has over 50 individually designed parts created on Onshape. I just finished designing and piecing a final assembly together that can be used to see what the project will look like when it’s fully completed! I’m planning on shipping it soon, so make sure you check it out when it’s done!
I’ve revamped the edge design for the marble maze, making a smoother tunnel that lines up perfectly with the panels fitting along the main cube pieces. The originals were a straight 90 degree angle, and the marble got stuck. The new model is a 45 degree curve that lets the marble flow from one face to another!
I’m finally finished! It’s 100% printed, assembled, and fully functional! I mainly used superglue to put it all together, and I’ve been messing around with it for hours. I hope y’all give it a chance and enjoy it! Happy cubing!
Ships:
The Archimedes Cube is a modular, 3D-printable mechanical puzzle that merges the core mechanics of a traditional Rubik’s cube with an interactive marble maze. The internal mechanism utilizes a custom-designed core and six interlocking center swivels, while the outer layer consists of eight corner and twelve side pieces that slide together in a precise sequence. Rather than using traditional screws for tension, the parts rely on mechanical clasps to lock into place. Once fully assembled, a marble can travel continuously across all six faces of the outer shell via interconnected pathways and custom corner tunnels. Each face of the cube houses a separate maze track panel, and these paths connect at the seams through secondary edge framing pieces, which route the marble around the turning axes without interrupting the rotation of the cube layers.For customization, the center swivels feature interchangeable design slots, allowing builders to color-code faces in green, blue, orange, and red, or slide in personalized tile geometries. The yellow center segment acts as a dedicated marble garage, utilizing concealed internal magnets and a custom maze plug to hold the tracking marble in place when the puzzle is being solved or transported.Developing this project highlighted several mechanical constraints, particularly regarding friction and tolerances. Because fused deposition modeling (FDM) 3D printing layers introduce too much surface friction for a functional rotational mechanism, every single internal contact face requires manual sanding prior to assembly to prevent binding. Additionally, the assembly sequence must be exact; forcing a corner or edge piece into the final assembly slot easily shears the internal alignment channels. Instead, the mechanical loop must be completed by installing a center swivel piece last to properly distribute tension across the tracks. Finally, attaching the maze panels requires precise application of liquid superglue directly to the center swivels, ensuring no adhesive bleeds into the rotational seams, which would permanently lock the moving layers....
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1793350444.3660507
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1793436844.3660507
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58973
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VOID - SIGNAL by @PYROMANIAC | Stardance
|
PYROMANIAC
|
1
|
28.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T18:36:35Z", "hours": 28.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VOID//SIGNAL — Final Devlog After way too many hours of coding, debugging, testing, breaking things, fixing them, and occasionally staring at the compiler wondering what I did to deserve this, I finally finished VOID//SIGNAL . What started as a simple idea turned into a much bigger project than I expected. I wanted to make a small sci-fi game about a robot trying to survive on a damaged ship, collect resources, solve problems, and eventually find a way home. Somewhere along the way, that turned into crafting, weapons, enemies, puzzles, multiple areas, hazards, salvage, terminals, dialogue, and an unhealthy amount of C++. So… what did I actually make? VOID//SIGNAL is a small sci-fi survival/exploration game built in C++ with raylib . You play as a robot whose crewship has been destroyed, leaving you stranded on a damaged ship. Your goal is to explore the different sections of the ship, recover useful resources, repair systems, deal with hazards and corrupted drones, solve puzzles, and eventually work your way toward escaping. The game has several different areas to explore, each with its own problems and objectives. There are also different resources to collect, crafting systems, weapons, salvage, environmental hazards, and interactive systems that make the ship feel less like a collection of rooms and more like something that is actively falling apart around you. I also wanted the game to have its own visual identity without relying heavily on external assets. A lot of the visuals are drawn directly through raylib, including the rooms, interfaces, effects, lights, and other environmental details. Basically, I wanted to see how far I could push a relatively simple setup and turn it into an actual game. What was challenging? Probably the hardest part wasn’t making one individual feature. It was making all of the features work together without destroying each other . At first, adding something new was pretty straightforward. Then the project got bigger. Suddenly, adding a crafting system meant thinking about inventory and resources. Adding weapons meant connecting those resources to another system. Adding enemies meant dealing with combat and waves. Adding rooms meant making sure objectives and interactions worked correctly in each area. And then C++ would occasionally remind me that I had become too confident. There were definitely moments where I would fix one error, compile the game, discover another error, fix that one, compile again, and somehow create a completely different problem. The crafting system was one of the bigger challenges because I ended up separating it into two different systems: the robot’s own crafting system and the dedicated weapons table. I wanted the two systems to feel different instead of having one giant menu that tried to do everything. The enemy wave system was another challenge because it had to work alongside the rest of the gameplay instead of just spawning enemies randomly and calling it a day. And then there were all the smaller things that nobody really notices when they work correctly: interactions, room transitions, objectives, UI, hazards, resource tracking, puzzles, game states, and making sure the player can’t accidentally break the entire game by pressing something at the wrong time. What am I most proud of? Honestly, the biggest thing I’m proud of is that I actually finished it . It’s very easy to start a game project and keep adding ideas forever. At some point, I had to stop thinking about what else I could add and actually make everything I already had work together. I’m also proud of how much of the game was made from scratch. I didn’t start with a giant game engine or a huge collection of assets. I built the systems myself and used raylib to handle the actual rendering and game functionality. I’m especially happy with how the different mechanics ended up connecting. Exploration leads", "repo": "https://github.com/PYROMANIAC404/void-signal", "demo": "https://github.com/PYROMANIAC404/void-signal/releases"}]...
|
[{"post_id": 70760, "ts": "202 [{"post_id": 70760, "ts": "2026-09-19T18:33:01Z", "hours": 2.9461, "text": "Today I finally finished VOID//SIGNAL, which honestly feels pretty crazy considering how much the project grew from the original idea.I spent a lot of time polishing the game and tying the different systems together, including the crafting, weapons, salvage, enemy waves, puzzles, and exploration and a lot of the game’s mechanics are starting to come together.First, I separated the two crafting systems. The robot has its own crafting system for general resources and upgrades, while weapons have a dedicated system through the weapons table. This gives each system a clearer purpose and makes the weapons table feel like an actual part of the gameplay.From there, I worked on weapon crafting and the enemy wave system to make combat more engaging. This also ties into the salvage system, since collecting resources now has a more direct purpose beyond just picking things up.I also started improving how salvage looks in the game. Instead of having resources randomly sitting around, I want them to feel more like actual loot crates that you discover while exploring the ship.Of course, none of this came without a few C++ errors along the way (i hate my life). A decent part of the session was basically fixing one thing, testing it, accidentally breaking something else, and then fixing that too.Overall, VOID//SIGNAL is starting to feel much more like the game I originally imagined. There’s still plenty to build, but the systems are beginning to connect instead of feeling like separate features."}, {"post_id": 69801, "ts": "2026-09-17T20:14:38Z", "hours": 8.4786, "text": "FINALLY made my very first game sprite (it was hell) its basicaly an electrical arc for an environmental hazard damage umm. made the salvage loot like like an actual crate instead of a rectangular blob , gave him a wrench as a starting tool , added more mini games thinking about a sytem where u combine parts to upgrade ur weaponary"}, {"post_id": 68123, "ts": "2026-09-14T15:40:14Z", "hours": 6.5892, "text": "new game mechanic plus , level , so i added this thingy where when u stand in steam it slowly drains ur energy and corrodes the players body , there smol mini game where press SPACE to fix the pipes and fix the steam leakage , also a wire puzzle where u have to match the correct wires, to unlock the door past the steam yay!!!"}, {"post_id": 66115, "ts": "2026-09-11T18:40:35Z", "hours": 3.5806, "text": "gave him a independence (yay! guns :D) 1.pistol 2.shotgun 3.pulse rifle , he can use the core of a spare reactor to charge up his shots at the cost of some energy also im planning on and upgrade system where u can mod ur weapons by salvaging parts from ur enemies , the water treatment plant lvl got a big softlocked but fixed it somehow heheh . pls dont judge the artstyle im working on it after i finish the game mechanics , ill try my best"}, {"post_id": 64851, "ts": "2026-09-09T15:24:27Z", "hours": 4.4808, "text": "devlog 2 , yay!!! 07 can now walk , added 5 levels , added terminals where u play a puzzle and unlock doors, current issues: somehow the movements of 07 are bugging (will fix) also hes going out of bounds T-T , for the next devlog imma make like a water treatment plant where im planning on a new mechanic based on corrsion of metal surfaces, also a new new reactor room , the games assets need to be reworked also"}, {"post_id": 62975, "ts": "2026-09-06T15:26:48Z", "hours": 1.9953, "text": "#devlog 1 #hi! im working a puzzle game callled void signal where u go around as a tiny repair/cleaning? robot called -07 and is tasked with finding the last signal left by the crewship he was on which as sadly destroyed by a black hole so on day 1 i made the start screen and made the background animation with stars twinkl and the black hole rotate? i think"}]...
|
Title: VOID - SIGNAL by @PYROMANIAC | Stardance
D Title: VOID - SIGNAL by @PYROMANIAC | Stardance
Devlogs:
#devlog 1 #hi! im working a puzzle game callled void signal where u go around as a tiny repair/cleaning? robot called -07 and is tasked with finding the last signal left by the crewship he was on which as sadly destroyed by a black hole so on day 1 i made the start screen and made the background animation with stars twinkl and the black hole rotate? i think
devlog 2 , yay!!! 07 can now walk , added 5 levels , added terminals where u play a puzzle and unlock doors, current issues: somehow the movements of 07 are bugging (will fix) also hes going out of bounds T-T , for the next devlog imma make like a water treatment plant where im planning on a new mechanic based on corrsion of metal surfaces, also a new new reactor room , the games assets need to be reworked also
gave him a independence (yay! guns :D) 1.pistol 2.shotgun 3.pulse rifle , he can use the core of a spare reactor to charge up his shots at the cost of some energy also im planning on and upgrade system where u can mod ur weapons by salvaging parts from ur enemies , the water treatment plant lvl got a big softlocked but fixed it somehow heheh . pls dont judge the artstyle im working on it after i finish the game mechanics , ill try my best
new game mechanic plus , level , so i added this thingy where when u stand in steam it slowly drains ur energy and corrodes the players body , there smol mini game where press SPACE to fix the pipes and fix the steam leakage , also a wire puzzle where u have to match the correct wires, to unlock the door past the steam yay!!!
FINALLY made my very first game sprite (it was hell) its basicaly an electrical arc for an environmental hazard damage umm. made the salvage loot like like an actual crate instead of a rectangular blob , gave him a wrench as a starting tool , added more mini games thinking about a sytem where u combine parts to upgrade ur weaponary
Today I finally finished VOID//SIGNAL, which honestly feels pretty crazy considering how much the project grew from the original idea.I spent a lot of time polishing the game and tying the different systems together, including the crafting, weapons, salvage, enemy waves, puzzles, and exploration and a lot of the game’s mechanics are starting to come together.First, I separated the two crafting systems. The robot has its own crafting system for general resources and upgrades, while weapons have a dedicated system through the weapons table. This gives each system a clearer purpose and makes the weapons table feel like an actual part of the gameplay.From there, I worked on weapon crafting and the enemy wave system to make combat more engaging. This also ties into the salvage system, since collecting resources now has a more direct purpose beyond just picking things up.I also started improving how salvage looks in the game. Instead of having resources randomly sitting around, I want them to feel more like actual loot crates that you discover while exploring the ship.Of course, none of this came without a few C++ errors along the way (i hate my life). A decent part of the session was basically fixing one thing, testing it, accidentally breaking something else, and then fixing that too.Overall, VOID//SIGNAL is starting to feel much more like the game I originally imagined. There’s still plenty to build, but the systems are beginning to connect instead of feeling like separate features.
Ships:
VOID//SIGNAL — Final Devlog After way too many hours of coding, debugging, testing, breaking things, fixing them, and occasionally staring at the compiler wondering what I did to deserve this, I finally finished VOID//SIGNAL . What started as a simple idea turned into a much bigger project than I expected. I wanted to make a small sci-fi game about a robot trying to survive on a damaged ship, collect resources, solve problems, and eventually find a way home. Somewhere along the way, that turned into crafting, weapons, enemies, puzzles, multiple areas, hazards, salvage, terminals, dialogue, and an unhealthy amount of C++. So… what did I actually make? VOID//SIGNAL is a small sci-fi survival/exploration game built in C++ with raylib . You play as a robot whose crewship has been destroyed, leaving you stranded on a damaged ship. Your goal is to explore the different sections of the ship, recover useful resources, repair systems, deal with hazards and corrupted drones, solve puzzles, and eventually work your way toward escaping. The game has several different areas to explore, each with its own problems and objectives. There are also different resources to collect, crafting systems, weapons, salvage, environmental hazards, and interactive systems that make the ship feel less like a collection of rooms and more like something that is actively falling apart around you. I also wanted the game to have its own visual identity without relying heavily on external assets. A lot of the visuals are drawn directly through raylib, including the rooms, interfaces, effects, lights, and other environmental details. Basically, I wanted to see how far I could push a relatively simple setup and turn it into an actual game. What was challenging? Probably the hardest part wasn’t making one individual feature. It was making all of the features work together without destroying each other . At first, adding something new was pretty straightforward. Then the project got bigger. Suddenly, adding a crafting system meant thinking about inventory and resources. Adding weapons meant connecting those resources to another system. Adding enemies meant dealing with combat and waves. Adding rooms meant making sure objectives and interactions worked correctly in each area. And then C++ would occasionally remind me that I had become too confident. There were definitely moments where I would fix one error, compile the game, discover another error, fix that one, compile again, and somehow create a completely different problem. The crafting system was one of the bigger challenges because I ended up separating it into two different systems: the robot’s own crafting system and the dedicated weapons table. I wanted the two systems to feel different instead of having one giant menu that tried to do everything. The enemy wave system was another challenge because it had to work alongside the rest of the gameplay instead of just spawning enemies randomly and calling it a day. And then there were all the smaller things that nobody really notices when they work correctly: interactions, room transitions, objectives, UI, hazards, resource tracking, puzzles, game states, and making sure the player can’t accidentally break the entire game by pressing something at the wrong time. What am I most proud of? Honestly, the biggest thing I’m proud of is that I actually finished it . It’s very easy to start a game project and keep adding ideas forever. At some point, I had to stop thinking about what else I could add and actually make everything I already had work together. I’m also proud of how much of the game was made from scratch. I didn’t start with a giant game engine or a huge collection of assets. I built the systems myself and used raylib to handle the actual rendering and game functionality. I’m especially happy with how the different mechanics ended up connecting. Exploration leads...
|
1792958079.720077
|
1793822079.720077
|
|
63118
|
Slack Git Summaries by @ThatCorley | Stardance
|
ThatCorley
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T18:57:49Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "/git-summaries-repo - Display recent activity from a repo /git-summaries-user - Display recent activity from a GitHub User /git-summaries-ping - Returns ping Spent way too long hosting it on vercel just for it to not work so now hosted on render.com", "repo": "https://github.com/thatcorley/Slack-Bot-Hackclub", "demo": "https://hackclub.enterprise.slack.com/archives/C0C2YCL6SLV"}]...
|
[{"post_id": 70773, "ts": "202 [{"post_id": 70773, "ts": "2026-09-19T18:54:26Z", "hours": 1.9733, "text": "After a long struggle… I have created this god forsaken bot lmao. Added repo activity as well as user activity. Spent way too long trying to host it as dont have access to Nest 🥲"}, {"post_id": 69660, "ts": "2026-09-17T14:58:35Z", "hours": 1.1319, "text": "Added recent GitHub activities that are based on the github link connected to each person’s slack account"}]...
|
Title: Slack Git Summaries by @ThatCorley | Starda Title: Slack Git Summaries by @ThatCorley | Stardance
Devlogs:
Added recent GitHub activities that are based on the github link connected to each person’s slack account
After a long struggle… I have created this god forsaken bot lmao. Added repo activity as well as user activity. Spent way too long trying to host it as dont have access to Nest 🥲
Ships:
/git-summaries-repo - Display recent activity from a repo /git-summaries-user - Display recent activity from a GitHub User /git-summaries-ping - Returns ping Spent way too long hosting it on vercel just for it to not work so now hosted on render.com...
|
1793210207.789611
|
1793296607.789611
|
|
63866
|
jer bot by @jermybiju | Stardance
|
jermybiju
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T19:19:50Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built “jer bot”, a custom Slack bot for the Stardance Challenge using Node.js and @slack /bolt. It has 6 unique slash commands (ping, help, catfact, roll, coinflip, joke) and fetches real data using Axios. The biggest challenge was deploying it to Render. I ran into an “invalid_auth” error because of a typo in my environment variables, and then a 404 error during submission because my repo was private. Fixed both by correcting the tokens and making the repo public. I’m really proud that it’s now running 24/7 on Render even when my laptop is closed. To test it, just go to the #bot-spam channel in the Hack Club Slack and type /jer-help or /jer-ping. It replies instantly!", "repo": "https://github.com/jermybiju/jer-slack-bot", "demo": "https://jer-slack-bot.onrender.com"}]...
|
[{"post_id": 70780, "ts": "202 [{"post_id": 70780, "ts": "2026-09-19T19:07:41Z", "hours": 1.1767, "text": "Just finished building my custom Slack bot for the Stardance Challenge! Tech Stack: Node.js, @slack /bolt, Axios, and Render for hosting. Features: Added 6 slash commands (/jer-ping, /jer-help, /jer-catfact, /jer-roll, /jer-coinflip, /jer-joke). It uses external APIs for cat facts and jokes. Challenges: Faced an invalid_auth error on Render due to a typo in the environment variables. Fixed it by correcting the tokens. Got a 404 error during submission because the GitHub repo was private. Made it public to fix it. Result: The bot is now live 24/7 on Render and responds to commands instantly. GitHub repo is public and the project is submitted!"}]...
|
Title: jer bot by @jermybiju | Stardance
Devlogs: Title: jer bot by @jermybiju | Stardance
Devlogs:
Just finished building my custom Slack bot for the Stardance Challenge! Tech Stack: Node.js, @slack /bolt, Axios, and Render for hosting. Features: Added 6 slash commands (/jer-ping, /jer-help, /jer-catfact, /jer-roll, /jer-coinflip, /jer-joke). It uses external APIs for cat facts and jokes. Challenges: Faced an invalid_auth error on Render due to a typo in the environment variables. Fixed it by correcting the tokens. Got a 404 error during submission because the GitHub repo was private. Made it public to fix it. Result: The bot is now live 24/7 on Render and responds to commands instantly. GitHub repo is public and the project is submitted!
Ships:
I built “jer bot”, a custom Slack bot for the Stardance Challenge using Node.js and @slack /bolt. It has 6 unique slash commands (ping, help, catfact, roll, coinflip, joke) and fetches real data using Axios. The biggest challenge was deploying it to Render. I ran into an “invalid_auth” error because of a typo in my environment variables, and then a 404 error during submission because my repo was private. Fixed both by correcting the tokens and making the repo public. I’m really proud that it’s now running 24/7 on Render even when my laptop is closed. To test it, just go to the #bot-spam channel in the Hack Club Slack and type /jer-help or /jer-ping. It replies instantly!...
|
1793213442.0981274
|
1793299842.0981274
|
|
28329
|
The Space Cow by @ismael | Stardance
|
ismael
|
2
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T19:17:38Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I expanded my WarioWare-style game! It now has an intro, 6 minigames, better animations, and hints to make it easier to play. I also calibrated the difficulty because I made some of my friends play it before, and they couldn’t even win .-. Hope you enjoy it! It’s mostly just a silly little game that I originally made to entertain myself, so hopefully it’ll be fun for you too :)", "repo": "https://github.com/ismaelc137/the-Space-Cow", "demo": "https://ismaelc137.itch.io/the-space-cow"}, {"ship_num": 2, "ts": "2026-06-30T04:16:20Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Made a short WarioWare like Game, i had barely used a Godot, so i had to relearn a few things. It has 3 minigames, maybe i will put some music and expand it in the future, but for now is functional and i find it quite fun!", "repo": "https://github.com/ismaelc137/the-Space-Cow", "demo": "https://ismaelc137.itch.io/the-space-cow"}]...
|
[{"post_id": 70782, "ts": "202 [{"post_id": 70782, "ts": "2026-09-19T19:12:40Z", "hours": 1.3542, "text": "Finished polishing some graphics and animations. I’m ready to ship. Beware"}, {"post_id": 70377, "ts": "2026-09-19T02:15:25Z", "hours": 3.9592, "text": "Made a cutscene, and two more minigames. One is a Galaga-like game where the cow is in a UFO, pointing a shotgun at aliens. Pretty hardcore stuff. The other is like a Whac-A-Mole, but with flies that are bothering the cow. Right now, I’m just making sprites so that everything feels a little more alive. Anyway, love you guys, etcetera, etcetera"}, {"post_id": 63320, "ts": "2026-09-07T02:27:49Z", "hours": 1.4644, "text": "just made a new minigame where you milk a cow by spamming clicks. Im also making an intro and improving the overall graphics to give the game a cleaner look"}, {"post_id": 18955, "ts": "2026-06-30T04:13:37Z", "hours": 2.0625, "text": "Finish it! just made three minigames, but i’m happy with the result, making this was a lot of fun :)"}, {"post_id": 18806, "ts": "2026-06-30T00:45:12Z", "hours": 2.0228, "text": "Made the two minigames as well as a win screen and a death screen :D"}, {"post_id": 18720, "ts": "2026-06-29T22:06:45Z", "hours": 1.1156, "text": "sup, taking a break from my main project because it’s getting way too big. anyway, here’s the update: i made a cow in a space suit"}]...
|
Title: The Space Cow by @ismael | Stardance
Devlo Title: The Space Cow by @ismael | Stardance
Devlogs:
sup, taking a break from my main project because it’s getting way too big. anyway, here’s the update: i made a cow in a space suit
Made the two minigames as well as a win screen and a death screen :D
Finish it! just made three minigames, but i’m happy with the result, making this was a lot of fun :)
just made a new minigame where you milk a cow by spamming clicks. Im also making an intro and improving the overall graphics to give the game a cleaner look
Made a cutscene, and two more minigames. One is a Galaga-like game where the cow is in a UFO, pointing a shotgun at aliens. Pretty hardcore stuff. The other is like a Whac-A-Mole, but with flies that are bothering the cow. Right now, I’m just making sprites so that everything feels a little more alive. Anyway, love you guys, etcetera, etcetera
Finished polishing some graphics and animations. I’m ready to ship. Beware
Ships:
Made a short WarioWare like Game, i had barely used a Godot, so i had to relearn a few things. It has 3 minigames, maybe i will put some music and expand it in the future, but for now is functional and i find it quite fun!
I expanded my WarioWare-style game! It now has an intro, 6 minigames, better animations, and hints to make it easier to play. I also calibrated the difficulty because I made some of my friends play it before, and they couldn’t even win .-. Hope you enjoy it! It’s mostly just a silly little game that I originally made to entertain myself, so hopefully it’ll be fun for you too :)...
|
1793220625.1915052
|
1793307025.1915052
|
|
61505
|
BasicDiscordBot by @Gladiatorsarius | Stardance
|
Gladiatorsarius
|
0
|
11.21
|
0
|
[]
|
[{"post_id": 70790, "ts": "202 [{"post_id": 70790, "ts": "2026-09-19T19:30:52Z", "hours": 0.6358, "text": "added /allservserver command to schow the owner all servser the bot is in"}, {"post_id": 70067, "ts": "2026-09-18T11:52:39Z", "hours": 3.2717, "text": "I added team member getting so all team members get a dm when the bot starts added 2 channel ids one for announcment of the bot when it restarts or pulls changes and one for a changelog i added a info command where you can see infos of the bot like version developers the original repo if it was forked"}, {"post_id": 68148, "ts": "2026-09-14T16:26:31Z", "hours": 7.3075, "text": "At first i started to implement this as an funktion with an client inside as seen in my first commits . But then i realized that discord.py has a native way of importing command listeners and so on to a bot so i scraped everything and started implementing it as a cog after a bit of struggeling at first on how to get the import and listeners to work i finally got it to work. Features: command syncyng to a guild or globally in cog_load team id fetching and team dm sending on bot startup restart helper task to work with DiscordBotHelper helper funktions: check_team_member to check if a user is part of the team that owns the bot or the owner if it belongs to a user is_team_member: using check_team_member to create a decorator for /commands to make them only for team members"}]...
|
Title: BasicDiscordBot by @Gladiatorsarius | Stard Title: BasicDiscordBot by @Gladiatorsarius | Stardance
Devlogs:
At first i started to implement this as an funktion with an client inside as seen in my first commits . But then i realized that discord.py has a native way of importing command listeners and so on to a bot so i scraped everything and started implementing it as a cog after a bit of struggeling at first on how to get the import and listeners to work i finally got it to work. Features: command syncyng to a guild or globally in cog_load team id fetching and team dm sending on bot startup restart helper task to work with DiscordBotHelper helper funktions: check_team_member to check if a user is part of the team that owns the bot or the owner if it belongs to a user is_team_member: using check_team_member to create a decorator for /commands to make them only for team members
I added team member getting so all team members get a dm when the bot starts added 2 channel ids one for announcment of the bot when it restarts or pulls changes and one for a changelog i added a info command where you can see infos of the bot like version developers the original repo if it was forked
added /allservserver command to schow the owner all servser the bot is in...
|
1793040653.5949528
|
1793645453.5949528
|
|
63784
|
TIK TAC TOE by @MuhammadDawood | Stardance
|
MuhammadDawood
|
1
|
2.0
|
5
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-19T19:36:58Z", "hours": 2.0, "multiplier": 2.33, "payout": 5, "blessing": "neutral", "text": "I have built an Unbeatable Minecraft style TIK TAC TOE that no one can win with. Hope you will try it to become a looser.", "repo": "https://github.com/DAVIDX-004/Unbeatable-TIK-TAK-TOE", "demo": "https://davidx-004.github.io/Unbeatable-TIK-TAK-TOE/"}]...
|
[{"post_id": 70791, "ts": "202 [{"post_id": 70791, "ts": "2026-09-19T19:33:11Z", "hours": 1.7617, "text": "Now the Project is done. If you have the guts try to beat it."}, {"post_id": 70629, "ts": "2026-09-19T14:09:10Z", "hours": 0.34, "text": "I have officially started my second project its my first ever TIC TAK TOE game I am working on its html"}]...
|
Title: TIK TAC TOE by @MuhammadDawood | Stardance
Title: TIK TAC TOE by @MuhammadDawood | Stardance
Devlogs:
I have officially started my second project its my first ever TIC TAK TOE game I am working on its html
Now the Project is done. If you have the guts try to beat it.
Ships:
I have built an Unbeatable Minecraft style TIK TAC TOE that no one can win with. Hope you will try it to become a looser....
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1793213393.2434962
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1793299793.2434962
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53509
|
Sustainable Architecture Housing by @ncHammer | St Sustainable Architecture Housing by @ncHammer | Stardance...
|
ncHammer
|
0
|
24.47
|
0
|
[]
|
[{"post_id": 70801, "ts": "202 [{"post_id": 70801, "ts": "2026-09-19T19:44:06Z", "hours": 0.515, "text": "Render and model finished! The Solstone is a humane disaster relief model that focuses on being environmentally friendly and cost effective, while making sure that those benefits don’t come at the cost of the people who live inside. A tiny concrete home with a 258.5 ft² footprint, Solstone provides basic human comfort and safety while occupying the least amount of space possible. In a disaster, displaced individuals can be quickly trained in its fast assembly and land maintenance. This lowers labor costs and thrives in a “pod village” setting, which reduces machinery mobilization costs. Once residents transition out, the village can convert into an open-air homeless shelter facility to permanently serve the community. Our design meets the requirements of a sustainable miniature housing unit using a 3D-printed concrete exterior as well as lightweight insulating concrete (LWIC). This additive manufacturing approach optimizes material efficiency, reduces on-site waste, and lowers the carbon footprint. The layered concrete walls provide a high thermal mass to stabilize interior temperatures, lowering the energy needed for climate control. This efficiency is paired with roof-mounted photovoltaic solar panels, a fuse box, and solar batteries to regulate energy consumption and maximize cost-effectiveness. We kept a strict eye on affordability, bringing the total construction cost to an average of around ~$12,500 per unit. A basic, fast-curing slab foundation costs $2,000-$3,000. The printed exterior costs $2,000, utilizing a double-skin contour for natural air insulation. LWIC concrete blocks are made from cement mixed with expanded polystyrene, which gives them the structure and support they need as well as keeping the cost to only around $3,500 for a roof of our size. Framing for the single-entry door and dual sliding ventilation windows costs $2,000. Core plumbing, surface-mounted electrical conduits, and fixtures total $3,000. Finally, the exterior rain barrel setup and solar grid structure add the remaining $2,000. The interior layout is built to serve our sustainable and humanizing goals down to every feature. The bathroom is placed in the center with two doors, allowing visitors to enter from the living room without invading the private bedroom space. Utilities like a tankless water heater supply on-demand hot water without the space and energy waste of a traditional tank. For space savings, interior doors are accordion style, the bathroom features a space-efficient Danish wet-room shower, and the toilet tank has a built-in sink that routes handwashing greywater straight to the toilet tank to eliminate water waste. Every interior feature is carefully thought out to give residents control over their space. Twin beds sit on a track system to slide together for couples or lock apart for roommates. The living room includes built-in shelves, a collapsible coffee table that folds flat into the floor, a deflatable bean bag, and a couch extension with hidden storage that expands into a fold-out bed. The kitchen is fully equipped with a medium fridge, microwave, sink, and oven, separated from the living space by a double-sided shelf wall. Outside, a unique utility loop reduces ongoing costs. Shower and sink drainage collects in a greywater tank connected to a garden hose or sprinkler, while gutters route rainwater into a barrel for backup water security. Outdoor furniture matches this flexibility: the picnic bench converts or folds flat; camping chairs feature plastic storage tubs as bases, and stackable garden beds accommodate deep-root crops. Finally, a ring of cinder blocks can support a plastic kiddie pool, which drains via a side spigot to open the space up as a community fire pit."}, {"post_id": 65397, "ts": "2026-09-10T14:52:00Z", "hours": 3.3231, "text": "I’ve started the rendering process! It’s slow going, but I’m making it work. I have to use a school computer because my laptop is too slow. The only downside is I can’t put Hackatime on it, so hopefully this project gets recognized as taking longer then it says lol. I’ve done a lot of work on the multifunctional furniture, and I incorporated an automatic greywater and rainwater system into the irrigation, so any water outdoors will be stored in the rain barrel to lower the water usage."}, {"post_id": 62501, "ts": "2026-09-05T22:01:39Z", "hours": 1.4253, "text": "I’ve started on the outside, and focusing on creating multi-functional furniture has really helped the process overall! The table can convert into a stand-alone bench, and the cinderblock circle can hold a kiddie pool, or a fire pit, or can have a separate piece of wood on top to serve as a table! I’m working on a garden as of right now that is watered by graywater from the shower. Sorry to post a second devlog so close, just trying to make more!"}, {"post_id": 62456, "ts": "2026-09-05T20:10:13Z", "hours": 8.6989, "text": "I finally finished my design! After much time working on decals and structural shape and layout, the baseline is finished. The roof is composed of a faux granite slab that adds natural cooling as well as increases stability without being too heavy. It also provides a natural erosion-resistance. The walls are made from 3D Printed concrete, and the wooden materials would all be locally sourced. This house would only cost around $35,000 to make, due to it’s incredibly small size, around 350 sqft. It could be constructed as a disaster relief unit for a small village of houses exactly like it! Those living in it could be trained on the simple equipment to earn their keep, as food and other essentials would be provided. After displaced peoples have moved out, the already existing structures could be used to fight homelessness, help refugees, or even just provide affordable housing to those in need. This is sustaiapod. Modeled entirely on Onshape."}, {"post_id": 58954, "ts": "2026-08-31T14:53:03Z", "hours": 6.2381, "text": "I’ve adjusted the material load uses, and created a rooftop storage space. The structural shell would cost between $4-5k to print, also causing minimal waste. The doorframes would be printed using a special steel plate that the concrete could run over, as opposed to wasteful supports that could be created by a similar desktop 3D printer. If anyone has any decoration or design ideas please let me know! The goal with this project is to create a happy and affordable home that focuses on the humane aspect of housing. People need to feel safe and at home in their living situation, so I want it to feel as high quality for as little as possible."}, {"post_id": 53364, "ts": "2026-08-23T21:42:04Z", "hours": 4.2708, "text": "Every human is a person. That’s the message behind Sustainapod, my new sustainably built emergency housing unit. I am currently working on a 3D model, as well as floorplans and build designs that go over the creation of this theoretical housing. The Sustainapod is under 400sqft, making it similar to a miniature studio apartment. Many current homeless shelters and disaster relief housing units are unsafe, densely populated, and have little privacy. The sustainapod would function either as a stand-alone unit or as a part of a small village of them, creating a community that respects it’s citizens as people. I’ve currently finished the unique design of the roof and walls. It has a small allotted private grass area that is included in the <400sqft measurement. The roof is also designed to allow rainwater to flow off without residing, causing long-term damage. Last but not least, there’s an outdoor-accessed attic for additional storage!"}]...
|
Title: Sustainable Architecture Housing by @ncHamm Title: Sustainable Architecture Housing by @ncHammer | Stardance
Devlogs:
Every human is a person. That’s the message behind Sustainapod, my new sustainably built emergency housing unit. I am currently working on a 3D model, as well as floorplans and build designs that go over the creation of this theoretical housing. The Sustainapod is under 400sqft, making it similar to a miniature studio apartment. Many current homeless shelters and disaster relief housing units are unsafe, densely populated, and have little privacy. The sustainapod would function either as a stand-alone unit or as a part of a small village of them, creating a community that respects it’s citizens as people. I’ve currently finished the unique design of the roof and walls. It has a small allotted private grass area that is included in the <400sqft measurement. The roof is also designed to allow rainwater to flow off without residing, causing long-term damage. Last but not least, there’s an outdoor-accessed attic for additional storage!
I’ve adjusted the material load uses, and created a rooftop storage space. The structural shell would cost between $4-5k to print, also causing minimal waste. The doorframes would be printed using a special steel plate that the concrete could run over, as opposed to wasteful supports that could be created by a similar desktop 3D printer. If anyone has any decoration or design ideas please let me know! The goal with this project is to create a happy and affordable home that focuses on the humane aspect of housing. People need to feel safe and at home in their living situation, so I want it to feel as high quality for as little as possible.
I finally finished my design! After much time working on decals and structural shape and layout, the baseline is finished. The roof is composed of a faux granite slab that adds natural cooling as well as increases stability without being too heavy. It also provides a natural erosion-resistance. The walls are made from 3D Printed concrete, and the wooden materials would all be locally sourced. This house would only cost around $35,000 to make, due to it’s incredibly small size, around 350 sqft. It could be constructed as a disaster relief unit for a small village of houses exactly like it! Those living in it could be trained on the simple equipment to earn their keep, as food and other essentials would be provided. After displaced peoples have moved out, the already existing structures could be used to fight homelessness, help refugees, or even just provide affordable housing to those in need. This is sustaiapod. Modeled entirely on Onshape.
I’ve started on the outside, and focusing on creating multi-functional furniture has really helped the process overall! The table can convert into a stand-alone bench, and the cinderblock circle can hold a kiddie pool, or a fire pit, or can have a separate piece of wood on top to serve as a table! I’m working on a garden as of right now that is watered by graywater from the shower. Sorry to post a second devlog so close, just trying to make more!
I’ve started the rendering process! It’s slow going, but I’m making it work. I have to use a school computer because my laptop is too slow. The only downside is I can’t put Hackatime on it, so hopefully this project gets recognized as taking longer then it says lol. I’ve done a lot of work on the multifunctional furniture, and I incorporated an automatic greywater and rainwater system into the irrigation, so any water outdoors will be stored in the rain barrel to lower the water usage.
Render and model finished! The Solstone is a humane disaster relief model that focuses on being environmentally friendly and cost effective, while making sure that those benefits don’t come at the cost of the people who live inside. A tiny concrete home with a 258.5 ft² footprint, Solstone provides basic human comfort and safety while occupying the least amount of space possible. In a disaster, displaced individuals can be quickly trained in its fast assembly and land maintenance. This lowers labor costs and thrives in a “pod village” setting, which reduces machinery mobilization costs. Once residents transition out, the village can convert into an open-air homeless shelter facility to permanently serve the community. Our design meets the requirements of a sustainable miniature housing unit using a 3D-printed concrete exterior as well as lightweight insulating concrete (LWIC). This additive manufacturing approach optimizes material efficiency, reduces on-site waste, and lowers the carbon footprint. The layered concrete walls provide a high thermal mass to stabilize interior temperatures, lowering the energy needed for climate control. This efficiency is paired with roof-mounted photovoltaic solar panels, a fuse box, and solar batteries to regulate energy consumption and maximize cost-effectiveness. We kept a strict eye on affordability, bringing the total construction cost to an average of around ~$12,500 per unit. A basic, fast-curing slab foundation costs $2,000-$3,000. The printed exterior costs $2,000, utilizing a double-skin contour for natural air insulation. LWIC concrete blocks are made from cement mixed with expanded polystyrene, which gives them the structure and support they need as well as keeping the cost to only around $3,500 for a roof of our size. Framing for the single-entry door and dual sliding ventilation windows costs $2,000. Core plumbing, surface-mounted electrical conduits, and fixtures total $3,000. Finally, the exterior rain barrel setup and solar grid structure add the remaining $2,000. The interior layout is built to serve our sustainable and humanizing goals down to every feature. The bathroom is placed in the center with two doors, allowing visitors to enter from the living room without invading the private bedroom space. Utilities like a tankless water heater supply on-demand hot water without the space and energy waste of a traditional tank. For space savings, interior doors are accordion style, the bathroom features a space-efficient Danish wet-room shower, and the toilet tank has a built-in sink that routes handwashing greywater straight to the toilet tank to eliminate water waste. Every interior feature is carefully thought out to give residents control over their space. Twin beds sit on a track system to slide together for couples or lock apart for roommates. The living room includes built-in shelves, a collapsible coffee table that folds flat into the floor, a deflatable bean bag, and a couch extension with hidden storage that expands into a fold-out bed. The kitchen is fully equipped with a medium fridge, microwave, sink, and oven, separated from the living space by a double-sided shelf wall. Outside, a unique utility loop reduces ongoing costs. Shower and sink drainage collects in a greywater tank connected to a garden hose or sprinkler, while gutters route rainwater into a barrel for backup water security. Outdoor furniture matches this flexibility: the picnic bench converts or folds flat; camping chairs feature plastic storage tubs as bases, and stackable garden beds accommodate deep-root crops. Finally, a ring of cinder blocks can support a plastic kiddie pool, which drains via a side spigot to open the space up as a community fire pit....
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1792752473.548685
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1793357273.548685
|
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54819
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Handheld hall effect current sensor by @tiydwe | S Handheld hall effect current sensor by @tiydwe | Stardance...
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tiydwe
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0
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15.65
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0
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[]
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[{"post_id": 70808, "ts": "202 [{"post_id": 70808, "ts": "2026-09-19T19:51:17Z", "hours": 0.6786, "text": "Made kind of a stupid mistake, used an NPN transistor for high-side switching. So basically, you aren’t supposed to use a NPN transistor high side to drive a higher voltage than the microcontroller because you can’t and it will just always be off. IDK how I didn’t catch that earlier, but I’ve fixed it and now am using a p-mosfet to switch and a n-mosfet to drive the gate of the p-mosfet low from my microcontroller, which should actually work. I also added some capacitors to help smooth the power supply output."}, {"post_id": 57607, "ts": "2026-08-29T20:15:05Z", "hours": 0.7336, "text": "Changed all holes to non-plated and looked around for cheapest PCB options! I just realized that my mounting holes for the OLED were plated for some reason which was totally unnecessary. Additionally, I looked at JLCPCB, PCBWAY, and OSHPARK, and found that OSHPARK had the cheapest PCB (although it will take like 2-3 weeks to arrive, hope the PCB doesn’t have issues because I won’t have time to iterate before the deadline). Last thing I did was I found a entry in the BOM that was accidently left there from an earlier revision (some screw terminals) and removed them."}, {"post_id": 57388, "ts": "2026-08-29T15:03:35Z", "hours": 1.8, "text": "Why is the documentation so bad? I just can’t seem to find any documentation or clear way to wake up from a GPIO pin going HIGH! I’ll have to do some more digging to figure it out. Besides that, I worked on the sensor and OLED code and its mostly finished. I think that I’m making some pretty good progress. Just got to figure out how to fix sleep. Also I updated my PCB a bit because I didn’t realize it’s not a good idea to put two BJT transistors in parallel for different signals and I just used another control pin on my nrf52840. That did mean adding two more SMD resistors but they are pretty small and didn’t take up any additional space."}, {"post_id": 57039, "ts": "2026-08-29T03:32:23Z", "hours": 0.5167, "text": "Started the code for the handheld hall effect current sensor! Just initialized the code and got platformio working!"}, {"post_id": 56953, "ts": "2026-08-28T23:57:53Z", "hours": 0.8608, "text": "Finished the screw holes! I used a nut retainer and one screw to compress the two halves of the case together with the PCB inside. I made sure to put the correct tolerances so the PCB will be the first thing compressed against. I’m using 4 M2 hex screws. There isn’t much more stuff I can do until my funding (hopefully) gets approved and I can get the PCB and components. Then I can put everything together and fix any issues that come up. For now, I’ll continue working on polishing it and double-checking my cad and PCB to make sure everything should work."}, {"post_id": 56913, "ts": "2026-08-28T22:42:24Z", "hours": 0.6333, "text": "Case and calibration procedure starting to take shape! I’ve cadded the top of the case to fit into the bottom! You can see how there are there are two holes on the top for the OLED screen and the on/off button and a slot in the front for the sensor portion to come out. The current size is 32mm x 36mm x 88 mm. It’s a bit larger than I imagined it, but still easily handheld. I’m still working on the screw holes and nut retainers and polishing the case. I’m sure there will also be plenty more changes when I get the parts and find out how they all fit together. Additionally, I’ve figured out how to easily calibrate the sensor. So basically, you first calibrate at 0 amps and turn the reference screw until the output is 0. Then you put a known current and tune the sensitivity screw until the read current is the known current (or the known current times a certain multiplier)."}, {"post_id": 56880, "ts": "2026-08-28T21:25:29Z", "hours": 1.9836, "text": "Finished the PCB design! I finished routing everything and checked to make sure it looks okay. I also finished my BOM and have a pretty good idea on how the rest of the project will go. I think I’ll try to submit for funding today and I’ll continue working on the casing design too. I’m also struggling to keep the size small enough to be comfortably handheld because the way its looking right now it looks like it might be around 4cmx4cmx10cm and i want to try to get that down to 3cmx3cmx3cm."}, {"post_id": 56633, "ts": "2026-08-28T13:54:39Z", "hours": 1.5861, "text": "Just discovered trimmer potentiometers! I can’t believe that I wanted to swap out through hole resistors before! Now, I’ll be using two trimmer potentiometers, one to change the sensitivity of the hall effect current sensor and the other to change the reference voltage. The schematic shown here still has a few issues (VR2 has too wide of a range). I’ll also need to redesign my PCB and this time I’ll be using all SMD resistors. I don’t trust my hand soldering skills enough to use 0402 sizes, so I’ll be using the larger 1206 footprint. Other changes include changing the op amp configuration to an instrumentation amplifier, using a new op amp chip with 4 op amps (although I’m only using 3), and adding another transistor turn of ALL the power (except to the microcontroller) while the sensor is off."}, {"post_id": 56258, "ts": "2026-08-27T23:00:51Z", "hours": 0.3267, "text": "I changed the op amp! I realized today that I was using a 50 year old op amp! 50 years?! I should be able to get a op amp that’s cheap, faster, has lower noise, and is rail to rail! I found a new op amp, the COS8092SR, which features: 300 MHz gain bandwidth product 9nV/√Hz input voltage noise density 200 V / us slew rate Almost the exact same package (actually smaller) Rail to rail operation And just 30 cents apiece! I’ve updated that and I’ve finished up my BOM."}, {"post_id": 56238, "ts": "2026-08-27T22:22:02Z", "hours": 0.66, "text": "Just started my physical CAD for the casing! I started cadding the casing for my hall effect current sensor! The hardest thing about it was making sure the battery could fit while fitting the mounting screws. It was a pretty close fit but the screws shouldn’t need to bear much load so hopefully they don’t break the 3d print. I spent around 20 minutes trying to fit the screw holes in a way that looked okay and shouldn’t intersect with anything on the PCB. Then I realized that I wanted the top part to interlock with the bottom, so I added a small slot around and thickened the walls so the slot could fit. I also had to make sure to leave space for the hall effect sensing circuit could come out. I’m trying to keep this as small as possible that way this can be some kind of handheld device. Next time, I’ll continue to work on the top part of the container and polish it up."}, {"post_id": 56212, "ts": "2026-08-27T21:27:03Z", "hours": 0.7336, "text": "I almost fried my seeed studio microcontroller! Well, kind of. I forgot to put a resistor divider between my 5v op amp output and my 3.3v seeed studio nRF52840 microcontroller. I’ve now added two SMD resistors to the underside of the PCB. It’s getting really tight in the pcb (just look at the traces), but I really don’t want to make it any bigger. I forgot to say from last time, but I also added a on off button (how did i forget that?), some mounting holes, and a BJT transistor to actually turn off parts of the circuit when in sleep. I think I will start modeling the case for it no because most of the elements in the PCB are done."}, {"post_id": 56181, "ts": "2026-08-27T20:22:54Z", "hours": 3.1669, "text": "Big changes to the hall effect current sensor! I’ve added a microcontroller and screen to display measured values directly! I’m using a Seeed Studio nrf52840 microcontroller. I also decided to add a battery to the back to make it a standalone sensor. I’m not actualy sure if there are lipo batteries small enough to fit and not get in the way of the screws, etc so I might have to use coin batteries. There shouldn’t be much more to add to the PCB I think so I will probably start working on the casing, which I’ll 3d print."}, {"post_id": 55548, "ts": "2026-08-27T14:00:12Z", "hours": 0.9008, "text": "I’ve decided to switch over to a smaller surface mount op-amp. It has higher gain-bandwidth product, lower noise, higher slew rate, and a smaller footprint. I’m working on miniaturizing the circuit so it is smaller and easier to use. I still want to use through hole resistors so the gain and reference voltages are easier to tune."}, {"post_id": 55296, "ts": "2026-08-27T01:18:44Z", "hours": 1.0667, "text": "Working on the PCB design for my hall effect current sensor!"}]...
|
Title: Handheld hall effect current sensor by @tiy Title: Handheld hall effect current sensor by @tiydwe | Stardance
Devlogs:
Working on the PCB design for my hall effect current sensor!
I’ve decided to switch over to a smaller surface mount op-amp. It has higher gain-bandwidth product, lower noise, higher slew rate, and a smaller footprint. I’m working on miniaturizing the circuit so it is smaller and easier to use. I still want to use through hole resistors so the gain and reference voltages are easier to tune.
Big changes to the hall effect current sensor! I’ve added a microcontroller and screen to display measured values directly! I’m using a Seeed Studio nrf52840 microcontroller. I also decided to add a battery to the back to make it a standalone sensor. I’m not actualy sure if there are lipo batteries small enough to fit and not get in the way of the screws, etc so I might have to use coin batteries. There shouldn’t be much more to add to the PCB I think so I will probably start working on the casing, which I’ll 3d print.
I almost fried my seeed studio microcontroller! Well, kind of. I forgot to put a resistor divider between my 5v op amp output and my 3.3v seeed studio nRF52840 microcontroller. I’ve now added two SMD resistors to the underside of the PCB. It’s getting really tight in the pcb (just look at the traces), but I really don’t want to make it any bigger. I forgot to say from last time, but I also added a on off button (how did i forget that?), some mounting holes, and a BJT transistor to actually turn off parts of the circuit when in sleep. I think I will start modeling the case for it no because most of the elements in the PCB are done.
Just started my physical CAD for the casing! I started cadding the casing for my hall effect current sensor! The hardest thing about it was making sure the battery could fit while fitting the mounting screws. It was a pretty close fit but the screws shouldn’t need to bear much load so hopefully they don’t break the 3d print. I spent around 20 minutes trying to fit the screw holes in a way that looked okay and shouldn’t intersect with anything on the PCB. Then I realized that I wanted the top part to interlock with the bottom, so I added a small slot around and thickened the walls so the slot could fit. I also had to make sure to leave space for the hall effect sensing circuit could come out. I’m trying to keep this as small as possible that way this can be some kind of handheld device. Next time, I’ll continue to work on the top part of the container and polish it up.
I changed the op amp! I realized today that I was using a 50 year old op amp! 50 years?! I should be able to get a op amp that’s cheap, faster, has lower noise, and is rail to rail! I found a new op amp, the COS8092SR, which features: 300 MHz gain bandwidth product 9nV/√Hz input voltage noise density 200 V / us slew rate Almost the exact same package (actually smaller) Rail to rail operation And just 30 cents apiece! I’ve updated that and I’ve finished up my BOM.
Just discovered trimmer potentiometers! I can’t believe that I wanted to swap out through hole resistors before! Now, I’ll be using two trimmer potentiometers, one to change the sensitivity of the hall effect current sensor and the other to change the reference voltage. The schematic shown here still has a few issues (VR2 has too wide of a range). I’ll also need to redesign my PCB and this time I’ll be using all SMD resistors. I don’t trust my hand soldering skills enough to use 0402 sizes, so I’ll be using the larger 1206 footprint. Other changes include changing the op amp configuration to an instrumentation amplifier, using a new op amp chip with 4 op amps (although I’m only using 3), and adding another transistor turn of ALL the power (except to the microcontroller) while the sensor is off.
Finished the PCB design! I finished routing everything and checked to make sure it looks okay. I also finished my BOM and have a pretty good idea on how the rest of the project will go. I think I’ll try to submit for funding today and I’ll continue working on the casing design too. I’m also struggling to keep the size small enough to be comfortably handheld because the way its looking right now it looks like it might be around 4cmx4cmx10cm and i want to try to get that down to 3cmx3cmx3cm.
Case and calibration procedure starting to take shape! I’ve cadded the top of the case to fit into the bottom! You can see how there are there are two holes on the top for the OLED screen and the on/off button and a slot in the front for the sensor portion to come out. The current size is 32mm x 36mm x 88 mm. It’s a bit larger than I imagined it, but still easily handheld. I’m still working on the screw holes and nut retainers and polishing the case. I’m sure there will also be plenty more changes when I get the parts and find out how they all fit together. Additionally, I’ve figured out how to easily calibrate the sensor. So basically, you first calibrate at 0 amps and turn the reference screw until the output is 0. Then you put a known current and tune the sensitivity screw until the read current is the known current (or the known current times a certain multiplier).
Finished the screw holes! I used a nut retainer and one screw to compress the two halves of the case together with the PCB inside. I made sure to put the correct tolerances so the PCB will be the first thing compressed against. I’m using 4 M2 hex screws. There isn’t much more stuff I can do until my funding (hopefully) gets approved and I can get the PCB and components. Then I can put everything together and fix any issues that come up. For now, I’ll continue working on polishing it and double-checking my cad and PCB to make sure everything should work.
Started the code for the handheld hall effect current sensor! Just initialized the code and got platformio working!
Why is the documentation so bad? I just can’t seem to find any documentation or clear way to wake up from a GPIO pin going HIGH! I’ll have to do some more digging to figure it out. Besides that, I worked on the sensor and OLED code and its mostly finished. I think that I’m making some pretty good progress. Just got to figure out how to fix sleep. Also I updated my PCB a bit because I didn’t realize it’s not a good idea to put two BJT transistors in parallel for different signals and I just used another control pin on my nrf52840. That did mean adding two more SMD resistors but they are pretty small and didn’t take up any additional space.
Changed all holes to non-plated and looked around for cheapest PCB options! I just realized that my mounting holes for the OLED were plated for some reason which was totally unnecessary. Additionally, I looked at JLCPCB, PCBWAY, and OSHPARK, and found that OSHPARK had the cheapest PCB (although it will take like 2-3 weeks to arrive, hope the PCB doesn’t have issues because I won’t have time to iterate before the deadline). Last thing I did was I found a entry in the BOM that was accidently left there from an earlier revision (some screw terminals) and removed them.
Made kind of a stupid mistake, used an NPN transistor for high-side switching. So basically, you aren’t supposed to use a NPN transistor high side to drive a higher voltage than the microcontroller because you can’t and it will just always be off. IDK how I didn’t catch that earlier, but I’ve fixed it and now am using a p-mosfet to switch and a n-mosfet to drive the gate of the p-mosfet low from my microcontroller, which should actually work. I also added some capacitors to help smooth the power supply output....
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1792806623.8164499
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1793411423.8164499
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14143
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SWM by @saventv | Stardance
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saventv
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0
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5.59
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0
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[]
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[{"post_id": 7081, "ts": "2026 [{"post_id": 7081, "ts": "2026-06-11T21:14:18Z", "hours": 5.5911, "text": "Made some major refactoring. This function used to be 126 lines of code."}]...
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Title: SWM by @saventv | Stardance
Devlogs:
Made Title: SWM by @saventv | Stardance
Devlogs:
Made some major refactoring. This function used to be 126 lines of code....
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1793321655.8351493
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1793926455.8351493
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18903
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LikeaLinux by @pbk123461 | Stardance
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pbk123461
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1
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16.0
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0
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-22T00:47:37Z", "hours": 16.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "FIRST usable version of LikeALinux is now out on github https://github.com/pbk123461/LikeaLinux/actions/runs/30504419948", "repo": "https://github.com/pbk123461/LikeaLinux", "demo": "https://github.com/pbk123461/LikeaLinux/releases/tag/v0.0.13.26Pre-Release-Alpha"}]...
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[{"post_id": 70811, "ts": "202 [{"post_id": 70811, "ts": "2026-09-19T20:03:08Z", "hours": 1.5547, "text": "Just removed steam support, will add it in the future, too much work for now"}, {"post_id": 25001, "ts": "2026-07-08T22:08:12Z", "hours": 9.5125, "text": "Working on Steam support with hangover wine and hangover proton GE switched to a github actions workflow for building working on finalizing theme and shipping"}, {"post_id": 14079, "ts": "2026-06-23T02:00:43Z", "hours": 0.6703, "text": "Added a color scheme and now working on full themes and modifications."}, {"post_id": 13409, "ts": "2026-06-21T23:18:08Z", "hours": 1.9725, "text": "I added these things ADDING steam arm64 support (so you can play yakuza games on linux :D) Added New fastfetch icon Added fexcore and box64 for steam to work Added Flatpaks and Flathub integration Added alacritty and made it the default terminal (cuz it better) Added Fastfetch and its config Created more WALLPAPERS and icons Added Brave Browser repo Switched from Gnome to KDE cuz its easier to modify Added Calamares installer (still need to config it) Added and fix firmware stuff and added vmware support added and then removed pi apps as it doesnt work with everything ;-; and more smaller changes in the bg lowkey fun project and i want to work on it more, and here is a wip for now"}, {"post_id": 12242, "ts": "2026-06-20T00:03:42Z", "hours": 0.5, "text": "Made the branding, logo and wallapapers for the distro !!!!!, i tried to make it as similar to the ps2 boxart, took me like a whole day but worth it"}, {"post_id": 10352, "ts": "2026-06-17T01:08:39Z", "hours": 1.0844, "text": "IT BOOTED!!!!!"}, {"post_id": 9707, "ts": "2026-06-16T03:49:09Z", "hours": 0.7169, "text": "building the arm64 version of likealinux"}, {"post_id": 9657, "ts": "2026-06-16T02:06:44Z", "hours": 0.3756, "text": "Hey yall!, just starting to build my distro, It’s called likealinux, i just setup a vm and ssh’ed into it from macos cuz hackatime is kinda broken in the vm, and i just made the init setup script for now. more updates coming soon!!"}]...
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Title: LikeaLinux by @pbk123461 | Stardance
Devlo Title: LikeaLinux by @pbk123461 | Stardance
Devlogs:
Hey yall!, just starting to build my distro, It’s called likealinux, i just setup a vm and ssh’ed into it from macos cuz hackatime is kinda broken in the vm, and i just made the init setup script for now. more updates coming soon!!
building the arm64 version of likealinux
IT BOOTED!!!!!
Made the branding, logo and wallapapers for the distro !!!!!, i tried to make it as similar to the ps2 boxart, took me like a whole day but worth it
I added these things ADDING steam arm64 support (so you can play yakuza games on linux :D) Added New fastfetch icon Added fexcore and box64 for steam to work Added Flatpaks and Flathub integration Added alacritty and made it the default terminal (cuz it better) Added Fastfetch and its config Created more WALLPAPERS and icons Added Brave Browser repo Switched from Gnome to KDE cuz its easier to modify Added Calamares installer (still need to config it) Added and fix firmware stuff and added vmware support added and then removed pi apps as it doesnt work with everything ;-; and more smaller changes in the bg lowkey fun project and i want to work on it more, and here is a wip for now
Added a color scheme and now working on full themes and modifications.
Working on Steam support with hangover wine and hangover proton GE switched to a github actions workflow for building working on finalizing theme and shipping
Just removed steam support, will add it in the future, too much work for now
Ships:
FIRST usable version of LikeALinux is now out on github https://github.com/pbk123461/LikeaLinux/actions/runs/30504419948...
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1793317783.1640618
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1793404183.1640618
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