|
69292
|
arkademaskin by @Sepkatt | Stardance
|
Sepkatt
|
0
|
2.54
|
0
|
[]
|
[{"post_id": 79308, "ts": "202 [{"post_id": 79308, "ts": "2026-10-13T13:40:04Z", "hours": 0.6892, "text": "Tried to find out how to use the rasbery pie 4. But still cant find it out"}, {"post_id": 79045, "ts": "2026-10-12T14:11:08Z", "hours": 1.85, "text": "My friend and I built an arcade machine. We started by taking it apart—since it had already been built—and then put it back together with better cable management. Next time, we’re going to start with a Raspberry Pi."}]...
|
Title: arkademaskin by @Sepkatt | Stardance
Devlo Title: arkademaskin by @Sepkatt | Stardance
Devlogs:
My friend and I built an arcade machine. We started by taking it apart—since it had already been built—and then put it back together with better cable management. Next time, we’re going to start with a Raspberry Pi.
Tried to find out how to use the rasbery pie 4. But still cant find it out...
|
1793130875.092312
|
1793994875.092312
|
|
69332
|
The farmer's Crops Advisor by @dilesh596 | Sta The farmer's Crops Advisor by @dilesh596 | Stardance...
|
dilesh596
|
0
|
1.95
|
0
|
[]
|
[{"post_id": 79311, "ts": "202 [{"post_id": 79311, "ts": "2026-10-13T14:12:33Z", "hours": 1.9472, "text": "✍️ Revised Devlog EntryProject Name: The Farmer’s AdvisorTarget Audience: Farmers in the Vidarbha region of Maharashtra, IndiaHello everyone, we meet again!Today, I am working on a project called “The Farmer’s Advisor.” As the name suggests, it is an AI model specifically designed for farmers in the Vidarbha region of Maharashtra, India. I inspired to build this project for farmers like my dad. In many rural areas across India, there is little to no internet connectivity, which means farmers cannot access standard online AI tools to help solve their daily problems.To bridge this gap, I am building this as an Offline AI model. It is strictly focused on agriculture and will answer farming-specific questions, such as:What crops should I sow this month?What specific farming activities or maintenance should I focus on right now?How do I address localized crop diseases or soil issues?"}]...
|
Title: The farmer's Crops Advisor by @dilesh59 Title: The farmer's Crops Advisor by @dilesh596 | Stardance
Devlogs:
✍️ Revised Devlog EntryProject Name: The Farmer’s AdvisorTarget Audience: Farmers in the Vidarbha region of Maharashtra, IndiaHello everyone, we meet again!Today, I am working on a project called “The Farmer’s Advisor.” As the name suggests, it is an AI model specifically designed for farmers in the Vidarbha region of Maharashtra, India. I inspired to build this project for farmers like my dad. In many rural areas across India, there is little to no internet connectivity, which means farmers cannot access standard online AI tools to help solve their daily problems.To bridge this gap, I am building this as an Offline AI model. It is strictly focused on agriculture and will answer farming-specific questions, such as:What crops should I sow this month?What specific farming activities or maintenance should I focus on right now?How do I address localized crop diseases or soil issues?...
|
1793130901.7421603
|
1793735701.7421603
|
|
67920
|
GitDpro's Amazing site by @GitDpro | Stardance
|
GitDpro
|
1
|
4.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T14:44:28Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made my own personal website yay! The hardest part was learning some maths T_T I always wanted to create one so i finally made it! Things I learnt! I learnt Html, Css and JS framework ( Been like 3 years lol) How to use some cool maths to make some movement! How animation works I will continue to update it with more of my works in the future!", "repo": "https://github.com/GitDpro/portfolio", "demo": "https://gitdpro.github.io/portfolio/"}]...
|
[{"post_id": 79316, "ts": "202 [{"post_id": 79316, "ts": "2026-10-13T14:34:55Z", "hours": 2.7747, "text": "Devlog 2: Finally added interactive stars! I used a bunch of cool maths to simulate the movement of stars towards the pointer I added 4 sections To be added in future ( My other works)"}, {"post_id": 77582, "ts": "2026-10-07T15:23:31Z", "hours": 1.0492, "text": "Devlog 1: I started to make my own website! Added the core functionality - Header- Main- Footer Added basic navbar Added main parts and sections To be added soon are pictures, full skills, and projects."}]...
|
Title: GitDpro's Amazing site by @GitDpro | St Title: GitDpro's Amazing site by @GitDpro | Stardance
Devlogs:
Devlog 1: I started to make my own website! Added the core functionality - Header- Main- Footer Added basic navbar Added main parts and sections To be added soon are pictures, full skills, and projects.
Devlog 2: Finally added interactive stars! I used a bunch of cool maths to simulate the movement of stars towards the pointer I added 4 sections To be added in future ( My other works)
Ships:
I made my own personal website yay! The hardest part was learning some maths T_T I always wanted to create one so i finally made it! Things I learnt! I learnt Html, Css and JS framework ( Been like 3 years lol) How to use some cool maths to make some movement! How animation works I will continue to update it with more of my works in the future!...
|
1793155839.1317952
|
1793242239.1317952
|
|
69506
|
Ian's slackbot by @ianl | Stardance
|
ianl
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T15:36:01Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I just finished my AstronBot. This is a simple slackbot that interfaces with NASA API to pull some images! Go check it out by calling /astronbot-help!", "repo": "https://github.com/ilaws/AstronBot/", "demo": "https://hackclub.enterprise.slack.com/archives/C0C9094SFSQ"}]...
|
[{"post_id": 79322, "ts": "202 [{"post_id": 79322, "ts": "2026-10-13T15:01:43Z", "hours": 0.7308, "text": "I am making a slackbot that uses data from NASA (such as APOD and EPIC). you should check it out by calling /astronbot-help!"}]...
|
Title: Ian's slackbot by @ianl | Stardance
De Title: Ian's slackbot by @ianl | Stardance
Devlogs:
I am making a slackbot that uses data from NASA (such as APOD and EPIC). you should check it out by calling /astronbot-help!
Ships:
I just finished my AstronBot. This is a simple slackbot that interfaces with NASA API to pull some images! Go check it out by calling /astronbot-help!...
|
1793155742.5396686
|
1793242142.5396686
|
|
63637
|
Slack Bot by @maitreya | Stardance
|
maitreya
|
0
|
0.29
|
0
|
[]
|
[{"post_id": 79330, "ts": "202 [{"post_id": 79330, "ts": "2026-10-13T15:23:16Z", "hours": 0.2858, "text": "Fixing errors on tokens in slack bot"}]...
|
Title: Slack Bot by @maitreya | Stardance
Devlogs Title: Slack Bot by @maitreya | Stardance
Devlogs:
Fixing errors on tokens in slack bot...
|
1793051710.7427497
|
1793656510.7427497
|
|
54347
|
susOS by @bako | Stardance
|
bako
|
1
|
7.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T15:42:58Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS which is in my opinion pretty funny. This sussy OS has everything you need (mainly the current hour- time is money eh?).", "repo": "https://github.com/Bakoxddd/SusOS", "demo": "https://bakoxddd.github.io/SusOS/"}]...
|
[{"post_id": 79331, "ts": "202 [{"post_id": 79331, "ts": "2026-10-13T15:27:05Z", "hours": 0.9803, "text": "Just finished!"}, {"post_id": 61764, "ts": "2026-09-04T20:29:08Z", "hours": 5.0439, "text": "Finally finished with the susOS!"}, {"post_id": 55751, "ts": "2026-08-27T18:48:29Z", "hours": 0.4486, "text": "Glowup of the year!"}, {"post_id": 54776, "ts": "2026-08-25T21:45:25Z", "hours": 0.4331, "text": "My Sussy OS is coming together"}]...
|
Title: susOS by @bako | Stardance
Devlogs:
My Sus Title: susOS by @bako | Stardance
Devlogs:
My Sussy OS is coming together
Glowup of the year!
Finally finished with the susOS!
Just finished!
Ships:
I made a WebOS which is in my opinion pretty funny. This sussy OS has everything you need (mainly the current hour- time is money eh?)....
|
1793051476.756588
|
1793137876.756588
|
|
66814
|
My own site! by @amarnath | Stardance
|
amarnath
|
2
|
5.0
|
5
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-15T10:51:49Z", "hours": 4.0, "multiplier": 1.07, "payout": 5, "blessing": "neutral", "text": "This is a Cool Website Model , Html and css are used to build the website model , I realize and corrected so many errors in the work of mine . ’ my readme.md ’ file in my repository is the creation of me . i learned so many lessons from this project, and the website is filled with hover effect in buttons and hyperlinks. and sure did you like my cool project, thank you.", "repo": "https://github.com/Shadow-X-TECH/AMAR-PROJECT.git", "demo": "https://shadow-x-tech.github.io/AMAR-PROJECT/"}, {"ship_num": 2, "ts": "2026-10-03T12:58:31Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my First website ,please give your support & it is in under Development…", "repo": "https://github.com/Shadow-X-TECH/AMAR-PROJECT.git", "demo": "https://shadow-x-tech.github.io/AMAR-PROJECT/"}]...
|
[{"post_id": 79333, "ts": "202 [{"post_id": 79333, "ts": "2026-10-13T15:27:40Z", "hours": 0.8208, "text": "NEW UPDATES ARE OUT NOW."}, {"post_id": 78252, "ts": "2026-10-10T04:39:45Z", "hours": 1.1547, "text": "Buttons ,Hyperlinks And the readme is updated…"}, {"post_id": 78129, "ts": "2026-10-09T17:31:11Z", "hours": 2.3167, "text": "The Some buttons are updated and some pages are created . and also it is in underdevelopment."}, {"post_id": 76050, "ts": "2026-10-02T06:03:02Z", "hours": 0.6844, "text": "My First Website & it is under development…"}]...
|
Title: My own site! by @amarnath | Stardance
Devl Title: My own site! by @amarnath | Stardance
Devlogs:
My First Website & it is under development…
The Some buttons are updated and some pages are created . and also it is in underdevelopment.
Buttons ,Hyperlinks And the readme is updated…
NEW UPDATES ARE OUT NOW.
Ships:
This is my First website ,please give your support & it is in under Development…
This is a Cool Website Model , Html and css are used to build the website model , I realize and corrected so many errors in the work of mine . ’ my readme.md ’ file in my repository is the creation of me . i learned so many lessons from this project, and the website is filled with hover effect in buttons and hyperlinks. and sure did you like my cool project, thank you....
|
1792817361.2840717
|
1793681361.2840717
|
|
69524
|
Onshape Vehicles by @anushka_singh_ares | Stardanc Onshape Vehicles by @anushka_singh_ares | Stardance...
|
anushka_singh_ares
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T22:32:49Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So I didn’t really make anything world changing, just a few tiny toy vehicles people can 3D print. The most challenging thing was that I had ZERO CAD experience before this… I didn’t really create this project to do anything really, it was more of a byproduct of learning CAD. I’m personally really happy, considering I learned how to do it myself.", "repo": "https://github.com/anushkasinghares-jpg/CAD-stuff", "demo": "https://cad.onshape.com/documents/91001b3aa7e5d967b1bd58a7/w/ee9ffd1dbf3c0d0f37524257/e/1fca395ebe6d2bbee28a1002"}]...
|
[{"post_id": 79339, "ts": "202 [{"post_id": 79339, "ts": "2026-10-13T15:38:52Z", "hours": 5.2236, "text": "So I just started learning CAD…my first few projects are vehicles (since I love them) and the first one I made is this toy plane!"}]...
|
Title: Onshape Vehicles by @anushka_singh_ares | S Title: Onshape Vehicles by @anushka_singh_ares | Stardance
Devlogs:
So I just started learning CAD…my first few projects are vehicles (since I love them) and the first one I made is this toy plane!
Ships:
So I didn’t really make anything world changing, just a few tiny toy vehicles people can 3D print. The most challenging thing was that I had ZERO CAD experience before this… I didn’t really create this project to do anything really, it was more of a byproduct of learning CAD. I’m personally really happy, considering I learned how to do it myself....
|
1793155748.4953792
|
1793242148.4953792
|
|
51482
|
termsite by @ngarnsworthy | Stardance
|
ngarnsworthy
|
0
|
14.49
|
0
|
[]
|
[{"post_id": 79347, "ts": "202 [{"post_id": 79347, "ts": "2026-10-13T16:09:29Z", "hours": 4.4386, "text": "Release 1.1.0 Done Fixed NPM releases Added environment to commands Test and coverage reports in gitlab TODO Test re-renders Add useful commands (echo, env, ls, etc.) Add filesystem Broken The npm releases have issues with importing other files from within the package. Retrospective I did a much better job with small commits and using branches. I also improved my use of CI/CD with better test and coverage reporting. Despite the improvements in my test flow I still need to work on improving coverage. Some tests I tried to get to cover cases for the execution component did not cover the lines I intended them to. This combines with my lack of a good debug tooling in my editor, NeoVim, to make it difficult to write tests for specific lines. Reasoning The execution component exists as a result of the way preact checks props updates. Because the function for changing the env is passed with a bind it returns a new reference every time as a result the command re-renders which may cause a change to the env forcing the terminal to re-render. Yay, state loop :( /sar. To prevent this the execution component uses lifecycle methods to abort the render before it happens if there are no changes in the env.env, command, and commands props. This prevents re-renders that cause state loops, yay!"}, {"post_id": 78942, "ts": "2026-10-12T03:32:05Z", "hours": 10.0539, "text": "Done Tests are now working! There is a fake terminal working! Commitizen and Semantic Release worked! TODO Get persistent environmental variables working Decrease unneeded re-renders Broken Releases to npm are currently empty for some reason? Retrospective In the future one thing I need to work more on is small commits. The commit for the terminal component grew a lot and got out of hand as I was finally beginning to use systems like tests in context. I also need to use branches and issue driven development more especially because semantic release pushes to npm with every commit to main. Reasoning I am using preact because it is very light. Overall I want this package to focus on remaining as light as possible so it can be put into websites with no performance impact AI Disclosure AI was used when I was figuring out how to setup jest with preact. No other AI was used in this devlog."}]...
|
Title: termsite by @ngarnsworthy | Stardance
Devl Title: termsite by @ngarnsworthy | Stardance
Devlogs:
Done Tests are now working! There is a fake terminal working! Commitizen and Semantic Release worked! TODO Get persistent environmental variables working Decrease unneeded re-renders Broken Releases to npm are currently empty for some reason? Retrospective In the future one thing I need to work more on is small commits. The commit for the terminal component grew a lot and got out of hand as I was finally beginning to use systems like tests in context. I also need to use branches and issue driven development more especially because semantic release pushes to npm with every commit to main. Reasoning I am using preact because it is very light. Overall I want this package to focus on remaining as light as possible so it can be put into websites with no performance impact AI Disclosure AI was used when I was figuring out how to setup jest with preact. No other AI was used in this devlog.
Release 1.1.0 Done Fixed NPM releases Added environment to commands Test and coverage reports in gitlab TODO Test re-renders Add useful commands (echo, env, ls, etc.) Add filesystem Broken The npm releases have issues with importing other files from within the package. Retrospective I did a much better job with small commits and using branches. I also improved my use of CI/CD with better test and coverage reporting. Despite the improvements in my test flow I still need to work on improving coverage. Some tests I tried to get to cover cases for the execution component did not cover the lines I intended them to. This combines with my lack of a good debug tooling in my editor, NeoVim, to make it difficult to write tests for specific lines. Reasoning The execution component exists as a result of the way preact checks props updates. Because the function for changing the env is passed with a bind it returns a new reference every time as a result the command re-renders which may cause a change to the env forcing the terminal to re-render. Yay, state loop :( /sar. To prevent this the execution component uses lifecycle methods to abort the render before it happens if there are no changes in the env.env, command, and commands props. This prevents re-renders that cause state loops, yay!...
|
1792673372.9696357
|
1793278172.9696357
|
|
69446
|
Roblox Combat Game by @axyprism | Stardance
|
axyprism
|
0
|
7.43
|
0
|
[]
|
[{"post_id": 79349, "ts": "202 [{"post_id": 79349, "ts": "2026-10-13T16:24:29Z", "hours": 7.43, "text": "I added a basic main menu to test the game, began work on the weapon class system by making melee weapons with directional attacks, and made the round, game modes, and map voting systems."}]...
|
Title: Roblox Combat Game by @axyprism | Stardance Title: Roblox Combat Game by @axyprism | Stardance
Devlogs:
I added a basic main menu to test the game, began work on the weapon class system by making melee weapons with directional attacks, and made the round, game modes, and map voting systems....
|
1792839014.9838219
|
1793443814.9838219
|
|
69535
|
dampenerss by @makeme44 | Stardance
|
makeme44
|
0
|
0.82
|
0
|
[]
|
[{"post_id": 79353, "ts": "202 [{"post_id": 79353, "ts": "2026-10-13T16:34:59Z", "hours": 0.8225, "text": "this is a dampener im trying to se what is the best way to keep vibrations at bay"}]...
|
Title: dampenerss by @makeme44 | Stardance
Devlog Title: dampenerss by @makeme44 | Stardance
Devlogs:
this is a dampener im trying to se what is the best way to keep vibrations at bay...
|
1792857091.581373
|
1793461891.581373
|
|
68067
|
dropbin by @nishank | Stardance
|
nishank
|
1
|
12.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T17:03:42Z", "hours": 12.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i have made a small clipboard of sort where a person can paste their files and send it over the internet with the help of a code", "repo": "https://github.com/Devnish0/dropbin", "demo": "https://dropbin.vercel.app/"}]...
|
[{"post_id": 79355, "ts": "202 [{"post_id": 79355, "ts": "2026-10-13T16:49:59Z", "hours": 1.0842, "text": "completed the frontend"}, {"post_id": 79185, "ts": "2026-10-12T22:56:25Z", "hours": 5.5033, "text": "made the frontend"}, {"post_id": 77927, "ts": "2026-10-08T20:12:58Z", "hours": 4.3019, "text": "completed the drop route"}, {"post_id": 76988, "ts": "2026-10-05T08:22:49Z", "hours": 1.3953, "text": "initialised project with drizzle orm and postgresql"}]...
|
Title: dropbin by @nishank | Stardance
Devlogs:
i Title: dropbin by @nishank | Stardance
Devlogs:
initialised project with drizzle orm and postgresql
completed the drop route
made the frontend
completed the frontend
Ships:
i have made a small clipboard of sort where a person can paste their files and send it over the internet with the help of a code...
|
1793155843.0124943
|
1793242243.0124943
|
|
68967
|
astrawatch by @Ahad_Ghanchi | Stardance
|
Ahad_Ghanchi
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T16:57:24Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Building AstraWatch involved engineering a feature-rich, high-performance space telemetry dashboard using Vite, HTML, and Vanilla JavaScript, complete with live-updating digital clocks, custom Google search capabilities, modular DOM binding, and glassmorphism UI widgets that deliver a modern command-center aesthetic. The technical hurdles encountered along the way included orchestrating complex asynchronous NASA APOD API fetch pipelines to gracefully handle varying media types—ranging from standard images to direct video files and embedded YouTube players—while also troubleshooting local Git version control workflows, fixing branch synchronization errors, and resolving merge conflicts between local files and remote GitHub repositories. What stands out as the ultimate point of pride is the meticulous execution of advanced CSS design patterns, combining Google Fonts with intricate pseudo-element polygon clip-paths to create custom, striking geometric side decorations that elevate the visual presentation. For anyone looking to test or run the project locally, they should know that they need to clone the repository, install the required packages using npm, supply their own API key inside a secure local environment variable file, and launch the Vite development server to fully experience the interactive date picker and explore historical astronomy records.", "repo": "https://github.com/codewith876/astra-watch", "demo": "https://astrawatch.vercel.app/"}]...
|
[{"post_id": 79356, "ts": "202 [{"post_id": 79356, "ts": "2026-10-13T16:54:46Z", "hours": 2.3036, "text": "The development process involved setting up a modular Vite environment where local JavaScript files seamlessly bound to the DOM elements, managing asynchronous API calls to fetch JSON telemetry payloads from NASA while gracefully handling fallback states when media types varied between static images and dynamic videos. Special attention was dedicated to optimizing the user interface responsiveness, ensuring that the glassmorphism widgets, custom typography, and complex CSS layout properties rendered correctly across different viewports.Navigating the version control lifecycle further required initializing local Git repositories, configuring robust ignore rules to safeguard sensitive API keys and heavy dependency folders, and resolving remote merge conflicts during GitHub synchronization. Through careful branch management, commit organization, and final pushing, the complete frontend application was successfully archived and shared publicly, marking the culmination of an immersive coding and design journey."}]...
|
Title: astrawatch by @Ahad_Ghanchi | Stardance
De Title: astrawatch by @Ahad_Ghanchi | Stardance
Devlogs:
The development process involved setting up a modular Vite environment where local JavaScript files seamlessly bound to the DOM elements, managing asynchronous API calls to fetch JSON telemetry payloads from NASA while gracefully handling fallback states when media types varied between static images and dynamic videos. Special attention was dedicated to optimizing the user interface responsiveness, ensuring that the glassmorphism widgets, custom typography, and complex CSS layout properties rendered correctly across different viewports.Navigating the version control lifecycle further required initializing local Git repositories, configuring robust ignore rules to safeguard sensitive API keys and heavy dependency folders, and resolving remote merge conflicts during GitHub synchronization. Through careful branch management, commit organization, and final pushing, the complete frontend application was successfully archived and shared publicly, marking the culmination of an immersive coding and design journey.
Ships:
Building AstraWatch involved engineering a feature-rich, high-performance space telemetry dashboard using Vite, HTML, and Vanilla JavaScript, complete with live-updating digital clocks, custom Google search capabilities, modular DOM binding, and glassmorphism UI widgets that deliver a modern command-center aesthetic. The technical hurdles encountered along the way included orchestrating complex asynchronous NASA APOD API fetch pipelines to gracefully handle varying media types—ranging from standard images to direct video files and embedded YouTube players—while also troubleshooting local Git version control workflows, fixing branch synchronization errors, and resolving merge conflicts between local files and remote GitHub repositories. What stands out as the ultimate point of pride is the meticulous execution of advanced CSS design patterns, combining Google Fonts with intricate pseudo-element polygon clip-paths to create custom, striking geometric side decorations that elevate the visual presentation. For anyone looking to test or run the project locally, they should know that they need to clone the repository, install the required packages using npm, supply their own API key inside a secure local environment variable file, and launch the Vite development server to fully experience the interactive date picker and explore historical astronomy records....
|
1793155886.231615
|
1793242286.231615
|
|
17170
|
Sega Genesis Hackpad by @parker9145 | Stardance
|
parker9145
|
0
|
4.09
|
0
|
[]
|
[{"post_id": 7936, "ts": "2026 [{"post_id": 7936, "ts": "2026-06-13T07:38:51Z", "hours": 4.0878, "text": "Im so glad whomever decided to make the rule that the board needs to be 100mm x 100mm put it in the instructions right after you design everything. Like are you fr?😠"}]...
|
Title: Sega Genesis Hackpad by @parker9145 | Stard Title: Sega Genesis Hackpad by @parker9145 | Stardance
Devlogs:
Im so glad whomever decided to make the rule that the board needs to be 100mm x 100mm put it in the instructions right after you design everything. Like are you fr?😠...
|
1792767248.7019238
|
1793372048.7019238
|
|
67318
|
unique by @vashi_21 | Stardance
|
vashi_21
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T18:02:20Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built XIAO-MAO, an interactive desktop cat pet developed in Godot! Getting the input handling right was the trickiest part. Initially dragging the pet or dropping her would accidentally trigger her to open my website. Adding right clicks (website link) using precise input logic took some debugging. Also the main issue I ran into while working on this project was getting the sizes of the window correct but i eventually figured it out. I am really proud of making a complete, functional desktop pet from scratch and getting my very first virtual pet project published! Her working behavior turned out super clean. Download: cat_pet.exe from my itch.io page. Controls: 1. Right click to open my custom website. 2. Click & Drag to move her anywhere across the screen. OS: Windows PC.", "repo": "https://github.com/wizard21-sudo/meow", "demo": "https://wookwink.itch.io/xiao-mao"}]...
|
[{"post_id": 79361, "ts": "202 [{"post_id": 79361, "ts": "2026-10-13T17:10:33Z", "hours": 1.1278, "text": "Today I worked on refining my desktop cat’s movements and interactions. I fixed the landing behavior so the cat rests cleanly right above the Windows taskbar when dropped . I also fixed the code so my cat will open my website only when right clicked . Lastly I updated the export setup and published the final standalone build on itch.io <3"}, {"post_id": 79049, "ts": "2026-10-12T14:19:54Z", "hours": 0.9861, "text": "I scaled up my desktop pet cat sprite and updated the collision shape to restore smooth drag-and-drop functioning. Also fixed the idle animation freeze by adding timer countdown logic and correcting a variable name typo. Added a cool feature for my pet from the given guide , I think it is really thoughtful that they included how to add more interesting features to the desktop pet in the guide so we all can level up our project !"}, {"post_id": 78813, "ts": "2026-10-11T17:51:21Z", "hours": 2.0822, "text": "Added boundary movements and drag controls. Resolved node hierarchy paths by just dragging it onto the main node, mismatched animation name from the guide (silly me) by just inserting my name in the code , and runtime errors. Fixed active debugger pauses and successfully got up to point 6 in the guide lets see if I can ship it before playground ends. lol !!"}, {"post_id": 78126, "ts": "2026-10-09T17:09:46Z", "hours": 0.8847, "text": "Just finished up to point 3 in the guide “Art and Script” and my Cat sprite setup is complete now the next step remains to make my sprite move. I also want to credit julesleech.itch.io for this free to use cute cat sprite animation <3"}]...
|
Title: unique by @vashi_21 | Stardance
Devlogs:
J Title: unique by @vashi_21 | Stardance
Devlogs:
Just finished up to point 3 in the guide “Art and Script” and my Cat sprite setup is complete now the next step remains to make my sprite move. I also want to credit julesleech.itch.io for this free to use cute cat sprite animation <3
Added boundary movements and drag controls. Resolved node hierarchy paths by just dragging it onto the main node, mismatched animation name from the guide (silly me) by just inserting my name in the code , and runtime errors. Fixed active debugger pauses and successfully got up to point 6 in the guide lets see if I can ship it before playground ends. lol !!
I scaled up my desktop pet cat sprite and updated the collision shape to restore smooth drag-and-drop functioning. Also fixed the idle animation freeze by adding timer countdown logic and correcting a variable name typo. Added a cool feature for my pet from the given guide , I think it is really thoughtful that they included how to add more interesting features to the desktop pet in the guide so we all can level up our project !
Today I worked on refining my desktop cat’s movements and interactions. I fixed the landing behavior so the cat rests cleanly right above the Windows taskbar when dropped . I also fixed the code so my cat will open my website only when right clicked . Lastly I updated the export setup and published the final standalone build on itch.io <3
Ships:
I built XIAO-MAO, an interactive desktop cat pet developed in Godot! Getting the input handling right was the trickiest part. Initially dragging the pet or dropping her would accidentally trigger her to open my website. Adding right clicks (website link) using precise input logic took some debugging. Also the main issue I ran into while working on this project was getting the sizes of the window correct but i eventually figured it out. I am really proud of making a complete, functional desktop pet from scratch and getting my very first virtual pet project published! Her working behavior turned out super clean. Download: cat_pet.exe from my itch.io page. Controls: 1. Right click to open my custom website. 2. Click & Drag to move her anywhere across the screen. OS: Windows PC....
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1793155818.5213726
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1793242218.5213726
|
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68816
|
royalty free cartoon streaming by @LeFi | Stardanc royalty free cartoon streaming by @LeFi | Stardance...
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LeFi
|
0
|
3.88
|
0
|
[]
|
[{"post_id": 79364, "ts": "202 [{"post_id": 79364, "ts": "2026-10-13T17:28:59Z", "hours": 0.7953, "text": "i wanted to get the buttons in the main menue to change the screen working ,but then i realized i have no idea how a “screen” works…. i tried just hiding the id for the html i wrote, but now i’m stuck. i’ll continue tomorrow-"}, {"post_id": 78777, "ts": "2026-10-11T16:05:27Z", "hours": 1.9297, "text": "made it prettier but the btns still dont work. i’ll fix it later my head is about to pop"}, {"post_id": 78106, "ts": "2026-10-09T15:54:15Z", "hours": 1.1514, "text": "i’m building like a mini web-based streaming platform for royalty free cartoons!!!! i just a base to start with using html and css. I have no idea what i’m doing but it should work eventually!!!"}]...
|
Title: royalty free cartoon streaming by @LeFi | S Title: royalty free cartoon streaming by @LeFi | Stardance
Devlogs:
i’m building like a mini web-based streaming platform for royalty free cartoons!!!! i just a base to start with using html and css. I have no idea what i’m doing but it should work eventually!!!
made it prettier but the btns still dont work. i’ll fix it later my head is about to pop
i wanted to get the buttons in the main menue to change the screen working ,but then i realized i have no idea how a “screen” works…. i tried just hiding the id for the html i wrote, but now i’m stuck. i’ll continue tomorrow-...
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1793126967.7807972
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1793731767.7807972
|
|
17879
|
PINBALL by @Pocket_Thopter | Stardance
|
Pocket_Thopter
|
0
|
2.0
|
0
|
[]
|
[{"post_id": 7937, "ts": "2026 [{"post_id": 7937, "ts": "2026-06-13T07:44:56Z", "hours": 1.9989, "text": "Day 0&1 After linking everything together and getting the basics done, I’ve now got a small working prototype for my game! There’s a lot more to be done but the fact that it’s already kind of fun to mess around with the debug version of the game means I’m getting somewhere."}]...
|
Title: PINBALL by @Pocket_Thopter | Stardance
Dev Title: PINBALL by @Pocket_Thopter | Stardance
Devlogs:
Day 0&1 After linking everything together and getting the basics done, I’ve now got a small working prototype for my game! There’s a lot more to be done but the fact that it’s already kind of fun to mess around with the debug version of the game means I’m getting somewhere....
|
1792759911.1801293
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1793364711.1801293
|
|
67976
|
Orbit OS by @Frostymist | Stardance
|
Frostymist
|
3
|
3.0
|
2
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T18:56:34Z", "hours": 1.0, "multiplier": 1.7, "payout": 1, "blessing": "neutral", "text": "Orbit OS is a minimal, macOS-inspired desktop environment that runs directly in your browser. I added apps like Finder, Calculator, Terminal, Notes, a browser launcher, and System Settings to make the desktop interactive. One challenge was getting the app icons to display correctly on the live Vercel deployment, which I managed to fix. I’m proud of how the project has grown into something people can actually explore online without downloading anything. Try the live project and open the different apps to explore Orbit OS!", "repo": "https://github.com/0xAvaneesh/Orbit-OS", "demo": "https://orbit-os-nine.vercel.app/"}, {"ship_num": 2, "ts": "2026-10-11T11:20:47Z", "hours": 0.0, "multiplier": 2.33, "payout": 1, "blessing": "neutral", "text": "Built Orbit OS, a web-based desktop using HTML, CSS, and JavaScript. Added draggable, resizable, and minimizable windows, a working calculator, terminal, browser search, notes with local storage, files, settings, a live clock, and an app dock.", "repo": "https://github.com/0xAvaneesh/Orbit-OS", "demo": "https://orbit-os-nine.vercel.app/"}, {"ship_num": 3, "ts": "2026-10-07T17:57:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made orbit os its a webos it was very fun i took inspiration from macos minizmize and close buttons but everything else is original", "repo": "https://github.com/0xAvaneesh/Orbit-OS", "demo": "https://orbit-os-nine.vercel.app/"}]...
|
[{"post_id": 79380, "ts": "202 [{"post_id": 79380, "ts": "2026-10-13T18:54:22Z", "hours": 0.2672, "text": "Devlog #6 — Orbit OS Is Live!I successfully deployed Orbit OS on Vercel, making it accessible directly through a browser without needing to download or run anything locally.I also fixed the app icon loading issue on the deployed website, so the desktop looks the way it should online and locally. The goal was to make Orbit OS feel like a clean, minimal desktop environment while keeping everything simple and functional.Next, I’ll continue testing the live version and polishing the user experience."}, {"post_id": 79372, "ts": "2026-10-13T18:06:31Z", "hours": 0.4778, "text": "Orbit OS — Devlog #5 I started working on Orbit OS after getting feedback on the first version.A lot of people liked the UI, but there were problems with dragging windows and some apps didn’t do much.I focused on improving the functionality while keeping the same dark space theme. I also started reworking the window controls so opening, closing, minimizing, and maximizing feel more consistent."}, {"post_id": 78706, "ts": "2026-10-11T11:18:55Z", "hours": 0.2803, "text": "Going to Ship Orbit OS today!"}, {"post_id": 77626, "ts": "2026-10-07T17:55:01Z", "hours": 0.2806, "text": "Going to ship Orbit OS today"}, {"post_id": 77337, "ts": "2026-10-06T16:36:41Z", "hours": 1.1128, "text": "ORBIT OS — Devlog #2 Today I started making ORBIT OS feel more like an actual desktop"}, {"post_id": 76816, "ts": "2026-10-04T17:59:32Z", "hours": 0.3739, "text": "I just started building my personal os i named it Orbit OS,and i just finished making the welcome screen"}]...
|
Title: Orbit OS by @Frostymist | Stardance
Devlog Title: Orbit OS by @Frostymist | Stardance
Devlogs:
I just started building my personal os i named it Orbit OS,and i just finished making the welcome screen
ORBIT OS — Devlog #2 Today I started making ORBIT OS feel more like an actual desktop
Going to ship Orbit OS today
Going to Ship Orbit OS today!
Orbit OS — Devlog #5 I started working on Orbit OS after getting feedback on the first version.A lot of people liked the UI, but there were problems with dragging windows and some apps didn’t do much.I focused on improving the functionality while keeping the same dark space theme. I also started reworking the window controls so opening, closing, minimizing, and maximizing feel more consistent.
Devlog #6 — Orbit OS Is Live!I successfully deployed Orbit OS on Vercel, making it accessible directly through a browser without needing to download or run anything locally.I also fixed the app icon loading issue on the deployed website, so the desktop looks the way it should online and locally. The goal was to make Orbit OS feel like a clean, minimal desktop environment while keeping everything simple and functional.Next, I’ll continue testing the live version and polishing the user experience.
Ships:
I made orbit os its a webos it was very fun i took inspiration from macos minizmize and close buttons but everything else is original
Built Orbit OS, a web-based desktop using HTML, CSS, and JavaScript. Added draggable, resizable, and minimizable windows, a working calculator, terminal, browser search, notes with local storage, files, settings, a live clock, and an app dock.
Orbit OS is a minimal, macOS-inspired desktop environment that runs directly in your browser. I added apps like Finder, Calculator, Terminal, Notes, a browser launcher, and System Settings to make the desktop interactive. One challenge was getting the app icons to display correctly on the live Vercel deployment, which I managed to fix. I’m proud of how the project has grown into something people can actually explore online without downloading anything. Try the live project and open the different apps to explore Orbit OS!...
|
1793062293.0944526
|
1793148693.0944526
|
|
69548
|
LWPV by @bartoszkasyna | Stardance
|
bartoszkasyna
|
0
|
1.23
|
0
|
[]
|
[{"post_id": 79387, "ts": "202 [{"post_id": 79387, "ts": "2026-10-13T19:25:37Z", "hours": 1.2275, "text": "I made simple photo viewer. Now I have to work on upscaling and other basic features."}]...
|
Title: LWPV by @bartoszkasyna | Stardance
Devlogs Title: LWPV by @bartoszkasyna | Stardance
Devlogs:
I made simple photo viewer. Now I have to work on upscaling and other basic features....
|
1792857110.4291174
|
1793461910.4291174
|
|
692
|
Pinball by @jms | Stardance
|
jms
|
1
|
10.46
|
19
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-13T03:36:43Z", "hours": 10.0, "multiplier": 1.99, "payout": 19, "blessing": "neutral", "text": "This is a game of pinball. Some problems with this game are the button at the start may not load quickly so you may need to wait a few seconds and with everything with collision there may be some bugs in relation to collision", "repo": "https://github.com/Chickenhatter/pinball", "demo": "https://chickenhatter.itch.io/pinball"}]...
|
[{"post_id": 7939, "ts": "2026 [{"post_id": 7939, "ts": "2026-06-13T07:48:14Z", "hours": 0.4619, "text": "Fixed something about conrol nodes stealing clicks and added a smacker in start scene"}, {"post_id": 7852, "ts": "2026-06-13T02:56:28Z", "hours": 1.0372, "text": "Game Finished with also start scene"}, {"post_id": 7809, "ts": "2026-06-13T01:06:14Z", "hours": 0.7289, "text": "Making main scene ready to be shipped"}, {"post_id": 7389, "ts": "2026-06-12T09:58:24Z", "hours": 0.5383, "text": "Ball loop now works"}, {"post_id": 6783, "ts": "2026-06-11T11:12:08Z", "hours": 0.5767, "text": "Coded the second ball"}, {"post_id": 6135, "ts": "2026-06-10T10:07:12Z", "hours": 0.5706, "text": "I added a second ball and the path works"}, {"post_id": 5510, "ts": "2026-06-09T09:50:16Z", "hours": 0.5864, "text": "Added images"}, {"post_id": 4829, "ts": "2026-06-08T10:45:15Z", "hours": 0.6136, "text": "First few sprites being done"}, {"post_id": 4093, "ts": "2026-06-07T09:03:19Z", "hours": 0.61, "text": "Code for all boosters and path"}, {"post_id": 3439, "ts": "2026-06-06T11:41:27Z", "hours": 0.5353, "text": "Added boosters and added an area that makes the ramp physical"}, {"post_id": 2708, "ts": "2026-06-05T12:48:53Z", "hours": 0.6819, "text": "Mapshape starting to look like a normal one"}, {"post_id": 2673, "ts": "2026-06-05T10:56:11Z", "hours": 0.5731, "text": "better map shape"}, {"post_id": 2057, "ts": "2026-06-04T11:14:28Z", "hours": 0.6503, "text": "added shoot and finally made the hooks work when flat"}, {"post_id": 1342, "ts": "2026-06-03T09:09:05Z", "hours": 0.6597, "text": "I started working on the plunger/some extra code"}, {"post_id": 672, "ts": "2026-06-02T06:55:12Z", "hours": 0.6336, "text": "I have now added the hooks(whatever the swinging parts are called)"}, {"post_id": 190, "ts": "2026-06-01T07:00:27Z", "hours": 0.5636, "text": "I have made the pinball drop and collide so my next goal will be to have it have different collisions with specific objects"}]...
|
Title: Pinball by @jms | Stardance
Devlogs:
I hav Title: Pinball by @jms | Stardance
Devlogs:
I have made the pinball drop and collide so my next goal will be to have it have different collisions with specific objects
I have now added the hooks(whatever the swinging parts are called)
I started working on the plunger/some extra code
added shoot and finally made the hooks work when flat
better map shape
Mapshape starting to look like a normal one
Added boosters and added an area that makes the ramp physical
Code for all boosters and path
First few sprites being done
Added images
I added a second ball and the path works
Coded the second ball
Ball loop now works
Making main scene ready to be shipped
Game Finished with also start scene
Fixed something about conrol nodes stealing clicks and added a smacker in start scene
Ships:
This is a game of pinball. Some problems with this game are the button at the start may not load quickly so you may need to wait a few seconds and with everything with collision there may be some bugs in relation to collision...
|
1793101705.7692478
|
1793188105.7692478
|
|
69298
|
MicroPad by @yoru_ayan | Stardance
|
yoru_ayan
|
0
|
5.87
|
0
|
[]
|
[{"post_id": 79395, "ts": "202 [{"post_id": 79395, "ts": "2026-10-13T19:57:45Z", "hours": 1.3039, "text": "Yop Finally complete the 3d Casing and modeling and also I give it a new look hop you like it……….."}, {"post_id": 79134, "ts": "2026-10-12T19:42:07Z", "hours": 2.1406, "text": "Yop Guys i Complete the design for the Hack pad. I design it more like a cntroller so i can use it to play some retor game……"}, {"post_id": 79091, "ts": "2026-10-12T17:07:47Z", "hours": 1.7911, "text": "Guys look I made new design and 3D modeling the case rn……."}, {"post_id": 78987, "ts": "2026-10-12T08:18:52Z", "hours": 0.6294, "text": "I think we are cooking guys!!!!!!!!!"}]...
|
Title: MicroPad by @yoru_ayan | Stardance
Devlogs Title: MicroPad by @yoru_ayan | Stardance
Devlogs:
I think we are cooking guys!!!!!!!!!
Guys look I made new design and 3D modeling the case rn…….
Yop Guys i Complete the design for the Hack pad. I design it more like a cntroller so i can use it to play some retor game……
Yop Finally complete the 3d Casing and modeling and also I give it a new look hop you like it……….....
|
1793130878.4557765
|
1793735678.4557765
|
|
8808
|
Graph Neural Networks Textbook by @Anvith | Starda Graph Neural Networks Textbook by @Anvith | Stardance...
|
Anvith
|
1
|
6.08
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-05T20:11:19Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a full interactive textbook on Graph Neural Networks — 27 chapters, 300 concepts, 37 p5.js MicroSims you can play with directly in the browser (watch message passing animate, tune GAT attention weights, step through WL color refinement live). 301k words, 746 equations, all with full math derivations and runnable PyTorch Geometric code. Hardest part: wiring a dependency-aware learning graph of 300 concepts so every chapter respects prerequisites, and building the MicroSims so they actually teach the intuition rather than just looking cool. Most proud of the MicroSims — especially the GCN message passing visualizer and the WL color refinement stepper. Abstract concepts that are genuinely hard to explain with equations alone become obvious when you can manipulate them.", "repo": "https://github.com/AnvithPothula/graph-neural-networks-textbook", "demo": "https://anvithpothula.github.io/graph-neural-networks-textbook/"}]...
|
[{"post_id": 79396, "ts": "202 [{"post_id": 79396, "ts": "2026-10-13T20:04:15Z", "hours": 1.1422, "text": "Fixed a few bugs"}, {"post_id": 3887, "ts": "2026-06-06T23:53:17Z", "hours": 0.9336, "text": "I finished writing my intelligent textbook on Graph Neural Networks (GNNs)."}, {"post_id": 2900, "ts": "2026-06-05T20:08:34Z", "hours": 4.3156, "text": "This is a comprehensive, interactive intelligent textbook on Graph Neural Networks designed for graduate and advanced undergraduate students in machine learning, data mining, and network science. Built with MkDocs Material, it covers the full arc of the field — from graph theory and classical graph algorithms through modern architectures including graph transformers, knowledge graph models, and LLM+GNN integration. Every chapter leads with a real-world motivating example, builds intuition before equations, provides full mathematical derivations, and includes complete runnable PyTorch Geometric code. 37 interactive MicroSims — p5.js simulations embedded directly in the browser — let you manipulate GNN internals hands-on: watch message passing animate across layers, tune attention weights in real time, and step through WL color refinement iteration by iteration. The textbook is structured around a dependency-aware learning graph of 300 concepts, ensuring prerequisite sequencing is respected across all 27 chapters. Quizzes, glossary terms, and FAQs cover every major concept, with exercises distributed across all six levels of Bloom’s Taxonomy."}]...
|
Title: Graph Neural Networks Textbook by @Anvith | Title: Graph Neural Networks Textbook by @Anvith | Stardance
Devlogs:
This is a comprehensive, interactive intelligent textbook on Graph Neural Networks designed for graduate and advanced undergraduate students in machine learning, data mining, and network science. Built with MkDocs Material, it covers the full arc of the field — from graph theory and classical graph algorithms through modern architectures including graph transformers, knowledge graph models, and LLM+GNN integration. Every chapter leads with a real-world motivating example, builds intuition before equations, provides full mathematical derivations, and includes complete runnable PyTorch Geometric code. 37 interactive MicroSims — p5.js simulations embedded directly in the browser — let you manipulate GNN internals hands-on: watch message passing animate across layers, tune attention weights in real time, and step through WL color refinement iteration by iteration. The textbook is structured around a dependency-aware learning graph of 300 concepts, ensuring prerequisite sequencing is respected across all 27 chapters. Quizzes, glossary terms, and FAQs cover every major concept, with exercises distributed across all six levels of Bloom’s Taxonomy.
I finished writing my intelligent textbook on Graph Neural Networks (GNNs).
Fixed a few bugs
Ships:
Built a full interactive textbook on Graph Neural Networks — 27 chapters, 300 concepts, 37 p5.js MicroSims you can play with directly in the browser (watch message passing animate, tune GAT attention weights, step through WL color refinement live). 301k words, 746 equations, all with full math derivations and runnable PyTorch Geometric code. Hardest part: wiring a dependency-aware learning graph of 300 concepts so every chapter respects prerequisites, and building the MicroSims so they actually teach the intuition rather than just looking cool. Most proud of the MicroSims — especially the GCN message passing visualizer and the WL color refinement stepper. Abstract concepts that are genuinely hard to explain with equations alone become obvious when you can manipulate them....
|
1793119812.2886868
|
1793206212.2886868
|
|
5020
|
FLOWS by @UntitledMacaw | Stardance
|
UntitledMacaw
|
1
|
34.44
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-21T18:21:49Z", "hours": 29.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is FLOWS. It is a program that takes in terrain data and water infiltration data and finds bowl-like depressions (or simply “basins”). Why is that useful: for each basin, water-height doesn’t change (for the same rainfall). This means we can pre-calculate various rainfall scenarios and store their results, so we can have a simple and quick way of estimating flood risk. Compilation was also made focusing on lower-end hardware, were we avoid feeding the entire data into the RAM, and instead partition the dataset in smart ways so we can make it all fit within our constrains!", "repo": "https://github.com/UntitledMacaw/FLOWS", "demo": "https://github.com/UntitledMacaw/FLOWS/releases/tag/Beta"}]...
|
[{"post_id": 79403, "ts": "202 [{"post_id": 79403, "ts": "2026-10-13T20:29:07Z", "hours": 0.9344, "text": "Alright, so new changes! Today I tried to make a DEMO for my project! Since the user is originally intended to provided topological files (that for demonstration purposes may not be available), I have also packaged inside the .sh file a DEMO version, that has its own very small dataset, so everyone can see the project in action even without the needed files."}, {"post_id": 77692, "ts": "2026-10-07T22:54:32Z", "hours": 0.6186, "text": "Another day and guess what: another feature! I added a new function to the code that takes in a “starting point” for basin compilation. What this does is, given a starting point integer provided by the user (call it S), it skips all basins with an ID lower than S. This is good ’cuz we can stop the code with control + C and later keep on where we left by choosing our last compiled basin as our starting point! I probably should have done this a long time ago instead of right know when I actually needed it, but hey: Better late than never am i right?"}, {"post_id": 74665, "ts": "2026-09-27T22:24:01Z", "hours": 2.655, "text": "YEEEEAAAAH! I decided to try and create an executable for my script, and boy was hard. The problem was that major libraries like gdal and whitebox required a bunch of other system libraries to work. This means I had to try to get them into the executable, and let me tell ya: This took a lot of time. But finally, it works (i hope)! I will be posting the executable (linux only of course) on github later!"}, {"post_id": 74018, "ts": "2026-09-26T15:19:42Z", "hours": 1.2344, "text": "Update on compilation: Well, a lot of stuff happened. I can’t really keep my computer running non stop all day and night, so I was resorting to suspending the laptop so runtime would keep frozen in RAM. But today, after a week of running the program and almost halfway left, I woke up to find the computer out of battery (probably it kept running in suspend mode and just died). That was quite devastating, but the only thing I could do was to update my code with checkpoints so that if that happens again, I won’t need to run everything again like I’m about to do now. I took that chance to also fix some typos in my README and my github pages, so I guess I got something good out of this!"}, {"post_id": 71782, "ts": "2026-09-21T15:16:55Z", "hours": 5.7964, "text": "Making some minor changes so my github before posting my project!"}, {"post_id": 63759, "ts": "2026-09-07T18:33:58Z", "hours": 8.0975, "text": "Finally able to find bowl-like depressions now"}, {"post_id": 40144, "ts": "2026-08-03T15:27:42Z", "hours": 9.9969, "text": "Writing a pdf devlog for my project!"}, {"post_id": 36462, "ts": "2026-07-28T16:19:12Z", "hours": 4.8508, "text": "Just discovered this nice tool called WhiteBoxTools, and was also able to find its user manual! Now I won’t need to process terrain from scratch, and instead get I can all the data I’m looking for without reinventing the wheel."}, {"post_id": 878, "ts": "2026-06-02T16:27:54Z", "hours": 0.3542, "text": "Figured out how to read a digital elevation model with python"}]...
|
Title: FLOWS by @UntitledMacaw | Stardance
Devlog Title: FLOWS by @UntitledMacaw | Stardance
Devlogs:
Figured out how to read a digital elevation model with python
Just discovered this nice tool called WhiteBoxTools, and was also able to find its user manual! Now I won’t need to process terrain from scratch, and instead get I can all the data I’m looking for without reinventing the wheel.
Writing a pdf devlog for my project!
Finally able to find bowl-like depressions now
Making some minor changes so my github before posting my project!
Update on compilation: Well, a lot of stuff happened. I can’t really keep my computer running non stop all day and night, so I was resorting to suspending the laptop so runtime would keep frozen in RAM. But today, after a week of running the program and almost halfway left, I woke up to find the computer out of battery (probably it kept running in suspend mode and just died). That was quite devastating, but the only thing I could do was to update my code with checkpoints so that if that happens again, I won’t need to run everything again like I’m about to do now. I took that chance to also fix some typos in my README and my github pages, so I guess I got something good out of this!
YEEEEAAAAH! I decided to try and create an executable for my script, and boy was hard. The problem was that major libraries like gdal and whitebox required a bunch of other system libraries to work. This means I had to try to get them into the executable, and let me tell ya: This took a lot of time. But finally, it works (i hope)! I will be posting the executable (linux only of course) on github later!
Another day and guess what: another feature! I added a new function to the code that takes in a “starting point” for basin compilation. What this does is, given a starting point integer provided by the user (call it S), it skips all basins with an ID lower than S. This is good ’cuz we can stop the code with control + C and later keep on where we left by choosing our last compiled basin as our starting point! I probably should have done this a long time ago instead of right know when I actually needed it, but hey: Better late than never am i right?
Alright, so new changes! Today I tried to make a DEMO for my project! Since the user is originally intended to provided topological files (that for demonstration purposes may not be available), I have also packaged inside the .sh file a DEMO version, that has its own very small dataset, so everyone can see the project in action even without the needed files.
Ships:
This is FLOWS. It is a program that takes in terrain data and water infiltration data and finds bowl-like depressions (or simply “basins”). Why is that useful: for each basin, water-height doesn’t change (for the same rainfall). This means we can pre-calculate various rainfall scenarios and store their results, so we can have a simple and quick way of estimating flood risk. Compilation was also made focusing on lower-end hardware, were we avoid feeding the entire data into the RAM, and instead partition the dataset in smart ways so we can make it all fit within our constrains!...
|
1793148455.7809806
|
1793234855.7809806
|
|
68008
|
gettoknowme!!! by @kingkev | Stardance
|
kingkev
|
0
|
4.29
|
0
|
[]
|
[{"post_id": 79405, "ts": "202 [{"post_id": 79405, "ts": "2026-10-13T20:45:29Z", "hours": 0.6042, "text": "yeyy. ok so now things are working properly, i hope. js one thing: cd covers stay zoomed in until you click on another one of them. i gotta fix it, it bothers me so much. other than that YEYYY, i will next work on the pages for this three characters (abby sciuto, luna lovegood, and peter parker but andrew’s version) cuz its blank for now D: 🌈"}, {"post_id": 79160, "ts": "2026-10-12T20:47:22Z", "hours": 0.3289, "text": "okayyyyyy. as i said, it was time for the characters i loveee and wanna be like - kinda. the first two pictures are my inspo i made on canva. and now i just want the actual page to be exactly like that. so at first, i tried adding it as a whole image for background. but ofc it was nothing proper (you can pretty much understand that from the last ss i added to this devlog) so im gonna do it the hard but better way i guess. just not today :P (note: the idea was that, when you click on any of the three cd cover-ish thingys, it would become like the second image, with only a single character left and a lighter/pastel palette. and i am planning to give info about what i like in those characters: styles, personal traits, vibe,mindset etc etc)"}, {"post_id": 78891, "ts": "2026-10-11T21:50:25Z", "hours": 0.5967, "text": "NEW PAGE ON ITS WAY!!!!!"}, {"post_id": 78177, "ts": "2026-10-09T21:35:59Z", "hours": 0.3358, "text": "changed the whimsical part a bit. one day i was at a food court with my friend and we were ordering smt. there was a cashier who seemed just a bit older than us. her eyeshadow was GLITTERY PURPLE. i loved it so much. tho, she seemed a little tense(?) so i hesitated to compliment at first. but i did anyway.eventually (after i insisted on keeping a smile on my face while looking at her) she smiled in the most genuinest way to ever be genuine. and it really felt like she needed to hear that, cuz later, her sharp face appeared rather as a sad one to me. anyway spread the magic, if you tell people they are cringe or any other bad thing, sadly, they usually believe it s true. HOWEVER, if you tell them something positive and sincere, chances are, they will take that seriously as well. this is so important for me, thats why i wrote this much thing rather than writing about the functionality or the code or smt like that. if there are people reading this, thanks a lot and please, you can affect people and if you just choose to affect them in a good way it could change a lot. a few words that easily come out of your mouth could mean much more than you think to someone else :D (ok now talking about the design process: it took more time than i thought to design the window(?)/frame im gonna put behind the writing. i am planning to add more pictures, especially something glittery. “whimsy” is not really an aesthetic matter for me, i connect it deeply to not losing hope in people, and that takes a lot of space in my mind, and since the aim of this website is to show who i am outside academic or stem related interests and projects, the contents naturally differ from other projects. not only for the project itself, but also for the devlogs. so thx A LOT for your patience)"}, {"post_id": 77935, "ts": "2026-10-08T20:47:36Z", "hours": 0.4747, "text": "played with the music thingy design (gonna change it again, soon, i guess) and organized my code ? a bit. thats all for today :D"}, {"post_id": 77684, "ts": "2026-10-07T21:12:09Z", "hours": 0.9914, "text": "new section (is that the name for it?) !!!!!!!!!!!!!!!!!!!!! music is REALLLLLLLLLLLLLYY important for me, i wanted to do smt about it asap. soooooo now, you can listen to some of my fav tracks on the site :P"}, {"post_id": 77411, "ts": "2026-10-06T21:21:33Z", "hours": 0.5269, "text": "yeyyyyy. some changes for the background!!!!!!!! now theres the spiral thingy that turns around itself, but since its too dizzy that way, you can stop/start the movement by clicking on anywhere :D also floating starsss Yuppiiii"}, {"post_id": 77163, "ts": "2026-10-05T20:57:37Z", "hours": 0.4331, "text": "yeyyy, new project!!!!!!!! i dont want my personal site to be like a portfolio, instead, i want it to show my fav characters, interests or things that i like in general so that when someone checks it, it would demonstrate my personality - in a way beyond all that tech stuff :D YEYY"}]...
|
Title: gettoknowme!!! by @kingkev | Stardance
Dev Title: gettoknowme!!! by @kingkev | Stardance
Devlogs:
yeyyy, new project!!!!!!!! i dont want my personal site to be like a portfolio, instead, i want it to show my fav characters, interests or things that i like in general so that when someone checks it, it would demonstrate my personality - in a way beyond all that tech stuff :D YEYY
yeyyyyy. some changes for the background!!!!!!!! now theres the spiral thingy that turns around itself, but since its too dizzy that way, you can stop/start the movement by clicking on anywhere :D also floating starsss Yuppiiii
new section (is that the name for it?) !!!!!!!!!!!!!!!!!!!!! music is REALLLLLLLLLLLLLYY important for me, i wanted to do smt about it asap. soooooo now, you can listen to some of my fav tracks on the site :P
played with the music thingy design (gonna change it again, soon, i guess) and organized my code ? a bit. thats all for today :D
changed the whimsical part a bit. one day i was at a food court with my friend and we were ordering smt. there was a cashier who seemed just a bit older than us. her eyeshadow was GLITTERY PURPLE. i loved it so much. tho, she seemed a little tense(?) so i hesitated to compliment at first. but i did anyway.eventually (after i insisted on keeping a smile on my face while looking at her) she smiled in the most genuinest way to ever be genuine. and it really felt like she needed to hear that, cuz later, her sharp face appeared rather as a sad one to me. anyway spread the magic, if you tell people they are cringe or any other bad thing, sadly, they usually believe it s true. HOWEVER, if you tell them something positive and sincere, chances are, they will take that seriously as well. this is so important for me, thats why i wrote this much thing rather than writing about the functionality or the code or smt like that. if there are people reading this, thanks a lot and please, you can affect people and if you just choose to affect them in a good way it could change a lot. a few words that easily come out of your mouth could mean much more than you think to someone else :D (ok now talking about the design process: it took more time than i thought to design the window(?)/frame im gonna put behind the writing. i am planning to add more pictures, especially something glittery. “whimsy” is not really an aesthetic matter for me, i connect it deeply to not losing hope in people, and that takes a lot of space in my mind, and since the aim of this website is to show who i am outside academic or stem related interests and projects, the contents naturally differ from other projects. not only for the project itself, but also for the devlogs. so thx A LOT for your patience)
NEW PAGE ON ITS WAY!!!!!
okayyyyyy. as i said, it was time for the characters i loveee and wanna be like - kinda. the first two pictures are my inspo i made on canva. and now i just want the actual page to be exactly like that. so at first, i tried adding it as a whole image for background. but ofc it was nothing proper (you can pretty much understand that from the last ss i added to this devlog) so im gonna do it the hard but better way i guess. just not today :P (note: the idea was that, when you click on any of the three cd cover-ish thingys, it would become like the second image, with only a single character left and a lighter/pastel palette. and i am planning to give info about what i like in those characters: styles, personal traits, vibe,mindset etc etc)
yeyy. ok so now things are working properly, i hope. js one thing: cd covers stay zoomed in until you click on another one of them. i gotta fix it, it bothers me so much. other than that YEYYY, i will next work on the pages for this three characters (abby sciuto, luna lovegood, and peter parker but andrew’s version) cuz its blank for now D: 🌈...
|
1793116339.9127119
|
1793721139.9127119
|
|
69522
|
WebOS by @ikhublall0610 | Stardance
|
ikhublall0610
|
0
|
0.41
|
0
|
[]
|
[{"post_id": 79407, "ts": "202 [{"post_id": 79407, "ts": "2026-10-13T20:47:09Z", "hours": 0.4083, "text": "WebOS"}]...
|
Title: WebOS by @ikhublall0610 | Stardance
Devlog Title: WebOS by @ikhublall0610 | Stardance
Devlogs:
WebOS...
|
1792857078.7540677
|
1793461878.7540677
|
|
69557
|
DisonBOT by @yoru_ayan | Stardance
|
yoru_ayan
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T13:08:40Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Yop after finding a hosting for the bot it finally 24/7 online now. The bto is named after my stuff toy Dison. Soon i will add new commands which definatly going to be great", "repo": "https://github.com/aniway89/Dison-bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C94B0GX70"}]...
|
[{"post_id": 79409, "ts": "202 [{"post_id": 79409, "ts": "2026-10-13T20:53:37Z", "hours": 2.2353, "text": "Yo Guys I Built DisonBot with four slash commands: ping, help, cat facts, and random jokes. Waiting for the NEST account so I can make it 24/7……"}]...
|
Title: DisonBOT by @yoru_ayan | Stardance
Devlogs Title: DisonBOT by @yoru_ayan | Stardance
Devlogs:
Yo Guys I Built DisonBot with four slash commands: ping, help, cat facts, and random jokes. Waiting for the NEST account so I can make it 24/7……
Ships:
Yop after finding a hosting for the bot it finally 24/7 online now. The bto is named after my stuff toy Dison. Soon i will add new commands which definatly going to be great...
|
1793155787.718276
|
1793242187.718276
|
|
875
|
Sigma Slack Bot by @sarcasmking | Stardance
|
sarcasmking
|
1
|
7.0
|
39
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-18T19:00:17Z", "hours": 7.0, "multiplier": 5.9, "payout": 39, "blessing": "neutral", "text": "In this project, I made a pretty simple slackbot with some neat features! It was pretty tough for me coz I didn’t really know javascript, but i wanted to try it in js anyways. Overall it was a fun learning experience for me as it taught me about using modules in javascript and even how to use github, which i hadn’t really used before this. I also got to know about setting up services on vps, so that was pretty cool too!", "repo": "https://github.com/S4RC45MK1NG/sigma_bot_slack", "demo": "https://app.slack.com/client/E09V59WQY1E/C0APH2MMHH7"}]...
|
[{"post_id": 7941, "ts": "2026 [{"post_id": 7941, "ts": "2026-06-13T07:52:44Z", "hours": 1.0769, "text": "made some finishing changes, and worked out how to get my bot permissions to dm someone"}, {"post_id": 3767, "ts": "2026-06-06T20:19:34Z", "hours": 1.48, "text": "added ai response commands… coz why not 😔 but mainly worked on the reminder command which is rather useful if i say so myself! i did face some problems coz of the bot permissions, but i worked around it :>"}, {"post_id": 3398, "ts": "2026-06-06T09:46:30Z", "hours": 2.9994, "text": "i never knew making even things as simple as a weather data fetching service can be so confusing, i had to experiment quite a lot to finally get how to fetch the response from the ai and how to send it the parameters. Also, I didn’t at all know what JSON actually was till now 💀, so overall, it was a great challenge that taught me about json and how its used to send and receive data from api’s!!"}, {"post_id": 1733, "ts": "2026-06-03T22:17:10Z", "hours": 0.7394, "text": "FINALLY I UNDERSTOOD HOW API’S WORK!!! it felt like ages trying to figure out how to request data from the weather api but i finally figured it out! I’ll try to implement it into the bot after processing the data provided by the api :)"}, {"post_id": 863, "ts": "2026-06-02T16:02:59Z", "hours": 0.4333, "text": "finally finished the tutorial! i dont rlly have much experience with javascript or using hosting bots online.. so this felt rlly nice when it finally worked! XD"}]...
|
Title: Sigma Slack Bot by @sarcasmking | Stardance Title: Sigma Slack Bot by @sarcasmking | Stardance
Devlogs:
finally finished the tutorial! i dont rlly have much experience with javascript or using hosting bots online.. so this felt rlly nice when it finally worked! XD
FINALLY I UNDERSTOOD HOW API’S WORK!!! it felt like ages trying to figure out how to request data from the weather api but i finally figured it out! I’ll try to implement it into the bot after processing the data provided by the api :)
i never knew making even things as simple as a weather data fetching service can be so confusing, i had to experiment quite a lot to finally get how to fetch the response from the ai and how to send it the parameters. Also, I didn’t at all know what JSON actually was till now 💀, so overall, it was a great challenge that taught me about json and how its used to send and receive data from api’s!!
added ai response commands… coz why not 😔 but mainly worked on the reminder command which is rather useful if i say so myself! i did face some problems coz of the bot permissions, but i worked around it :>
made some finishing changes, and worked out how to get my bot permissions to dm someone
Ships:
In this project, I made a pretty simple slackbot with some neat features! It was pretty tough for me coz I didn’t really know javascript, but i wanted to try it in js anyways. Overall it was a fun learning experience for me as it taught me about using modules in javascript and even how to use github, which i hadn’t really used before this. I also got to know about setting up services on vps, so that was pretty cool too!...
|
1793069270.885337
|
1793155670.885337
|
|
48301
|
YSH Terminal by @Yousuff | Stardance
|
Yousuff
|
1
|
54.63
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T16:31:46Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "visit github/YousufProjs-exe/YSH for better details", "repo": "https://github.com/YousufProjs-exe/YSH-v8", "demo": "https://github.com/YousufProjs-exe/YSH-v8/releases/tag/v8-stable"}]...
|
[{"post_id": 79411, "ts": "202 [{"post_id": 79411, "ts": "2026-10-13T21:05:26Z", "hours": 3.3569, "text": "YSH v10 - is live !!!! also 100+ hours on YSH development and 24+ hours on YSH v10 as per Hackatime is being recorded ! the new YSH 10 is a must test ! refer the repo for more details but its now got better structure with expanded tree!"}, {"post_id": 78863, "ts": "2026-10-11T20:05:22Z", "hours": 3.5956, "text": "Now - the Fileshare host and get ip bind together with preceding fileshare command with must ip and exact file with extension - more secured and Shell-ish."}, {"post_id": 77887, "ts": "2026-10-08T17:29:41Z", "hours": 2.2839, "text": "although the theme apply and set is fixed and replaced v10s tab completion with v8s as its the better one - i ended with new bug theme not found."}, {"post_id": 77667, "ts": "2026-10-07T19:36:22Z", "hours": 2.1581, "text": "YSH v10 - MAJOR UPDATES - Arch mode and some more themes - all literally all bugs fixed and v10 is said to be ready as BETA and DEMO to the upcoming versions!"}, {"post_id": 77395, "ts": "2026-10-06T19:47:34Z", "hours": 1.7189, "text": "tried adding more themes but the terminal remains terminal - either way its not what YSH aims for. but this devlog states the addition for beta Arch Mode."}, {"post_id": 76158, "ts": "2026-10-02T15:10:12Z", "hours": 0.7289, "text": "fixed Ctrl L, F1, “?”, Tab completes and utilities bugs - released YSH v8.1.4 to the repo !"}, {"post_id": 75339, "ts": "2026-09-29T19:39:39Z", "hours": 2.0822, "text": "Networking using new commands is back , scan , chat host , fileshare , ports , are now arranged into newer and better handlers!"}, {"post_id": 71620, "ts": "2026-09-21T05:40:00Z", "hours": 2.9861, "text": "tryna update led to downgrade , changing networking commands and protocol got Networking broken."}, {"post_id": 65497, "ts": "2026-09-10T17:57:24Z", "hours": 4.1744, "text": "Caped YSH v10 with check, run, sysinfo, whatsup, clac, notes (add / view / list / edit / delete), multiple command alias, pwd, home, major file and directory commands and with a lot of working shortcuts: Tab to complete, ctrl+l to clear, arrow up / down for history, ctrl+up / down to scroll and more."}, {"post_id": 64429, "ts": "2026-09-08T20:01:48Z", "hours": 3.0739, "text": "Some Builds happen Late. The more you explore the more you get to see some interesting stuff, try YSH [ Live on GitHub ] @ YousufProjs-exe/YSH-v8/releases"}, {"post_id": 63781, "ts": "2026-09-07T18:57:01Z", "hours": 4.9856, "text": "YSH v8 was one of the versions where the project started becoming much more than a basic terminal. This version brought major work around the GUI and filesystem, while also pushing YSH toward a more complete and usable environment. It became an important foundation for the features and architecture that came later in v10. Looking back at v8 now, it’s pretty cool seeing how much the project has evolved from this point."}, {"post_id": 60431, "ts": "2026-09-02T19:09:50Z", "hours": 6.6158, "text": "YSH v10 ( LAN Networking ) update : LAN Chat is fine back to v10 with additional features like chat history and better with easy to join system , upcoming File Share is also coming with… its a secret."}, {"post_id": 56590, "ts": "2026-08-28T12:27:27Z", "hours": 3.8936, "text": "YSH v10 - Equalizing With v8 Today, I focused on bringing the newly rebuilt YSH v10.GUI closer to the feature set and usability of YSH v8.GUI. Worked on bringing YSH v10.GUI closer to YSH v8 by restoring command history, clear, home, time/date, calculator, system commands, terminal shortcuts, Tab completion, themes, late-night behaviour, and better prompt protection. Also improved filesystem navigation while keeping v10’s new modular architecture."}, {"post_id": 55101, "ts": "2026-08-26T15:39:36Z", "hours": 3.8436, "text": "YSH v10 - Rearrangement and better file system and with a new milestone to achieve ; YSH v10 for now says Hello!!! and ‘echo’ butttt theres alot more to come, CLI and Lightweight Task Manager too."}, {"post_id": 53073, "ts": "2026-08-23T14:09:00Z", "hours": 7.1344, "text": "YSH - Terminal , built in Java with versions all having a great vision and stories to remember and with this I completed the LAN Chat better with new Announcement , Kick , Listusers and other Admin only commands."}, {"post_id": 48282, "ts": "2026-08-16T16:19:53Z", "hours": 1.54, "text": "YSH - Terminal"}]...
|
Title: YSH Terminal by @Yousuff | Stardance
Devlo Title: YSH Terminal by @Yousuff | Stardance
Devlogs:
YSH - Terminal
YSH - Terminal , built in Java with versions all having a great vision and stories to remember and with this I completed the LAN Chat better with new Announcement , Kick , Listusers and other Admin only commands.
YSH v10 - Rearrangement and better file system and with a new milestone to achieve ; YSH v10 for now says Hello!!! and ‘echo’ butttt theres alot more to come, CLI and Lightweight Task Manager too.
YSH v10 - Equalizing With v8 Today, I focused on bringing the newly rebuilt YSH v10.GUI closer to the feature set and usability of YSH v8.GUI. Worked on bringing YSH v10.GUI closer to YSH v8 by restoring command history, clear, home, time/date, calculator, system commands, terminal shortcuts, Tab completion, themes, late-night behaviour, and better prompt protection. Also improved filesystem navigation while keeping v10’s new modular architecture.
YSH v10 ( LAN Networking ) update : LAN Chat is fine back to v10 with additional features like chat history and better with easy to join system , upcoming File Share is also coming with… its a secret.
YSH v8 was one of the versions where the project started becoming much more than a basic terminal. This version brought major work around the GUI and filesystem, while also pushing YSH toward a more complete and usable environment. It became an important foundation for the features and architecture that came later in v10. Looking back at v8 now, it’s pretty cool seeing how much the project has evolved from this point.
Some Builds happen Late. The more you explore the more you get to see some interesting stuff, try YSH [ Live on GitHub ] @ YousufProjs-exe/YSH-v8/releases
Caped YSH v10 with check, run, sysinfo, whatsup, clac, notes (add / view / list / edit / delete), multiple command alias, pwd, home, major file and directory commands and with a lot of working shortcuts: Tab to complete, ctrl+l to clear, arrow up / down for history, ctrl+up / down to scroll and more.
tryna update led to downgrade , changing networking commands and protocol got Networking broken.
Networking using new commands is back , scan , chat host , fileshare , ports , are now arranged into newer and better handlers!
fixed Ctrl L, F1, “?”, Tab completes and utilities bugs - released YSH v8.1.4 to the repo !
tried adding more themes but the terminal remains terminal - either way its not what YSH aims for. but this devlog states the addition for beta Arch Mode.
YSH v10 - MAJOR UPDATES - Arch mode and some more themes - all literally all bugs fixed and v10 is said to be ready as BETA and DEMO to the upcoming versions!
although the theme apply and set is fixed and replaced v10s tab completion with v8s as its the better one - i ended with new bug theme not found.
Now - the Fileshare host and get ip bind together with preceding fileshare command with must ip and exact file with extension - more secured and Shell-ish.
YSH v10 - is live !!!! also 100+ hours on YSH development and 24+ hours on YSH v10 as per Hackatime is being recorded ! the new YSH 10 is a must test ! refer the repo for more details but its now got better structure with expanded tree!
Ships:
visit github/YousufProjs-exe/YSH for better details...
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Hermes Vision by @rayyanfaiq | Stardance
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rayyanfaiq
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115.88
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0
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[]
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[{"post_id": 79412, "ts": "202 [{"post_id": 79412, "ts": "2026-10-13T21:14:22Z", "hours": 11.8667, "text": "#Update 22 #Started Coding — Part 7 Hopefully the final stretch! In my next session, I am going to squash this last annoying gray-screen bug on the video feed (fingers crossed it’s just a loose camera wire or a Windows firewall issue). Once the video is perfectly stable, the real fun begins: integrating MediaPipe! I’ll be adding actual eye tracking so the AI can fuse my iris movements with my head movements. This will give the system an exact, pinpoint location of where I am actually looking, rather than just where my head is pointing. I also need to verify the MAX30102 heart rate sensor against my Apple Watch to see if the readings are actually accurate, or if my heart rate just naturally spikes while troubleshooting hardware lol. Getting so close to the finish line with this AI fusion model! :)"}, {"post_id": 78894, "ts": "2026-10-11T22:28:08Z", "hours": 10.9019, "text": "Update 21 Started Coding — Part 6 Another super long session today, but this was a major breakthrough! I completely overhauled how the system thinks. The ESP32 was doing way too much math and crashing the video stream, so I moved all the heavy lifting to the Python script on my laptop. I also fixed the crazy false alarms on the crash detection (turning my head is definitely not a 10G car crash lol) and stopped the video feed from freezing whenever I moved my head too fast. The code also talks to me to map out exactly where the center road and mirrors are based on my specific seat, and actively warns me if I look away for more than 2 seconds. Next up: Fixing one last gray-screen video bug and finally starting the AI fusion model to combine the head and eye tracking! :)"}, {"post_id": 78117, "ts": "2026-10-09T16:53:32Z", "hours": 13.1947, "text": "Update 20 Started Coding — Part 5 Oops, I think I got carried away, 13 hours is crazy lol. In this session, I was able to fix all the code, and work on all the parts of the project! The project works perfectly now, and I even got video stream onto my laptop :) The ESP can now decide whether the driver is looking at the road and/or the side mirrors or he is distracted. This is a major breakthrough because now I can work on the stream directly. Next up: AI fusion model."}, {"post_id": 77917, "ts": "2026-10-08T19:06:54Z", "hours": 10.4125, "text": "Update 19 Started Coding — Part 4 I think I just need one more session before I am done with this! In today’s session, I fixed all abnormal values, wired it everything together and added a callibration time to the gyroscope (so it knows when the driver is looking at the road and when not). Now, everything works pretty well together, but I still need to work on the AI model which fuses it together :)"}, {"post_id": 77498, "ts": "2026-10-07T07:59:58Z", "hours": 9.3403, "text": "Update 18 Started Coding — Part 3 This is my 4th, almost 10 hour session in a row, and honestly saying, I have no idea where time goes once I start working on this project. I worked more on the code, fixed most of the abnormal values, yet somehow I still sometimes get a heart rate of 12 bpm (i am well and alive) from the sensor :( Apart from that, I was able to start work on the personalised AI model, which fuses all the readings from the sensors to create a personal baseline. I will work more on trying to get as accurate readings as possible, but for now I think I have to work on the AI model (I have attached how I think the AI model will function and display the values)."}, {"post_id": 77237, "ts": "2026-10-06T07:23:30Z", "hours": 9.8667, "text": "Update 18 Started Coding — Part 3 I’m lowk addicted. I got a new heartrate sensor for my project because I JUST found out, all that time where I though something was wrong with my code, it was just that the previous black heart rate sensor was known to have I2C issues :/ Anyway, I got a new one and soldered it (pretty clean ngl, I’ve learned so much this project). I have also assembled the glasses, with zipties, for a first prototype!! I still get abnormal values sometimes though, so that is something I will have to fix :)"}, {"post_id": 77018, "ts": "2026-10-05T11:46:18Z", "hours": 9.3594, "text": "Update 17 Started Coding — Part 2 I completed the code from last session, including the indiviual codes for the ESP32S3, sensors and the ethernet module. I had to rewrite a lot of the code from last session because of how inefficient it was :/ Then, I wired all the components together like my sketch from a while ago, but I was getting I2C issues with the heart rate sensor :( I’ll review the code again, and perhaps replace this heart rate sensor for a new one. I am very excited though because the project is finally coming to life!!!"}, {"post_id": 76835, "ts": "2026-10-04T19:28:35Z", "hours": 7.7314, "text": "Update 16 Started Coding — Part 1 I took a break from stardance to work on my school midterms. However, WE ARE BACK BABY!! Today I started work on coding the ESP32S3 microcontroller. Coding is much more time consuming than making PCBs but I am starting to enjoy writing all these codes. It feels I am connecting puzzle pieces, where with each right one, I am able to a real picture of how the project will turn out. In today’s session, I worked on trying to get the ESP32S3-Cam feed, along with the values from the sensor to my laptop through ethernet. Using ethernet allowed for a more seamless data transfer (internet speeds where I live are pretty trash). Next session, I have to work on making the AI for this thing which will help create a personalised baseline!"}, {"post_id": 72887, "ts": "2026-09-23T22:58:16Z", "hours": 5.4336, "text": "Update 15 KiCAD; Making My First Ever PCB! — Part 2 Today, I was finally able to complete reading the paper on the PCB editor to learn everything (might have over learnt it) about it. I also spent some time on an ESP32S3 pins sketch to make sure I had the wiring correct before I felt ready to make the final PCB! Then on the PCB editor, I spent about an hour to make wire the ESP32S3 to the sensors and the W5500. I have now completed both of the PCBs needed for the project :)"}, {"post_id": 72255, "ts": "2026-09-22T15:18:18Z", "hours": 2.69, "text": "Update 14: KiCAD; Making My First Ever PCB! — Part 1 Knowing nothing about the PCB editor yesterday, to making my first PCB today was quite a fun journey. I started the session by reading a guide to the PCB editor in KiCAD, which helped me learn all the basics I needed to make 1 out of the 3 total PCBs! Even though, I will have to learn a little more about the editor before I can make the PCB for the left temple (ESP32S3, W5500 & MAX 30102) and the front side (MPU6050), I am happy that I was able to complete the PCB for the right temple (Battery, TP4056 & TPS63020) of the glasses :)"}, {"post_id": 72007, "ts": "2026-09-22T00:10:08Z", "hours": 3.2003, "text": "Update 13 KiCAD; Making Footprints but Accurately! — Part 2 Starting from where I left yesterday, I began work on the remaining footprints. TPS63020 proved to kinda difficult to make the footprint for because it followed unconventional pin spacing but I was able to find a workaround using my newly attained knowledge(I had to read a little more :/ lol) I am now done with all the footprints including the battery and the switch. I have placed these footprints in the PCB editor but I unfortunately have no idea how to make the editor work :( I’ll read about it tomorrow and hopefully make the PCB by tomorrow!"}, {"post_id": 71567, "ts": "2026-09-21T02:13:10Z", "hours": 3.7281, "text": "Update 12 KiCAD; Making Footprints but Accurately! — Part 1 I started the session off by reading a paper on how to use the PCB editor in KiCAD. However, mid-way through, I realised that the footprints I custom-made for my parts are not accurate :( So instead of working on the PCB, I spent the rest of the session to remake the footprints 1:1. I was able to make the footprint for the ESP32S3, MPU6050, MAX30102, TP4056 & W5500. This leaved behind a footprint for the battery, the button (no clue how that works) and the TPS63020. Hopefully, in the next session, I’ll be able to complete the footprints for the remaining components, however given that I don’t currently own the TPS63020, I’ll have to research more on its dimensions."}, {"post_id": 71409, "ts": "2026-09-20T19:28:50Z", "hours": 1.4336, "text": "Update 11: KiCAD; Introducing Power! To start the session, I redesigned the ESP32S3’s footprint (I forgot to save the last one). I then moved on to make the footprint for MAX30102 heartrate sensor. Then, I also included the symbol designs for the battery, battery charger and the voltage regulator. The schematic is fully wired now comprising of the sensors, esp, ethernet and the power :) I have placed some of the footprints in the PCB editor on KiCAD but honestly, I have no idea how the PCB editor works. Next session I will read some papers on the PCB editor in KiCAD and start working (finally lol) on the actual PCB!"}, {"post_id": 70677, "ts": "2026-09-19T15:58:30Z", "hours": 2.5575, "text": "Update 10: KiCAD; Fixing all errors & assigning footprints! I started the session off by running an Electric Rule Checker test, which unfortunately gave me 4 errors :( Not sure what to do, I read a paper on wiring in KiCAD, which even though was VERY boring, I was able to pinpoint all 4 errors down to their causes. Thankfully, after debugging for a bit, I was able to get rid of all errors! I also started assigning footprints to all my sensors and components (had to custom make one for ESP32-S3 because they did not have my exact model), so that I can finally move towards making the PCB come to life :)"}, {"post_id": 68945, "ts": "2026-09-16T02:55:59Z", "hours": 2.4594, "text": "Update 9: KiCAD; We Started Wiring! — Part 1 I started this session off by reading some papers on how to wire components in KiCAD. I am getting bored of reading so much lol but reading these papers are really helpful in trying to understand how the wiring works :) Following the reference drawings I made, I was able to connect all the components through wires (or so I thought because the first ERC test showed 19 errors lol). I still have 4 errors left to fix, which I will hopefully do tomorrow before I can move on to the PCB!"}, {"post_id": 68840, "ts": "2026-09-15T20:53:25Z", "hours": 1.7828, "text": "Update 8: Learning KiCAD; but I finally understand it! — Part 2 Starting off where I left last session, I built the scematic designs for all the remaining components (i.e., W5500, ESP32-S3, MPU6050). The ESP32-S3 turned out quite tedious because of the 40 number of pins on it :/ but that wasn’t as bad the W5500 component design vanishing out of no where :( I was able to complete all the components though, which is a plus! I’ll now have to learn how to wire scematics so I can finally wire all the components together and build the PCB :)"}, {"post_id": 68744, "ts": "2026-09-15T17:38:14Z", "hours": 1.1314, "text": "Update 7: Learning KiCAD; but I finally understand it! — Part 1 After yesterday’s uneventful KiCAD session, I looked for more knowledge on KiCAD. That’s where I found a presentation by Oxford University on KiCAD. Reading through the paper was helpful in actually understanding the basics and learning how to design my own components! Hopefully, later today I’ll be able to finish all 4 component designs and place them in one schematic :)"}, {"post_id": 68410, "ts": "2026-09-15T02:15:17Z", "hours": 0.8669, "text": "Update 6: Learning KiCAD — from the basics! I started the session off by reading a paper on KiCAD and PCBs. The paper gave me an overview of how PCBs work and what exactly is KiCAD (I knew nothing about either before this). Then, I tried to make the schematic for the project in KiCAD, but I could not find the exact model of my ESP32-S3 :( Looks like I’ll have to manually make it. Hopefully, by tomorrow I’ll be able to get the models of ESP32-S3, MPU6050, MAX30102 and W5500 in KiCAD!"}, {"post_id": 68337, "ts": "2026-09-14T23:25:23Z", "hours": 1.6547, "text": "Update 5: Hermes Vision; Drawn to Scale! — Part 2 I started a 1:1 scaled drawing of Hermes Vision yesterday. Today I was able to complete the full drawing including the left-outward side, the right-inward side and the right-outward side of the glasses. This complete design will hopefully help out in the making of the CAD for the glasses frame. I was also drew a wiring diagram of the whole project, providing a reference for when I want to make the PCB for these glasses!"}, {"post_id": 67763, "ts": "2026-09-14T00:27:44Z", "hours": 1.5167, "text": "Update 5: Hermes Vision; Drawn to Scale! — Part 1 On my tab, I started a 1:1 scaled drawing of Hermes Vision. The process was fun but tedious because I had to measure the length of each component by hand using a meter rule (I don’t have digital vernier calipars lol). In around 1.5 hours, I was able to complete the front alongwith the left-inward side of the glasses! Hopefully by tomorrow I’ll have the complete drawing so I can move on to properly and accurately designing the CAD for my glasses frame :)"}, {"post_id": 67722, "ts": "2026-09-13T22:38:18Z", "hours": 1.1333, "text": "Update 4: CAD; but I finally can make shapes! In update 1, I started work on bringing the prototype to life, but honestly speaking, I couldn’t even make a shape. Thankfully, this CAD session was a bit better because I was able to make shapes and cut shapes into them! The prototype is far from alive, but I was able to give it a shape. Hopefully I will be able to build on this design in future as I learn more and more about CAD."}, {"post_id": 67684, "ts": "2026-09-13T21:06:21Z", "hours": 1.7497, "text": "Update 3: MPU Soldering — again! I thought the first time I soldering my mpu6050 I did an excellent job, but it was only when I tried turning it on, I realised I had completely fried the SDA and SCL on the chip :/ Hopefully this time I wont get the same I2C issues, letting me proceed to the CAD design and soldering other components."}, {"post_id": 51439, "ts": "2026-08-21T04:44:27Z", "hours": 1.0672, "text": "Upadate 2: First Time Soldering! Who knew melting lead and copper would be this fun haha. I soldered the MPU 6050 Gyroscope with its pins so I could connect it to the breadboard. Now using jumper wires I can easily connect the Gyroscope to the ESP32 for a life feed on the exact coordinates of the chip. I am still trying to debug some I2C wiring issue, which hopefully, will be done by tomorrow."}, {"post_id": 50021, "ts": "2026-08-19T01:35:00Z", "hours": 0.8, "text": "Update 1: Bringing the Prototype to Life! I experimented with CAD (first time lol) to create a 3D model of the glasses. To start things off, I measured the exact dimensions of the front of the glasses I want. Then (after quite a lot of research) I decided to use Onshape to design them. I drew the main lines and construction lines based on the measurements I took, just to get the general shape and size right. It definitely wasn’t perfect at first lol, so I changed a few things around and tried different measurements.I also played around with some basic 3D shapes and features in Onshape just to get a feel for how everything works. Nothing super advanced yet, but it helped me understand the tools and gave me a better idea of how I can build the actual glasses later :))"}]...
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Title: Hermes Vision by @rayyanfaiq | Stardance
D Title: Hermes Vision by @rayyanfaiq | Stardance
Devlogs:
Update 1: Bringing the Prototype to Life! I experimented with CAD (first time lol) to create a 3D model of the glasses. To start things off, I measured the exact dimensions of the front of the glasses I want. Then (after quite a lot of research) I decided to use Onshape to design them. I drew the main lines and construction lines based on the measurements I took, just to get the general shape and size right. It definitely wasn’t perfect at first lol, so I changed a few things around and tried different measurements.I also played around with some basic 3D shapes and features in Onshape just to get a feel for how everything works. Nothing super advanced yet, but it helped me understand the tools and gave me a better idea of how I can build the actual glasses later :))
Upadate 2: First Time Soldering! Who knew melting lead and copper would be this fun haha. I soldered the MPU 6050 Gyroscope with its pins so I could connect it to the breadboard. Now using jumper wires I can easily connect the Gyroscope to the ESP32 for a life feed on the exact coordinates of the chip. I am still trying to debug some I2C wiring issue, which hopefully, will be done by tomorrow.
Update 3: MPU Soldering — again! I thought the first time I soldering my mpu6050 I did an excellent job, but it was only when I tried turning it on, I realised I had completely fried the SDA and SCL on the chip :/ Hopefully this time I wont get the same I2C issues, letting me proceed to the CAD design and soldering other components.
Update 4: CAD; but I finally can make shapes! In update 1, I started work on bringing the prototype to life, but honestly speaking, I couldn’t even make a shape. Thankfully, this CAD session was a bit better because I was able to make shapes and cut shapes into them! The prototype is far from alive, but I was able to give it a shape. Hopefully I will be able to build on this design in future as I learn more and more about CAD.
Update 5: Hermes Vision; Drawn to Scale! — Part 1 On my tab, I started a 1:1 scaled drawing of Hermes Vision. The process was fun but tedious because I had to measure the length of each component by hand using a meter rule (I don’t have digital vernier calipars lol). In around 1.5 hours, I was able to complete the front alongwith the left-inward side of the glasses! Hopefully by tomorrow I’ll have the complete drawing so I can move on to properly and accurately designing the CAD for my glasses frame :)
Update 5: Hermes Vision; Drawn to Scale! — Part 2 I started a 1:1 scaled drawing of Hermes Vision yesterday. Today I was able to complete the full drawing including the left-outward side, the right-inward side and the right-outward side of the glasses. This complete design will hopefully help out in the making of the CAD for the glasses frame. I was also drew a wiring diagram of the whole project, providing a reference for when I want to make the PCB for these glasses!
Update 6: Learning KiCAD — from the basics! I started the session off by reading a paper on KiCAD and PCBs. The paper gave me an overview of how PCBs work and what exactly is KiCAD (I knew nothing about either before this). Then, I tried to make the schematic for the project in KiCAD, but I could not find the exact model of my ESP32-S3 :( Looks like I’ll have to manually make it. Hopefully, by tomorrow I’ll be able to get the models of ESP32-S3, MPU6050, MAX30102 and W5500 in KiCAD!
Update 7: Learning KiCAD; but I finally understand it! — Part 1 After yesterday’s uneventful KiCAD session, I looked for more knowledge on KiCAD. That’s where I found a presentation by Oxford University on KiCAD. Reading through the paper was helpful in actually understanding the basics and learning how to design my own components! Hopefully, later today I’ll be able to finish all 4 component designs and place them in one schematic :)
Update 8: Learning KiCAD; but I finally understand it! — Part 2 Starting off where I left last session, I built the scematic designs for all the remaining components (i.e., W5500, ESP32-S3, MPU6050). The ESP32-S3 turned out quite tedious because of the 40 number of pins on it :/ but that wasn’t as bad the W5500 component design vanishing out of no where :( I was able to complete all the components though, which is a plus! I’ll now have to learn how to wire scematics so I can finally wire all the components together and build the PCB :)
Update 9: KiCAD; We Started Wiring! — Part 1 I started this session off by reading some papers on how to wire components in KiCAD. I am getting bored of reading so much lol but reading these papers are really helpful in trying to understand how the wiring works :) Following the reference drawings I made, I was able to connect all the components through wires (or so I thought because the first ERC test showed 19 errors lol). I still have 4 errors left to fix, which I will hopefully do tomorrow before I can move on to the PCB!
Update 10: KiCAD; Fixing all errors & assigning footprints! I started the session off by running an Electric Rule Checker test, which unfortunately gave me 4 errors :( Not sure what to do, I read a paper on wiring in KiCAD, which even though was VERY boring, I was able to pinpoint all 4 errors down to their causes. Thankfully, after debugging for a bit, I was able to get rid of all errors! I also started assigning footprints to all my sensors and components (had to custom make one for ESP32-S3 because they did not have my exact model), so that I can finally move towards making the PCB come to life :)
Update 11: KiCAD; Introducing Power! To start the session, I redesigned the ESP32S3’s footprint (I forgot to save the last one). I then moved on to make the footprint for MAX30102 heartrate sensor. Then, I also included the symbol designs for the battery, battery charger and the voltage regulator. The schematic is fully wired now comprising of the sensors, esp, ethernet and the power :) I have placed some of the footprints in the PCB editor on KiCAD but honestly, I have no idea how the PCB editor works. Next session I will read some papers on the PCB editor in KiCAD and start working (finally lol) on the actual PCB!
Update 12 KiCAD; Making Footprints but Accurately! — Part 1 I started the session off by reading a paper on how to use the PCB editor in KiCAD. However, mid-way through, I realised that the footprints I custom-made for my parts are not accurate :( So instead of working on the PCB, I spent the rest of the session to remake the footprints 1:1. I was able to make the footprint for the ESP32S3, MPU6050, MAX30102, TP4056 & W5500. This leaved behind a footprint for the battery, the button (no clue how that works) and the TPS63020. Hopefully, in the next session, I’ll be able to complete the footprints for the remaining components, however given that I don’t currently own the TPS63020, I’ll have to research more on its dimensions.
Update 13 KiCAD; Making Footprints but Accurately! — Part 2 Starting from where I left yesterday, I began work on the remaining footprints. TPS63020 proved to kinda difficult to make the footprint for because it followed unconventional pin spacing but I was able to find a workaround using my newly attained knowledge(I had to read a little more :/ lol) I am now done with all the footprints including the battery and the switch. I have placed these footprints in the PCB editor but I unfortunately have no idea how to make the editor work :( I’ll read about it tomorrow and hopefully make the PCB by tomorrow!
Update 14: KiCAD; Making My First Ever PCB! — Part 1 Knowing nothing about the PCB editor yesterday, to making my first PCB today was quite a fun journey. I started the session by reading a guide to the PCB editor in KiCAD, which helped me learn all the basics I needed to make 1 out of the 3 total PCBs! Even though, I will have to learn a little more about the editor before I can make the PCB for the left temple (ESP32S3, W5500 & MAX 30102) and the front side (MPU6050), I am happy that I was able to complete the PCB for the right temple (Battery, TP4056 & TPS63020) of the glasses :)
Update 15 KiCAD; Making My First Ever PCB! — Part 2 Today, I was finally able to complete reading the paper on the PCB editor to learn everything (might have over learnt it) about it. I also spent some time on an ESP32S3 pins sketch to make sure I had the wiring correct before I felt ready to make the final PCB! Then on the PCB editor, I spent about an hour to make wire the ESP32S3 to the sensors and the W5500. I have now completed both of the PCBs needed for the project :)
Update 16 Started Coding — Part 1 I took a break from stardance to work on my school midterms. However, WE ARE BACK BABY!! Today I started work on coding the ESP32S3 microcontroller. Coding is much more time consuming than making PCBs but I am starting to enjoy writing all these codes. It feels I am connecting puzzle pieces, where with each right one, I am able to a real picture of how the project will turn out. In today’s session, I worked on trying to get the ESP32S3-Cam feed, along with the values from the sensor to my laptop through ethernet. Using ethernet allowed for a more seamless data transfer (internet speeds where I live are pretty trash). Next session, I have to work on making the AI for this thing which will help create a personalised baseline!
Update 17 Started Coding — Part 2 I completed the code from last session, including the indiviual codes for the ESP32S3, sensors and the ethernet module. I had to rewrite a lot of the code from last session because of how inefficient it was :/ Then, I wired all the components together like my sketch from a while ago, but I was getting I2C issues with the heart rate sensor :( I’ll review the code again, and perhaps replace this heart rate sensor for a new one. I am very excited though because the project is finally coming to life!!!
Update 18 Started Coding — Part 3 I’m lowk addicted. I got a new heartrate sensor for my project because I JUST found out, all that time where I though something was wrong with my code, it was just that the previous black heart rate sensor was known to have I2C issues :/ Anyway, I got a new one and soldered it (pretty clean ngl, I’ve learned so much this project). I have also assembled the glasses, with zipties, for a first prototype!! I still get abnormal values sometimes though, so that is something I will have to fix :)
Update 18 Started Coding — Part 3 This is my 4th, almost 10 hour session in a row, and honestly saying, I have no idea where time goes once I start working on this project. I worked more on the code, fixed most of the abnormal values, yet somehow I still sometimes get a heart rate of 12 bpm (i am well and alive) from the sensor :( Apart from that, I was able to start work on the personalised AI model, which fuses all the readings from the sensors to create a personal baseline. I will work more on trying to get as accurate readings as possible, but for now I think I have to work on the AI model (I have attached how I think the AI model will function and display the values).
Update 19 Started Coding — Part 4 I think I just need one more session before I am done with this! In today’s session, I fixed all abnormal values, wired it everything together and added a callibration time to the gyroscope (so it knows when the driver is looking at the road and when not). Now, everything works pretty well together, but I still need to work on the AI model which fuses it together :)
Update 20 Started Coding — Part 5 Oops, I think I got carried away, 13 hours is crazy lol. In this session, I was able to fix all the code, and work on all the parts of the project! The project works perfectly now, and I even got video stream onto my laptop :) The ESP can now decide whether the driver is looking at the road and/or the side mirrors or he is distracted. This is a major breakthrough because now I can work on the stream directly. Next up: AI fusion model.
Update 21 Started Coding — Part 6 Another super long session today, but this was a major breakthrough! I completely overhauled how the system thinks. The ESP32 was doing way too much math and crashing the video stream, so I moved all the heavy lifting to the Python script on my laptop. I also fixed the crazy false alarms on the crash detection (turning my head is definitely not a 10G car crash lol) and stopped the video feed from freezing whenever I moved my head too fast. The code also talks to me to map out exactly where the center road and mirrors are based on my specific seat, and actively warns me if I look away for more than 2 seconds. Next up: Fixing one last gray-screen video bug and finally starting the AI fusion model to combine the head and eye tracking! :)
#Update 22 #Started Coding — Part 7 Hopefully the final stretch! In my next session, I am going to squash this last annoying gray-screen bug on the video feed (fingers crossed it’s just a loose camera wire or a Windows firewall issue). Once the video is perfectly stable, the real fun begins: integrating MediaPipe! I’ll be adding actual eye tracking so the AI can fuse my iris movements with my head movements. This will give the system an exact, pinpoint location of where I am actually looking, rather than just where my head is pointing. I also need to verify the MAX30102 heart rate sensor against my Apple Watch to see if the readings are actually accurate, or if my heart rate just naturally spikes while troubleshooting hardware lol. Getting so close to the finish line with this AI fusion model! :)...
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WebBuilder by @futurus | Stardance
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futurus
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[]
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[{"post_id": 79413, "ts": "202 [{"post_id": 79413, "ts": "2026-10-13T21:16:55Z", "hours": 68.8281, "text": "I did this project for the Macondo event, but it was handled terribly, they banned me from the Fraud Squad, I proved my innocence, they unbanned me, and now, they kicked me straight out of the event, don’t ask me why, I have no idea, so im shipping this project here, so yeah, this projec is already finished, idk what to say, all in the readme, i had even a video for a small tutorial, but i can’t upload it here bc it is 80mb and i can load here max 50mb"}]...
|
Title: WebBuilder by @futurus | Stardance
Devlogs Title: WebBuilder by @futurus | Stardance
Devlogs:
I did this project for the Macondo event, but it was handled terribly, they banned me from the Fraud Squad, I proved my innocence, they unbanned me, and now, they kicked me straight out of the event, don’t ask me why, I have no idea, so im shipping this project here, so yeah, this projec is already finished, idk what to say, all in the readme, i had even a video for a small tutorial, but i can’t upload it here bc it is 80mb and i can load here max 50mb...
|
1792857123.352126
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1793721123.352126
|
|
15804
|
Crunchyroll Multi Sub by @AndyNoob | Stardance
|
AndyNoob
|
1
|
46.9
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-22T22:15:32Z", "hours": 46.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Alright, it’s been a pretty long ride, so let me try to sum this up. - The idea for this extension sprang forth when I was trying to watch Frieren. For context, on Crunchyroll dubbed shows, there are two types of subtitles (for the most part, AD subs also exist but are very uncommon), closed caption and on screen translation subtitles: closed caption captures only character dialogues (generally), whereas the on screen translation subs translate signs and such on screen, typically using ASS subtitles (so fancy typesetting texts). - As it so turned out, you can’t pick both subtitles at the same time, which makes it really annoying for me to hear what the dialogues are saying if there are a lot of sound effects and BGM. So, I decided to look into how I can render both types of subtitles. - After a long course of development, and many hurdles (mostly related to Crunchyroll’s internal API being very not external developer friendly, I wonder why…), I was able to ship this little extension, which currently has about 200 or so active users? - -TLDR: Crunchyroll default subtitle system sucks so I made it better. Also if you don’t have Crunchyroll just watch this slightly outdated demo video: https://www.youtube.com/watch?v=C6fvmeJ0SoM", "repo": "https://github.com/AndyNoob/crunchyroll-dual-subs", "demo": "https://chromewebstore.google.com/detail/crunchyroll-dual-subs/mahcmkjllaabldhminilhldfiickigmi"}]...
|
[{"post_id": 79415, "ts": "202 [{"post_id": 79415, "ts": "2026-10-13T21:22:25Z", "hours": 0.9047, "text": "NEW FEATURE ALERT - Due to popular requests (one person on Github who opened an issue), I have added a spanking new feature to move subtitles up and down. LIFE CHANGING, I know. - Rahaha, more stuff incoming. Also the more I work on tis the more I realize my code sucks."}, {"post_id": 72422, "ts": "2026-09-22T22:05:42Z", "hours": 1.7556, "text": "Yoo - Kind of forgot to post this one. Basically, I just made it so the subtitles loaded from the original audio are marked as [original] , you can pick either or. - That’s about it. Yay"}, {"post_id": 39304, "ts": "2026-08-02T06:02:52Z", "hours": 9.5822, "text": "Been a minute. - Let’s see what I worked on… Mostly fixing minor issues. LIke subtitles being unmovable. And after that fixed it teleporting to Narnia when being moved. While I was doing that, I actually finished the subtitle editor in last devlog that I actually didn’t finish. - Aside from the UI, there’s also numerous minor bugs that sometimes causes the side bar to malfunction. And some that causes the extension to not load. All that good stuff. - The biggest update, however, is that the extension, using a very, very sneaky method, now loads additional subtitles for dubbed episodes. Typically, the majority of subtitles are made for the original audio language (Japanese mostly), and they are usually drag-and-drop ready for other audio languages. The idea is nothing new, but I had to brainstorm a new way of achieving that. - Essentially, the extension “mimics” the Crunchyroll player by making a stream request to the original audio language, and capturing the subtitles. All before the actual player starts its own stream request. This way, we don’t trigger the concurrent stream limit. Pretty neat! - Also added a on/off switch because you never know when this might break. Peak CSS right here haha."}, {"post_id": 33250, "ts": "2026-07-23T00:31:38Z", "hours": 7.1061, "text": "Worked on a bunch of stuff, mostly random issues: extension broken on Opera, extension randomly not updating subtitles, features of extension randomly bricking if you do a specific set of stuff (like adding and deleting masks really fast). - Other than that, I added a new subtitle style editor. I thought it was gonna be a 30min quick change. And then it ended up being like 4 hours long. The font selector is so damn annoying to add because there’s really only one way to do it, and that’s through Google. And of course it’s going to be a pain in the rear when it’s Google. - Whatever, at least it looks good."}, {"post_id": 29868, "ts": "2026-07-17T00:59:24Z", "hours": 3.2006, "text": "Fixed a bunnnnnch of issues as an aftermath of the last devlog… Took a minute but I finally released 0.12.0 (and immediately realized there’s more bugs. Also cleaned up the README and made it look real fancy."}, {"post_id": 28206, "ts": "2026-07-14T10:49:37Z", "hours": 7.2869, "text": "Ok, it’s been a minute, so let me go over the changes. (also i finally figured out you need to shift + enter to do new line bruh) Firstly, in preparation for the subtitle masking feature, I changed the extension popup to be a side bar/panel instead. This way, you can keep it open while you interact with the page. Secondly, I swapped the old “Reset subtitle position” button (which didn’t even work LMAO) with the new “Edit subtitle configuration” button. When you click it, a new section expands. This is where my other project (move-it) plays in! (see video). When you add a mask, it will block out subtitles using the CSS clip-path property, which is pretty neat! I also fixed a bunch of random issues along the way, so yay!"}, {"post_id": 25032, "ts": "2026-07-08T23:35:26Z", "hours": 6.48, "text": "Forgot to post devlogs ngl… Anyways, I fixed a bunch of weird bugs and compatibility issues with other extensions and userscripts. And then, I spent a few hours restyling the scoped options menu. Look at it moveee- Anyways, the moving part is made with a see through ::after element that is moved using the CSS transform: translateX element. I am able to move it programmatically by changing a CSS property/variable that translateX reads from. And then, I slapped a fancy transition on there. Works like a charm! (I had considered doing slide effect on the actual options, but that seemed like too much work haha.)"}, {"post_id": 10370, "ts": "2026-06-17T01:40:31Z", "hours": 3.7725, "text": "Working on the prerequisite parts of implementing a subtitle masking feature (hide subtitle base on defined areas). Also released 0.11.0 of the extension. Out on chrome already but firefox will probably be another month :sigh:"}, {"post_id": 8287, "ts": "2026-06-13T19:39:02Z", "hours": 0.7133, "text": "Nice… negative notes. The users’ll absolutely adore this."}, {"post_id": 7889, "ts": "2026-06-13T05:08:58Z", "hours": 3.8869, "text": "IT MOVESSS!! What’s happening here is that the extension loads JSON data from an unlisted Gist and reads the developer notes that I put down every 5 hours. Once it does, it populates the popup with those notes. The “1 new notes” thing isn’t actively updated yet, so I’ll implement that next. Just need to keep track of opened notes using their slug. Only took 4 hrs 🫠"}, {"post_id": 7250, "ts": "2026-06-12T02:53:56Z", "hours": 2.3333, "text": "Currently trying to add a dev note/changelog system by loading a gist that I have loaded on my system as a git repo and then symlinked as a file in my actual project. I actually did not know you could do that, learned it from Claude ha! Anyways, adding a new section to the popup menu, so I had to make some space. My solution: SMOOOOTH drop down. Note how the border-radius on the bottom of the overlay settings change from 0 to rounded at different speed depending on if the drop down is retracting vs. extending. CSS is a pain in the rear even when AI is helping…"}]...
|
Title: Crunchyroll Multi Sub by @AndyNoob | Starda Title: Crunchyroll Multi Sub by @AndyNoob | Stardance
Devlogs:
Currently trying to add a dev note/changelog system by loading a gist that I have loaded on my system as a git repo and then symlinked as a file in my actual project. I actually did not know you could do that, learned it from Claude ha! Anyways, adding a new section to the popup menu, so I had to make some space. My solution: SMOOOOTH drop down. Note how the border-radius on the bottom of the overlay settings change from 0 to rounded at different speed depending on if the drop down is retracting vs. extending. CSS is a pain in the rear even when AI is helping…
IT MOVESSS!! What’s happening here is that the extension loads JSON data from an unlisted Gist and reads the developer notes that I put down every 5 hours. Once it does, it populates the popup with those notes. The “1 new notes” thing isn’t actively updated yet, so I’ll implement that next. Just need to keep track of opened notes using their slug. Only took 4 hrs 🫠
Nice… negative notes. The users’ll absolutely adore this.
Working on the prerequisite parts of implementing a subtitle masking feature (hide subtitle base on defined areas). Also released 0.11.0 of the extension. Out on chrome already but firefox will probably be another month :sigh:
Forgot to post devlogs ngl… Anyways, I fixed a bunch of weird bugs and compatibility issues with other extensions and userscripts. And then, I spent a few hours restyling the scoped options menu. Look at it moveee- Anyways, the moving part is made with a see through ::after element that is moved using the CSS transform: translateX element. I am able to move it programmatically by changing a CSS property/variable that translateX reads from. And then, I slapped a fancy transition on there. Works like a charm! (I had considered doing slide effect on the actual options, but that seemed like too much work haha.)
Ok, it’s been a minute, so let me go over the changes. (also i finally figured out you need to shift + enter to do new line bruh) Firstly, in preparation for the subtitle masking feature, I changed the extension popup to be a side bar/panel instead. This way, you can keep it open while you interact with the page. Secondly, I swapped the old “Reset subtitle position” button (which didn’t even work LMAO) with the new “Edit subtitle configuration” button. When you click it, a new section expands. This is where my other project (move-it) plays in! (see video). When you add a mask, it will block out subtitles using the CSS clip-path property, which is pretty neat! I also fixed a bunch of random issues along the way, so yay!
Fixed a bunnnnnch of issues as an aftermath of the last devlog… Took a minute but I finally released 0.12.0 (and immediately realized there’s more bugs. Also cleaned up the README and made it look real fancy.
Worked on a bunch of stuff, mostly random issues: extension broken on Opera, extension randomly not updating subtitles, features of extension randomly bricking if you do a specific set of stuff (like adding and deleting masks really fast). - Other than that, I added a new subtitle style editor. I thought it was gonna be a 30min quick change. And then it ended up being like 4 hours long. The font selector is so damn annoying to add because there’s really only one way to do it, and that’s through Google. And of course it’s going to be a pain in the rear when it’s Google. - Whatever, at least it looks good.
Been a minute. - Let’s see what I worked on… Mostly fixing minor issues. LIke subtitles being unmovable. And after that fixed it teleporting to Narnia when being moved. While I was doing that, I actually finished the subtitle editor in last devlog that I actually didn’t finish. - Aside from the UI, there’s also numerous minor bugs that sometimes causes the side bar to malfunction. And some that causes the extension to not load. All that good stuff. - The biggest update, however, is that the extension, using a very, very sneaky method, now loads additional subtitles for dubbed episodes. Typically, the majority of subtitles are made for the original audio language (Japanese mostly), and they are usually drag-and-drop ready for other audio languages. The idea is nothing new, but I had to brainstorm a new way of achieving that. - Essentially, the extension “mimics” the Crunchyroll player by making a stream request to the original audio language, and capturing the subtitles. All before the actual player starts its own stream request. This way, we don’t trigger the concurrent stream limit. Pretty neat! - Also added a on/off switch because you never know when this might break. Peak CSS right here haha.
Yoo - Kind of forgot to post this one. Basically, I just made it so the subtitles loaded from the original audio are marked as [original] , you can pick either or. - That’s about it. Yay
NEW FEATURE ALERT - Due to popular requests (one person on Github who opened an issue), I have added a spanking new feature to move subtitles up and down. LIFE CHANGING, I know. - Rahaha, more stuff incoming. Also the more I work on tis the more I realize my code sucks.
Ships:
Alright, it’s been a pretty long ride, so let me try to sum this up. - The idea for this extension sprang forth when I was trying to watch Frieren. For context, on Crunchyroll dubbed shows, there are two types of subtitles (for the most part, AD subs also exist but are very uncommon), closed caption and on screen translation subtitles: closed caption captures only character dialogues (generally), whereas the on screen translation subs translate signs and such on screen, typically using ASS subtitles (so fancy typesetting texts). - As it so turned out, you can’t pick both subtitles at the same time, which makes it really annoying for me to hear what the dialogues are saying if there are a lot of sound effects and BGM. So, I decided to look into how I can render both types of subtitles. - After a long course of development, and many hurdles (mostly related to Crunchyroll’s internal API being very not external developer friendly, I wonder why…), I was able to ship this little extension, which currently has about 200 or so active users? - -TLDR: Crunchyroll default subtitle system sucks so I made it better. Also if you don’t have Crunchyroll just watch this slightly outdated demo video: https://www.youtube.com/watch?v=C6fvmeJ0SoM...
|
1793148944.4409976
|
1793235344.4409976
|
|
55244
|
CNC (jank edition) by @FormulaCarbon | Stardance
|
FormulaCarbon
|
0
|
7.84
|
0
|
[]
|
[{"post_id": 79425, "ts": "202 [{"post_id": 79425, "ts": "2026-10-13T22:33:40Z", "hours": 1.6167, "text": "Redesign of Z-Axis After reading the feedback, I beefed up my z-axis using HGR20 rails and an SFU1204 lead screw, similar to what is used on the PrintNC. From my rough estimates, this should be enough for basic cutting starting out, and the spindle won’t really be under too much force given the low torque of the X- and Y- axis steppers. More support can be easily added to design to reinforce the Z-axis as needed."}, {"post_id": 65638, "ts": "2026-09-10T22:06:31Z", "hours": 3.6386, "text": "Big Progress Update - CAD and Electronics finished CAD Progress: I attached the Z-axis, added necessary mount points, and added screw holes and guides where necessary. I also started the build by attaching a piece of wood to the bedplate. Electronics: For the control system, I am using the CNC Shield V3 since it is extremely cost effective, with DRV8825 drivers such that I have the option to easily upgrade the steppers in the future if needed. The spindle will use the WS55-220 driver and have its own 48v @ 12.5a power supply. The rest of the electronics will be powered by the TAZ Pro’s original PSU, 24v @ 21a. Parts: Now that the CAD is finished, I am planning to submit for funding. I will include some part justifications below for stuff that may seem unnecessarily expensive at first. Spindle: the $150 spindle bundle includes the actual spindle, a PSU, and a driver. This is the cheapest option that uses a true spindle rather than a DC motor with a collet holder attached on the end ( you can tell because it lacks a set screw on the end)."}, {"post_id": 57042, "ts": "2026-08-29T03:37:39Z", "hours": 1.65, "text": "Remade Z-axis I realized the first version was stupid, and it would be much better if I kept the motor and extrusion on the spindle mount so I could get much more z-axis space. Since this mill is going to be super small, having the extra Z-axis space will be very nice. For more detail: Having the rollers and threaded rod nut on the carriage would mean that the threaded rod and extrusions would need to extend all the way to the lowest z-axis position, severly limiting the maximum z-axis height. By keeping the motor and extrusion on the carriage, they extend up away from the work area, meaning the amount of z-axis space is only limited by the length of the extrusions and threaded rod. I also swapped to using the clamping mount meant for these motors instead of screwing plates to the face. This lets me mount the carriage higher to get even more space. The next part is attaching it to the rest of the CNC"}, {"post_id": 56345, "ts": "2026-08-28T02:39:53Z", "hours": 0.9333, "text": "Added Z-Axis Prototype for the CNC Background (since this is the first devpost): I had planned to build a large CNC (42x42in) for my robotics team, but, due to tariffs and our team’s budget getting cut, we would be unable to fund it even with hackclub help. While we may have little money, we have about 13 years of junk in a workshop. We have a bunch of broken 3d printers, one of which I am repurposing to make a CNC. I know its super underpowered and jank, but it would be fun and will probably work if I am careful with the design. Today I designed the carriage for the spindle. I based my design off of an Ender-3 Z-axis, using its threaded rod and v-rollers. However, after some reconsideration, I will probably swap the grey plate with the clamping mount included with the spindle so it can be mounted higher up."}]...
|
Title: CNC (jank edition) by @FormulaCarbon | Star Title: CNC (jank edition) by @FormulaCarbon | Stardance
Devlogs:
Added Z-Axis Prototype for the CNC Background (since this is the first devpost): I had planned to build a large CNC (42x42in) for my robotics team, but, due to tariffs and our team’s budget getting cut, we would be unable to fund it even with hackclub help. While we may have little money, we have about 13 years of junk in a workshop. We have a bunch of broken 3d printers, one of which I am repurposing to make a CNC. I know its super underpowered and jank, but it would be fun and will probably work if I am careful with the design. Today I designed the carriage for the spindle. I based my design off of an Ender-3 Z-axis, using its threaded rod and v-rollers. However, after some reconsideration, I will probably swap the grey plate with the clamping mount included with the spindle so it can be mounted higher up.
Remade Z-axis I realized the first version was stupid, and it would be much better if I kept the motor and extrusion on the spindle mount so I could get much more z-axis space. Since this mill is going to be super small, having the extra Z-axis space will be very nice. For more detail: Having the rollers and threaded rod nut on the carriage would mean that the threaded rod and extrusions would need to extend all the way to the lowest z-axis position, severly limiting the maximum z-axis height. By keeping the motor and extrusion on the carriage, they extend up away from the work area, meaning the amount of z-axis space is only limited by the length of the extrusions and threaded rod. I also swapped to using the clamping mount meant for these motors instead of screwing plates to the face. This lets me mount the carriage higher to get even more space. The next part is attaching it to the rest of the CNC
Big Progress Update - CAD and Electronics finished CAD Progress: I attached the Z-axis, added necessary mount points, and added screw holes and guides where necessary. I also started the build by attaching a piece of wood to the bedplate. Electronics: For the control system, I am using the CNC Shield V3 since it is extremely cost effective, with DRV8825 drivers such that I have the option to easily upgrade the steppers in the future if needed. The spindle will use the WS55-220 driver and have its own 48v @ 12.5a power supply. The rest of the electronics will be powered by the TAZ Pro’s original PSU, 24v @ 21a. Parts: Now that the CAD is finished, I am planning to submit for funding. I will include some part justifications below for stuff that may seem unnecessarily expensive at first. Spindle: the $150 spindle bundle includes the actual spindle, a PSU, and a driver. This is the cheapest option that uses a true spindle rather than a DC motor with a collet holder attached on the end ( you can tell because it lacks a set screw on the end).
Redesign of Z-Axis After reading the feedback, I beefed up my z-axis using HGR20 rails and an SFU1204 lead screw, similar to what is used on the PrintNC. From my rough estimates, this should be enough for basic cutting starting out, and the spindle won’t really be under too much force given the low torque of the X- and Y- axis steppers. More support can be easily added to design to reinforce the Z-axis as needed....
|
1793152387.6655667
|
1793757187.6655667
|
|
68696
|
Unrealism shaders by @sadevlokunarangoda | Stardan Unrealism shaders by @sadevlokunarangoda | Stardance...
|
sadevlokunarangoda
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T23:23:34Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Minecraft 26.2 (and 26.3) shaders to help me learn GLSL. Originally made for Hack Club Lumen, until I found out that it was closed Major features (copied from my GitHub readme) Stylized borders (adds some depth) fog (just fog) shadows (just shadows) Brighter caves than most shader packs (this is one of the things I hate the most about most shader packs. I don’t want to choose between my game being beautiful and being able to see the ores) Water ripples Slightly upped vibrance Waving leaves Unlisted Showcase video: https://youtu.be/2plQ0L1emYk My original vision: Stylized yet subtle outlines, plus some extra depth and vibrance To be clear, I did spend more than 2 hours on this, they were just on a different computer and synced via GitHub to the computer that I have Hackatime installed on", "repo": "https://github.com/naran-579/unrealism-shaders", "demo": "https://github.com/naran-579/unrealism-shaders/releases/tag/beta"}]...
|
[{"post_id": 79429, "ts": "202 [{"post_id": 79429, "ts": "2026-10-13T22:50:45Z", "hours": 0.5036, "text": "Got the pack ready to ship, now contains fog, slight block depth and highlights, and fixed all known bugs"}, {"post_id": 77953, "ts": "2026-10-08T22:57:02Z", "hours": 1.5356, "text": "Working on making a minecraft shader to help me learn GLSL, this project was started using the Lumen tutorial, until I found out that Lumen ended :(. Attached is an image of one of the (currently) worst bugs I’ve run into."}]...
|
Title: Unrealism shaders by @sadevlokunarangoda | Title: Unrealism shaders by @sadevlokunarangoda | Stardance
Devlogs:
Working on making a minecraft shader to help me learn GLSL, this project was started using the Lumen tutorial, until I found out that Lumen ended :(. Attached is an image of one of the (currently) worst bugs I’ve run into.
Got the pack ready to ship, now contains fog, slight block depth and highlights, and fixed all known bugs
Ships:
Minecraft 26.2 (and 26.3) shaders to help me learn GLSL. Originally made for Hack Club Lumen, until I found out that it was closed Major features (copied from my GitHub readme) Stylized borders (adds some depth) fog (just fog) shadows (just shadows) Brighter caves than most shader packs (this is one of the things I hate the most about most shader packs. I don’t want to choose between my game being beautiful and being able to see the ores) Water ripples Slightly upped vibrance Waving leaves Unlisted Showcase video: https://youtu.be/2plQ0L1emYk My original vision: Stylized yet subtle outlines, plus some extra depth and vibrance To be clear, I did spend more than 2 hours on this, they were just on a different computer and synced via GitHub to the computer that I have Hackatime installed on...
|
1793155867.9668095
|
1793242267.9668095
|
|
9546
|
VBooks by @vaishal_anil | Stardance
|
vaishal_anil
|
0
|
5.31
|
0
|
[]
|
[{"post_id": 7943, "ts": "2026 [{"post_id": 7943, "ts": "2026-06-13T07:54:26Z", "hours": 5.3078, "text": "VBooks Devlog #1 — The Journey Begins June 2026 Today marks an exciting milestone for VBooks. Over the past few days, I’ve been working on building the foundation of what I hope will become a platform for curious minds around the world. The first version of the VBooks landing page is now complete and serves as the starting point for a much larger vision. What is VBooks? VBooks is a digital publishing platform focused on delivering premium knowledge and content. The goal is to provide: Premium books Insightful blogs Original stories AI & technology magazines Exclusive educational content Future products and experiences for lifelong learners The vision is simple: create a place where curiosity is rewarded and learning never stops. Progress So Far ✅ Brand concept finalized ✅ Core product structure planned ✅ Initial pricing strategy drafted ✅ Landing page completed ✅ Development roadmap outlined The current landing page is only the first step, but it gives a glimpse into the direction VBooks is heading. Feel free to share your thoughts. What’s Next? The focus now shifts toward building the actual platform. Some of the major features planned include: User accounts Digital library system Secure content delivery Subscription plans Magazine publishing system Blog platform AI-powered features (hopefully) Payment integration Analytics and creator tools There is still a significant amount of work ahead, but development has officially begun. Target Launch My current goal is to have the full VBooks platform built and operational by September 2026 , although timelines can always change as development progresses. The priority is building something reliable, useful, and genuinely valuable rather than rushing features. Looking Ahead This is only Devlog #1. There will undoubtedly be challenges, redesigns, bugs, and lessons along the way, but every great platform starts somewhere. For now, the journey has begun. See you in the next update. — Vaishal, Founder of VBooks"}]...
|
Title: VBooks by @vaishal_anil | Stardance
Devlog Title: VBooks by @vaishal_anil | Stardance
Devlogs:
VBooks Devlog #1 — The Journey Begins June 2026 Today marks an exciting milestone for VBooks. Over the past few days, I’ve been working on building the foundation of what I hope will become a platform for curious minds around the world. The first version of the VBooks landing page is now complete and serves as the starting point for a much larger vision. What is VBooks? VBooks is a digital publishing platform focused on delivering premium knowledge and content. The goal is to provide: Premium books Insightful blogs Original stories AI & technology magazines Exclusive educational content Future products and experiences for lifelong learners The vision is simple: create a place where curiosity is rewarded and learning never stops. Progress So Far ✅ Brand concept finalized ✅ Core product structure planned ✅ Initial pricing strategy drafted ✅ Landing page completed ✅ Development roadmap outlined The current landing page is only the first step, but it gives a glimpse into the direction VBooks is heading. Feel free to share your thoughts. What’s Next? The focus now shifts toward building the actual platform. Some of the major features planned include: User accounts Digital library system Secure content delivery Subscription plans Magazine publishing system Blog platform AI-powered features (hopefully) Payment integration Analytics and creator tools There is still a significant amount of work ahead, but development has officially begun. Target Launch My current goal is to have the full VBooks platform built and operational by September 2026 , although timelines can always change as development progresses. The priority is building something reliable, useful, and genuinely valuable rather than rushing features. Looking Ahead This is only Devlog #1. There will undoubtedly be challenges, redesigns, bugs, and lessons along the way, but every great platform starts somewhere. For now, the journey has begun. See you in the next update. — Vaishal, Founder of VBooks...
|
1792651814.24951
|
1793256614.24951
|
|
69439
|
MacPPCEmulator by @ianl | Stardance
|
ianl
|
0
|
7.4
|
0
|
[]
|
[{"post_id": 79432, "ts": "202 [{"post_id": 79432, "ts": "2026-10-13T23:12:58Z", "hours": 2.1286, "text": "The PowerPC Vintage OS Emulator Distro is complete! When users build from the HDD, they are met with this simple install window to aid them in their installation! Now, working on emulation via QEMU!"}, {"post_id": 79251, "ts": "2026-10-13T06:29:01Z", "hours": 2.1803, "text": "Lots and lots of debugging! I am trying to get Debian to run smoothly on actual Intel Mac hardware. It’s been a challenge for sure, lots and lots of debugging! (9 disk image revisions so far 😔). Also, i’ve learned that it may be able to run on Apple Silicon, which I think would be pretty cool, but I don’t have an Apple silicon computer unfortunately :/"}, {"post_id": 79226, "ts": "2026-10-13T03:06:23Z", "hours": 3.0922, "text": "I just started my vintage PowerPC Emulator project! it is based off of Debian 12. I used github’s copilot in order to layout the basic debian distro and nececarry dependencies. There are many errors/mistakes that I am slowly but surely working out!"}]...
|
Title: MacPPCEmulator by @ianl | Stardance
Devlog Title: MacPPCEmulator by @ianl | Stardance
Devlogs:
I just started my vintage PowerPC Emulator project! it is based off of Debian 12. I used github’s copilot in order to layout the basic debian distro and nececarry dependencies. There are many errors/mistakes that I am slowly but surely working out!
Lots and lots of debugging! I am trying to get Debian to run smoothly on actual Intel Mac hardware. It’s been a challenge for sure, lots and lots of debugging! (9 disk image revisions so far 😔). Also, i’ve learned that it may be able to run on Apple Silicon, which I think would be pretty cool, but I don’t have an Apple silicon computer unfortunately :/
The PowerPC Vintage OS Emulator Distro is complete! When users build from the HDD, they are met with this simple install window to aid them in their installation! Now, working on emulation via QEMU!...
|
1792835414.6038945
|
1793440214.6038945
|
|
69001
|
cool python rock paper scissors game by @swee02856 cool python rock paper scissors game by @swee02856 | Stardance...
|
swee02856
|
1
|
5.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T23:51:51Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I created a really simple python game that may look very simple and “not professional” but in my opinion this project helped me learn many stuff about python like fixing code, finding out about functions and modules, and so much more!", "repo": "https://github.com/swee02856-prog/Python-Rock-Paper-Scissors", "demo": "https://github.com/swee02856-prog/Python-Rock-Paper-Scissors/releases/tag/v1"}]...
|
[{"post_id": 79435, "ts": "202 [{"post_id": 79435, "ts": "2026-10-13T23:49:06Z", "hours": 4.8722, "text": "Made it so that the characters do a greeting right after you pick who your opponent will be, some stay to the plot and act tough, others will ruin the plot and completely say random stuff."}]...
|
Title: cool python rock paper scissors game by @sw Title: cool python rock paper scissors game by @swee02856 | Stardance
Devlogs:
Made it so that the characters do a greeting right after you pick who your opponent will be, some stay to the plot and act tough, others will ruin the plot and completely say random stuff.
Ships:
I created a really simple python game that may look very simple and “not professional” but in my opinion this project helped me learn many stuff about python like fixing code, finding out about functions and modules, and so much more!...
|
1793155888.3007843
|
1793242288.3007843
|
|
69379
|
Student-Exam-Predictor by @Hadi | Stardance
|
Hadi
|
0
|
1.56
|
0
|
[]
|
[{"post_id": 79437, "ts": "202 [{"post_id": 79437, "ts": "2026-10-13T23:57:11Z", "hours": 0.8994, "text": "Today i learned several ML concepts like giving a test grade, calculating how far it is from my real grade, and averaging it out based on all my data. Next steps are learning how to take steps to calculating a lower loss value, and also finishing main.py so i can start linear regression. Thats still a long way though since I am trying to learn everything while doing it so hopefully i will be able to do it but not anytime soon."}, {"post_id": 79101, "ts": "2026-10-12T17:43:37Z", "hours": 0.6583, "text": "Made a model class, added sample data and started to make the graph using matplotlib and pandas. I have never done anything like this before and I’m trying to learn by building so I’m asking a lot of guidance from AI. The end goal is to finish this project and start a new one where I can apply my learning."}]...
|
Title: Student-Exam-Predictor by @Hadi | Stardance Title: Student-Exam-Predictor by @Hadi | Stardance
Devlogs:
Made a model class, added sample data and started to make the graph using matplotlib and pandas. I have never done anything like this before and I’m trying to learn by building so I’m asking a lot of guidance from AI. The end goal is to finish this project and start a new one where I can apply my learning.
Today i learned several ML concepts like giving a test grade, calculating how far it is from my real grade, and averaging it out based on all my data. Next steps are learning how to take steps to calculating a lower loss value, and also finishing main.py so i can start linear regression. Thats still a long way though since I am trying to learn everything while doing it so hopefully i will be able to do it but not anytime soon....
|
1792810311.3613183
|
1793415111.3613183
|
|
69356
|
Help Wanted Bot by @noahplaysmario | Stardance
|
noahplaysmario
|
1
|
3.43
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-13T01:49:08Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a slack bot that helps you find people to help you with your projects and people to help if you want to help someone. It stores a database of help requests. Its channel is #get-help-with-projects. I really hope this becomes something actually useful to members of hack club and not just a forgotten project. Here is the channel link: https://hackclub.enterprise.slack.com/archives/C0C8900SNBZ", "repo": "https://github.com/noah560-hackclubprojects/Help-Wanted-Bot", "demo": "https://hackclub.enterprise.slack.com/archives/C0C8900SNBZ"}]...
|
[{"post_id": 79444, "ts": "202 [{"post_id": 79444, "ts": "2026-10-14T00:50:52Z", "hours": 0.4281, "text": "I improved the documentation in the readme and I fixed a bunch of issues related to finished projects and duplicate titles. I worked significantly more than 25 minutes on this but I was using ssh to remotely develop and I only installed hackatime on vscodium since I don’t want all my terminal time to count for stuff."}, {"post_id": 79211, "ts": "2026-10-13T01:45:44Z", "hours": 0.5456, "text": "I added a command for when you are done and don’t need help anymore. I also changed the channel to #get-help-with-projects instead of #help-with-projects (see demo link for channel link)"}, {"post_id": 79173, "ts": "2026-10-12T21:44:43Z", "hours": 2.4778, "text": "I made a Slack bot! It helps people find help with their code. You can find it on this slack channel: https://hackclub.enterprise.slack.com/archives/C0C85PUG7AB Every hour, it posts what people want help with, and you can add things to the list using commands!"}]...
|
Title: Help Wanted Bot by @noahplaysmario | Starda Title: Help Wanted Bot by @noahplaysmario | Stardance
Devlogs:
I made a Slack bot! It helps people find help with their code. You can find it on this slack channel: https://hackclub.enterprise.slack.com/archives/C0C85PUG7AB Every hour, it posts what people want help with, and you can add things to the list using commands!
I added a command for when you are done and don’t need help anymore. I also changed the channel to #get-help-with-projects instead of #help-with-projects (see demo link for channel link)
I improved the documentation in the readme and I fixed a bunch of issues related to finished projects and duplicate titles. I worked significantly more than 25 minutes on this but I was using ssh to remotely develop and I only installed hackatime on vscodium since I don’t want all my terminal time to count for stuff.
Ships:
I made a slack bot that helps you find people to help you with your projects and people to help if you want to help someone. It stores a database of help requests. Its channel is #get-help-with-projects. I really hope this becomes something actually useful to members of hack club and not just a forgotten project. Here is the channel link: https://hackclub.enterprise.slack.com/archives/C0C8900SNBZ...
|
1793051523.6118317
|
1793137923.6118317
|
|
53116
|
Risc-V Compiler by @kphoherz | Stardance
|
kphoherz
|
0
|
43.79
|
0
|
[]
|
[{"post_id": 79445, "ts": "202 [{"post_id": 79445, "ts": "2026-10-14T00:54:26Z", "hours": 8.8428, "text": "I have done a lot of work on functions, variables, and control flow. I have also set up the required functions included automatically in each program. This part of the program manages things such as memory and function calls, which are essential to the execution of user code. This allowed me to generate functions, variables, and if statements now. The compiler outputted a 173 line program, but below shows a small section of the output. As you can see, the compiler is working!"}, {"post_id": 75412, "ts": "2026-09-30T00:52:42Z", "hours": 8.0597, "text": "I made a lot of progress on the special parser. It converts the input into postfix notation, with the operators after the operands. Then, the ASM Generator uses the postfix notation to generate actual assembly! As you can see from the ✨Beautiful✨ picture I drew, this simple equation actually expands into many assembly instructions. Unfortunately, to make the special parser I had to get rid of most of the type checking.😐"}, {"post_id": 71305, "ts": "2026-09-20T16:30:44Z", "hours": 9.7256, "text": "I worked on adding type checking. It is still missing a lot but if I don’t move on I am going to run out of time. I was able to get it to check for type errors within equations and assignments. I also started working on converting the tree into actual assembly, but I realized that it was parsing my addition right to left 🥀🥀. So I started the process of making a dedicated shunting yard parser for the equations"}, {"post_id": 65706, "ts": "2026-09-11T01:15:09Z", "hours": 7.7964, "text": "Big progress!!! The syntax checking is done! I spent quite a long time creating the context-free grammar in an excel sheet. This defines all of the syntax rules allowed, and outlines which result in errors. This means that all of the functions/symbols for the language have been defined. I also added some error messages and started the semantic analyzer, which checks type errors."}, {"post_id": 58597, "ts": "2026-08-31T02:19:35Z", "hours": 3.1114, "text": "I received my two Pico 2s today. I spent some time trying out examples and modifying them, and I managed to get the LED to blink, which was surprisingly difficult to find examples for because I needed it in Risc-V assembly. Then I worked on generating a tree from the parser I made in the last devblog. It seems to work well, but it is kind of hard to tell. Next I think I’ll either do semantic error checking, or skip right to the assembly generation and worry about the semantics later :)"}, {"post_id": 54782, "ts": "2026-08-25T21:56:19Z", "hours": 3.4928, "text": "I worked on creating the Syntax analyzer for my Risc-V compiler. This stage checks the structure of the program and any grammatical errors. I had to do a lot of research on CFGs (Context free grammars). They define the rules for the language. Below is a spreadsheet of the CFG. I will improve it in the future to add more functions. I implemented an LL(1) parser. I was successfully able to check the grammar of a simple program. I still need to make the parser construct an abstract syntax tree. I realized that it is quite difficult to find pictures to post because it mostly happens in the console, but trust me, interesting things are happening!"}, {"post_id": 52787, "ts": "2026-08-23T04:03:52Z", "hours": 2.7661, "text": "I have just started working on my first compiler. I have coded a couple of interpreters before, but this is my first time creating a compiler. I am designing it for the Pico 2 W and will be translating a modified C into Risc-V assembly. So far I have created the lexer which separates the source code into tokens. I have also set up a nice starting infrastructure including some error tracing. Below is the output of a test source code tokenized. Funnily enough, I’m running this compiler on a Pico as well. In the future, I hope to incorporate this compiler into a Pico based OS."}]...
|
Title: Risc-V Compiler by @kphoherz | Stardance
D Title: Risc-V Compiler by @kphoherz | Stardance
Devlogs:
I have just started working on my first compiler. I have coded a couple of interpreters before, but this is my first time creating a compiler. I am designing it for the Pico 2 W and will be translating a modified C into Risc-V assembly. So far I have created the lexer which separates the source code into tokens. I have also set up a nice starting infrastructure including some error tracing. Below is the output of a test source code tokenized. Funnily enough, I’m running this compiler on a Pico as well. In the future, I hope to incorporate this compiler into a Pico based OS.
I worked on creating the Syntax analyzer for my Risc-V compiler. This stage checks the structure of the program and any grammatical errors. I had to do a lot of research on CFGs (Context free grammars). They define the rules for the language. Below is a spreadsheet of the CFG. I will improve it in the future to add more functions. I implemented an LL(1) parser. I was successfully able to check the grammar of a simple program. I still need to make the parser construct an abstract syntax tree. I realized that it is quite difficult to find pictures to post because it mostly happens in the console, but trust me, interesting things are happening!
I received my two Pico 2s today. I spent some time trying out examples and modifying them, and I managed to get the LED to blink, which was surprisingly difficult to find examples for because I needed it in Risc-V assembly. Then I worked on generating a tree from the parser I made in the last devblog. It seems to work well, but it is kind of hard to tell. Next I think I’ll either do semantic error checking, or skip right to the assembly generation and worry about the semantics later :)
Big progress!!! The syntax checking is done! I spent quite a long time creating the context-free grammar in an excel sheet. This defines all of the syntax rules allowed, and outlines which result in errors. This means that all of the functions/symbols for the language have been defined. I also added some error messages and started the semantic analyzer, which checks type errors.
I worked on adding type checking. It is still missing a lot but if I don’t move on I am going to run out of time. I was able to get it to check for type errors within equations and assignments. I also started working on converting the tree into actual assembly, but I realized that it was parsing my addition right to left 🥀🥀. So I started the process of making a dedicated shunting yard parser for the equations
I made a lot of progress on the special parser. It converts the input into postfix notation, with the operators after the operands. Then, the ASM Generator uses the postfix notation to generate actual assembly! As you can see from the ✨Beautiful✨ picture I drew, this simple equation actually expands into many assembly instructions. Unfortunately, to make the special parser I had to get rid of most of the type checking.😐
I have done a lot of work on functions, variables, and control flow. I have also set up the required functions included automatically in each program. This part of the program manages things such as memory and function calls, which are essential to the execution of user code. This allowed me to generate functions, variables, and if statements now. The compiler outputted a 173 line program, but below shows a small section of the output. As you can see, the compiler is working!...
|
1792738116.0978436
|
1793342916.0978436
|
|
69231
|
My awesome macropad! by @playnmaker123 | Stardance
|
playnmaker123
|
0
|
9.1
|
0
|
[]
|
[{"post_id": 79447, "ts": "202 [{"post_id": 79447, "ts": "2026-10-14T01:01:28Z", "hours": 4.7831, "text": "Finished PCB + CAD"}, {"post_id": 79218, "ts": "2026-10-13T02:10:17Z", "hours": 1.8, "text": "PCB Session 3, Worked on PCB Wiring"}, {"post_id": 79176, "ts": "2026-10-12T22:09:18Z", "hours": 2.5136, "text": "PCB Session 1"}]...
|
Title: My awesome macropad! by @playnmaker123 | St Title: My awesome macropad! by @playnmaker123 | Stardance
Devlogs:
PCB Session 1
PCB Session 3, Worked on PCB Wiring
Finished PCB + CAD...
|
1793130782.3423073
|
1793735582.3423073
|
|
33543
|
Car Project by @Sourish-D | Stardance
|
Sourish-D
|
0
|
13.77
|
0
|
[]
|
[{"post_id": 79451, "ts": "202 [{"post_id": 79451, "ts": "2026-10-14T01:54:17Z", "hours": 4.2417, "text": "#Time to fix the low torque issues In this devlog, I attempted MANY fixes for the gearbox, because it turns out there are a LOT of ways to do it wrong. I used plastic straws as bearings instead of cardboard, reducing the friction by a LOT I realigned the frame to ensure the axles would all be aligned I changed from a DC motor to a stepper motor, which I then will step down rather than step up to get a little bit more speed than I had in the first devlog I changed the stepper motor code to be 2 wave so that it’s stronger and has a little bit more power Also got some insights into gear making and designing, when 3D printing clustered gears, always either add a little gap between the small gear and the large gear or make the small gear have a lot more depth than the large gear. This solves two problems, 1. If the large gears are even slightly off and angled they won’t mesh and stop rotation as easily and 2. There will be less friction with the large gears rubbing against each other And now it works! (somewhat) It still feels a little weak, but I pray that it’ll do for now to complete the project. Now I had to reattach it to the frame that I made in the previous devlogs and ensure the code still runs properly. I also want to work on the wheels, they were pretty uneven last time and could easily cause it to end up going wonky rather than straight. Finally, I do have an issue with the power situation. I have a 5v battery attached to a power module to try to power the whole thing, but the stepper motor takes too much power and won’t run if powered ONLY by the 5v battery. To sweep this problem under the carpet for now, I have it powered by my laptop, but it’s a problem I’ll have to deal with sooner rather than later."}, {"post_id": 57780, "ts": "2026-08-30T02:18:49Z", "hours": 1.8453, "text": "I’m dreading the next devlog. So, I made a lot of progress since the last devlog. In the last devlog, I managed to finish the gearbox to convert the dc motor’s high speed into a lot more torque. In this devlog, I managed to add a front and the top of the car, which means all the wiring was done too! The front uses a servo to rotate the front two wheels (with disconnected axles because they turn at different speeds) which is connected to my xbox controller, so I can control it wirelessly. In this video you can see it in action, I use the d-pad because I do have stick drift so it’s just more consistent. Anyways, the x button centers the motor so you can instantly switch back to going forward immediately. Now the bad news, when I tried making the car actually turn forward, the gears don’t turn. I assume this is because there isn’t enough torque being created, which would suggest another gear, but I don’t have the time before my vacation for that. Instead, I’ll focus on optimizing the current design as much as possible. The first of which: re-making the gearbox AGAIN. This time, it’ll be a lot quicker, I already have the ‘template’ of the gearbox ready and I plan on ensuring the gears are aligned properly and adding straws as barriers between the cardboard and the wood axles. This is because the cardboard probably causes lots of friction, losing torque. So yeah, tons of lessons learnt, but still a long road ahead."}, {"post_id": 55280, "ts": "2026-08-27T00:22:34Z", "hours": 4.3256, "text": "Big changes to the car project! The old design began to stop working because the cardboard gears kept wearing down and the stepper motor was a lot slower than I wanted it to be, which is why I decided to switch to 3d printed gears. With this switch, I also decided to change from using the stepper motor primarily to now using a dc motor. The first step to making the dc motor usable, was making a gearbox, and the first iteration didn’t go very well… I made it gears first and motor last, which caused the gears to not have enough play and required too much torque from the dc motor. Which is why I had to rebuild it, with right spacing and now it works! The video should be a short showing of how the gearbox works!"}, {"post_id": 42952, "ts": "2026-08-07T22:47:35Z", "hours": 1.3628, "text": "Today I got a little bit of building done. I managed to add another layer to the car, because the previous layer was too sloped to allow for the breadboard to rest properly. The middle layer is also properly supported now and will not fold in half from the weight. I also wired everything properly and no wire can slip now."}, {"post_id": 41659, "ts": "2026-08-06T00:46:23Z", "hours": 1.9986, "text": "First devlog. I started working on this project weeks ago but the hardware portion of this website was not completely done so this devlog is to log the two hours of timelapse I recorded before I gave up on trying to use this website. This project is to make a car that is remote controlled, at the moment it’s getting close to finishing. I have most of the frame created and managed to get it to move, but a lot of adjustments are needed. For one, the car is moving slowly. It also keeps breaking from the weight of the power bank. And finally, it also needs to be connected to the external controller (at the moment controlled by a button and potentiometer)."}]...
|
Title: Car Project by @Sourish-D | Stardance
Devl Title: Car Project by @Sourish-D | Stardance
Devlogs:
First devlog. I started working on this project weeks ago but the hardware portion of this website was not completely done so this devlog is to log the two hours of timelapse I recorded before I gave up on trying to use this website. This project is to make a car that is remote controlled, at the moment it’s getting close to finishing. I have most of the frame created and managed to get it to move, but a lot of adjustments are needed. For one, the car is moving slowly. It also keeps breaking from the weight of the power bank. And finally, it also needs to be connected to the external controller (at the moment controlled by a button and potentiometer).
Today I got a little bit of building done. I managed to add another layer to the car, because the previous layer was too sloped to allow for the breadboard to rest properly. The middle layer is also properly supported now and will not fold in half from the weight. I also wired everything properly and no wire can slip now.
Big changes to the car project! The old design began to stop working because the cardboard gears kept wearing down and the stepper motor was a lot slower than I wanted it to be, which is why I decided to switch to 3d printed gears. With this switch, I also decided to change from using the stepper motor primarily to now using a dc motor. The first step to making the dc motor usable, was making a gearbox, and the first iteration didn’t go very well… I made it gears first and motor last, which caused the gears to not have enough play and required too much torque from the dc motor. Which is why I had to rebuild it, with right spacing and now it works! The video should be a short showing of how the gearbox works!
I’m dreading the next devlog. So, I made a lot of progress since the last devlog. In the last devlog, I managed to finish the gearbox to convert the dc motor’s high speed into a lot more torque. In this devlog, I managed to add a front and the top of the car, which means all the wiring was done too! The front uses a servo to rotate the front two wheels (with disconnected axles because they turn at different speeds) which is connected to my xbox controller, so I can control it wirelessly. In this video you can see it in action, I use the d-pad because I do have stick drift so it’s just more consistent. Anyways, the x button centers the motor so you can instantly switch back to going forward immediately. Now the bad news, when I tried making the car actually turn forward, the gears don’t turn. I assume this is because there isn’t enough torque being created, which would suggest another gear, but I don’t have the time before my vacation for that. Instead, I’ll focus on optimizing the current design as much as possible. The first of which: re-making the gearbox AGAIN. This time, it’ll be a lot quicker, I already have the ‘template’ of the gearbox ready and I plan on ensuring the gears are aligned properly and adding straws as barriers between the cardboard and the wood axles. This is because the cardboard probably causes lots of friction, losing torque. So yeah, tons of lessons learnt, but still a long road ahead.
#Time to fix the low torque issues In this devlog, I attempted MANY fixes for the gearbox, because it turns out there are a LOT of ways to do it wrong. I used plastic straws as bearings instead of cardboard, reducing the friction by a LOT I realigned the frame to ensure the axles would all be aligned I changed from a DC motor to a stepper motor, which I then will step down rather than step up to get a little bit more speed than I had in the first devlog I changed the stepper motor code to be 2 wave so that it’s stronger and has a little bit more power Also got some insights into gear making and designing, when 3D printing clustered gears, always either add a little gap between the small gear and the large gear or make the small gear have a lot more depth than the large gear. This solves two problems, 1. If the large gears are even slightly off and angled they won’t mesh and stop rotation as easily and 2. There will be less friction with the large gears rubbing against each other And now it works! (somewhat) It still feels a little weak, but I pray that it’ll do for now to complete the project. Now I had to reattach it to the frame that I made in the previous devlogs and ensure the code still runs properly. I also want to work on the wheels, they were pretty uneven last time and could easily cause it to end up going wonky rather than straight. Finally, I do have an issue with the power situation. I have a 5v battery attached to a power module to try to power the whole thing, but the stepper motor takes too much power and won’t run if powered ONLY by the 5v battery. To sweep this problem under the carpet for now, I have it powered by my laptop, but it’s a problem I’ll have to deal with sooner rather than later....
|
1792626678.789972
|
1793231478.789972
|
|
69280
|
Morning Message by @raycoding | Stardance
|
raycoding
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-19T18:09:55Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Daybreak is supposed to help someone start their day with a list of things that they can already do and not have to plan as much.", "repo": "https://github.com/rayha-m/daybreak", "demo": "https://daybreak-opal-delta.vercel.app"}]...
|
[{"post_id": 79466, "ts": "202 [{"post_id": 79466, "ts": "2026-10-14T04:55:10Z", "hours": 0.4361, "text": "I have been working on getting the API keys to read my calendar."}]...
|
Title: Morning Message by @raycoding | Stardance
Title: Morning Message by @raycoding | Stardance
Devlogs:
I have been working on getting the API keys to read my calendar.
Ships:
Daybreak is supposed to help someone start their day with a list of things that they can already do and not have to plan as much....
|
1793155913.3329062
|
1793242313.3329062
|
|
69461
|
CHECKY by @bihanghimire | Stardance
|
bihanghimire
|
0
|
18.03
|
0
|
[]
|
[{"post_id": 79476, "ts": "202 [{"post_id": 79476, "ts": "2026-10-14T06:07:41Z", "hours": 1.3994, "text": "added 2 new openings , kings gambit and london . finished kings gambit working on london . the structure of my previous pages broke a bit so fixed that too . learned kings gambit a bit myself while adding it . ( a pretty fun opening but not my type tbh ) really excited to finish london and start adding my fav opening that is catalan minimized the site so it may look weird in ss"}, {"post_id": 79254, "ts": "2026-10-13T06:36:03Z", "hours": 16.6275, "text": "iam currently working on expanding the openings and finishing it as fast as i can . will post more dev logs"}]...
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Title: CHECKY by @bihanghimire | Stardance
Devlog Title: CHECKY by @bihanghimire | Stardance
Devlogs:
iam currently working on expanding the openings and finishing it as fast as i can . will post more dev logs
added 2 new openings , kings gambit and london . finished kings gambit working on london . the structure of my previous pages broke a bit so fixed that too . learned kings gambit a bit myself while adding it . ( a pretty fun opening but not my type tbh ) really excited to finish london and start adding my fav opening that is catalan minimized the site so it may look weird in ss...
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1792849850.9097493
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1793454650.9097493
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40871
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FPS OS by @cooki | Stardance
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cooki
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0
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113.91
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0
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[{"post_id": 79484, "ts": "202 [{"post_id": 79484, "ts": "2026-10-14T08:01:07Z", "hours": 14.1244, "text": "Devlog 11: Notepad After my holiday break, I am back working on the project. The main feature added for this devlog is the Notepad app . Grab a note from the tray, click on it, then type. The notes convert Markdown into HTML. The HTML is sanitised so it can’t be used to run malicious scripts. Top Tip Try adding the FPS OS logo as a sticker by typing:  into any Notepad window. Bonus feature: More Physics It is now possible to add physics to the 3DUI windows (PC screen/notepad notes). Along with this change, it is much more fun to throw objects around. Objects now keep momentum when let go. Top Tip The 3DUI system used for the windows is kinda buggy. For best results face yourself towards the wall with the door on it and place the window in front of you. Bonus feature: More grabbing More objects are able to be picked up including the clock, shelf and rug. Some objects are still work in progress. Bug fixes Objects can now be thrown out the windows You can walk through the doorway after you delete the door Current bugs Right click doesn’t work on MacBooks (fixed!) The velocity from the player is being subtracted instead of added to dropped objects (fixed!) Moved PC windows can not be interacted with (fixed!) Coming soon… My current checklist is: [x] Computer [Window] [x] Notepad [Window] [ ] Clipboard [ ] Gun? (it is an FPS after all…) [ ] Settings [Window] [ ] Ship to WebOS 1"}, {"post_id": 73856, "ts": "2026-09-26T06:05:54Z", "hours": 11.7192, "text": "Devlog 10: Picking things up I have added the ability to pick up objects. This currently includes the pillow on the armchair (throwing coming soon) and the the PC screen. How it works Interactable objects show a circle around the crosshair when hovered and grabbable objects with have a progress bar fill up as you hold click. After the bar fills up you can drag and let go to drop. The rest of the sounds All of the sound effects have now been implemented. This includes walking, jumping, getting the passcode right/wrong, pulling the blinds, and more! Shaders I added some simple shaders with the postprocessing library. There is bloom, vignette and chromatic aberration. They aren’t overboard and don’t hurt the performance. Unfortunately, my laptop sometimes goes into throttled mode when I unplug it and makes it hard to measure the performance. Mobile fix You can now interact with objects on mobile. It’s tricky at the moment because of the UI layout which I will be fixing later. Today is (not) the day :( I am hoping to ship the project today. I had to pack for a trip so I couldn’t work on the project. Progress will be slower while on my trip but luckily the Stardance deadline has been extended. My current checklist is: Notepad Clipboard Settings"}, {"post_id": 73021, "ts": "2026-09-24T07:16:47Z", "hours": 11.5483, "text": "Devlog 9: User experience In this update, I wanted to improve the usability and feel of the OS. I did this by adding more signals, adding functionality to the virtual machine and including sound effects. The Virtual Machine (PC) Situated on the desk, the PC lets you access the web browser to boot a Web OS or (almost) any other website. Soon, you’ll be able to pick up the screen instance and hang (or throw) it wherever you want. The Bed You can put the OS to sleep by clicking on the bed. Clicking again wakes it up. The Clock There is an now an analog clock on the wall. It shows the real-life time, if you can read it. Sound I added some sound effects. By default, the OS is muted. The sound effects still need to be tweaked. The sound is supposed to be ambient and give more life to the otherwise static objects in the environment. The Hand Next time, I am adding adding the ability to pick up certain objects as well as the next app, Notepad. I will also be adding a settings panel. Then, I can finally ship this version to Web OS 1."}, {"post_id": 71643, "ts": "2026-09-21T06:42:33Z", "hours": 10.5822, "text": "Devlog 8: Objects and furnishings As promised last devlog, I have added a few objects from my checklist. Some are for OS functionality and some are just to fill in the space. The light Based off the light design from the hit YouTube ARG “Summon House”, I turned the plain square on the ceiling into a lamp that reacts to the switch by the door. For the best effect, try enabling dark mode. Dark mode? In the lighting department, I also added blinds to each of the windows. Clicking them pulls them up and down. Each one down subtracts from the global light level. A little context You can now interact with objects through the context menu (right click). For now there is only one option: Delete. If you delete something, you can’t get it back. This includes the floor. Things for later The recycling bin, blue paper tray, PC and wallpaper are currently being developed. For now, they aren’t fully functional Furniture For now, there is a rug, an armchair, a desk, a shelf and a poster. I will be adding more later. I will add the ability to sit in the chair and use the shelf. The deadline approaches I am hoping to ship this week after I add in notepad as my first app. For now, you can check out this update at cookistudios.com/fps-os ."}, {"post_id": 69430, "ts": "2026-09-17T01:17:20Z", "hours": 9.81, "text": "Devlog 7: Building the environment In this update, I added the room and skybox. I added windows by using a boolean modifier on the walls. I made the directional light from the sun lines up with the skybox. Wallpaper I made a 16:9 tiling wallpaper with the letters of FPS OS on it. Right now, it can be toggled on and off but later will be able to be set any imported image. Door optimisation I don’t know if it’s because of how websites work or something with my GPU driver but the FPS would drop to 60 when looking at the door/keypad. Just in case I removed the 3D depth with the symbols and replaced them with a texture. The door was also a physics object and I spent quite a bit of time getting it to work but never ended up fixing it. Instead, I kept the door as regular meshes. This allowed me to animate it from inside Blender. After seeing an Andymation video on YouTube, I got reminded of the animation principle of anticipation which I added to the door. Mobile buttons I also added the jump and crouch button for mobile. The crouch button is toggled while the jump button needs to be held. I need to change the CSS to make the jump button show the pressed state when using multiple fingers across the screen. I will come back to mobile support later as there are many issues, especially related to zooming. Next time on FPS OS: I have constructed a plan of where each object will be in the room. You’ll have to wait and see in the next devlog."}, {"post_id": 66234, "ts": "2026-09-11T22:51:43Z", "hours": 10.0431, "text": "Devlog 6: Life is an open door (!Video has sound!) The latest improvement to FPS OS is that you can now unlock the OS! This is accomplished by entering your passcode into the door (by default 0000). What took so long? In order to get the door to open (and close), I had a lot of trial and error. The way the USDC scene file is imported means that it has offsets of the meshes that require a specific tree of groups. In order to have physics objects in Jolt, the meshes need to be in world space. However, if the meshes are in world space they don’t have the offsets they need to move as a group around the origin points. I tried putting a reverse offset and putting physics objects in local space but nothing worked. Eventually, I decided to just have the base of the door in physics world space and then have the rest of the meshes in one local group that copies its rotation from the door. Changes Fixed the player rotation being confined to physics Changed note to say “c0000” and not “0000” in case it wasn’t clear you have to reset after a mistake Added noclip Allowed the game to move the player for cutscenes Added a function to rotate physics objects around a pivot point Added a function to add debug points to visualise why the pivot points are wrong Better mobile support coming soon Try it out at cookistudios.com/fps-os ."}, {"post_id": 62732, "ts": "2026-09-06T07:15:02Z", "hours": 11.52, "text": "Devlog 5: The intro cutscene After getting the player movement done, I decided it would be cool to add a Linux-style boot console as the content loads in the background. I also added in a title screen with some smooth animation. The main scene now places the player in front of the passcode input screen (I might decide to remove it until the user makes a password). Patched some bugs I finally fixed the shadow system. The player was clipping a tiny bit into the ground which left a circle of no shadow. I tried combating this by changing the shadow normalBias . This caused the shadows on detailed objects like the keypad to be broken. I tried fixing it again by moving the player mesh up. Then I found it still had the same issue on the door handle. I fixed it by setting the player mesh’s shadowSide to double sided. I also made the player slower when crouching. What’s next? I need to add functionality to the keypad and create the base room. For my first app, I will make a notepad that you can type into. I will also try adding a “virtual machine” that can run my friend @pinetree182 ’s Web OS tundra. Luckily, I found an official three.js example that can render iframes in a scene: link to example . I also need to add more buttons to mobile so the player can jump and crouch. As always, FPS OS is hosted at cookistudios.com/fps-os . Every time I make a commit, it updates. This means you can access content before I’ve made a devlog about it."}, {"post_id": 60706, "ts": "2026-09-03T08:15:20Z", "hours": 11.3656, "text": "Devlog 4: Movement complete I wanted to add in bhopping/air stafing movement to the project as I find it more fun to control than the generic character controller. I found this script which seemed good and I wanted to try and translate it to my Three.js setup. I tried multiple times to put in the code then rename parts and scrap it. Eventually I decided to just take the most bare bones parts I needed and make a better system. After a few tweaks, the movement, physics, and lighting systems are finally done. Next, I am adding a cool loading screen to the OS and then I’ll start modelling the new environment and objects. The latest version is available at cookistudios.com/fps-os . Here are the current keybinds: WASD/Touch Joystick - Move Mouse move/On-screen Swipe - Look around Space - Jump (hold to keep jumping) C - Crouch R - Toggle speedometer ` - Show colliders ~ - Show player collider (You can only move and look on mobile at the moment)"}, {"post_id": 46805, "ts": "2026-08-14T09:56:04Z", "hours": 11.8444, "text": "Devlog 3: Getting the ball rolling So, it’s been a couple of weeks since my last devlog. Last week, I spent time having a break from the project. However, that doesn’t mean there hasn’t been any updates this week! Player in motion As seen in the video above, you may have noticed that you can actually run around and do parkour now! The player physics uses a VirtualCharacter , equivalent to a CharacterBody3D in Godot. I had to set up gravity which was difficult as the built-in gravity from Jolt doesn’t work very well on non-simulated objects like the VirtualCharacter . Lighting improvements I removed baked lighting as it was increasing load time and didn’t look good combined with real-time. So I have switched to full real-time lighting. I added in cascading shadow maps (CSM) that is like LODs. This means that further away shadows have lower quality textures. (I tried to make it not noticeable though.) Bug catching Using Jolt in JavaScript means uses WebAssembly (WASM). WASM needs manual garbage collection for most objects you instantiate. I have patched all the possible memory leaks I could find in my physics code. Mobile support I have implemented the ability to actually control yourself and not run at 5 FPS on mobile. You can try it out, right now, at cookistudios.com/fps-os/ . P.S. I will be trying to write devlogs more often as development will be speeding up over time."}, {"post_id": 37495, "ts": "2026-07-30T09:00:32Z", "hours": 8.1308, "text": "Devlog 2: It’s all a simulation That’s right, I got physics working! Using the link I saved in the last devlog, I worked out how to use Jolt properly with Three.js. I also built a scene in Blender and set up lighting. Baking with Blender To create this simple test scene, I hopped into Blender and spawned in a few different objects. I didn’t want to make anything too fancy as I just wanted to test physics collisions. As I worked on it, I would export to a USD scene and import that into Three. I thought about how game engines normally do lighting and I remembered about baked lighting. It took a while but I made it so dynamic objects with mesh names starting with “D_” will have real-time shadows but static objects (like the floor and floating boxes) will have baked shadows. This means that shadows are much less expensive to render. Decentralisation A problem I had with my original code is that it was all in one spaghetti file. I split up the code into different files like input, lighting and physics. These are then called from the main file. This creates more organisation so when I add more features later it doesn’t become impossible to read. Taking action I set up input actions to be much easier to work with. A list of actions is set up as a key value pair. I save the keys that are pressed and remove them when released from a separate key value list. I then set it up to create CustomEvent s for each keybind. These are then used with EventListener s to send signals to the other parts of code to run. Deployment issues I also had a couple issues with my code that caused problems with the deployed site. The first was setting the base in the Vite config to “/FPS-OS/” and not “/fps-os/”. It meant you had to use capital letters in the URL to load the site. The other issue was that the objects were trying to get physics before Jolt had been initialised. It seemed to be a race condition that happened sometimes. Luckily it is fixed now. What’s next? Next, of course I need to get player movement working so you can actually walk and jump around. Then I need to follow the requirements of the WebOS 1 mission. It looks like all I need to do is add draggable windows. This OS isn’t exactly going to have windows though. At least not as they are normally. Also I need to add a welcome screen, “desktop” environment, app shop and toolbelt. And all of those require the main room components to be modelled and textured. New update released Go to cookistudios.com/fps-os/ to try out the latest features before I’ve even written devlogs on them. See you later!"}, {"post_id": 36303, "ts": "2026-07-28T09:57:37Z", "hours": 3.2203, "text": "Devlog 1: Setting the scene I started the project by initialising it from Vite using Bun (I would use Deno but Bun is just so fast). I imported Three.js to use for everything 3D and used the default cube scene from the documentation. I also added in the PointerLockControls to let you look around as the camera. Issues arised You can’t move yet because I tried adding different kinds of movement with all the different physics libraries but it kept causing the player to fall over or not move and then suddenly zip around. I think I’ve decided to use Jolt Physics (but not the built-in Three.js one!) as this site showcases some simple code to get physics working. Next steps I have come up with plans for the OS like how the text editor will be an actual notepad you have to pick up and how you’ll be able to build out the space with different floor tiles and furniture. I also want to add CS:GO/Momentum Mod style movement as an option just because I find it fun to bhop around everywhere. It also looks like Jolt has a built in class called CharacterVirtual that I hope is similar to CharacterBody3Ds in Godot. Once I have the movement set up I will start modelling some assets to add. I would also like to try using the new HTML-to-Canvas API but it is experimental so it’s not best to use it in a production build that anyone could be running on any device. See you soon! This project might take a while to start looking user-friendly but if you want to test it out any time, head on over to: cookistudios.com/FPS-OS"}]...
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Title: FPS OS by @cooki | Stardance
Devlogs:
Devl Title: FPS OS by @cooki | Stardance
Devlogs:
Devlog 1: Setting the scene I started the project by initialising it from Vite using Bun (I would use Deno but Bun is just so fast). I imported Three.js to use for everything 3D and used the default cube scene from the documentation. I also added in the PointerLockControls to let you look around as the camera. Issues arised You can’t move yet because I tried adding different kinds of movement with all the different physics libraries but it kept causing the player to fall over or not move and then suddenly zip around. I think I’ve decided to use Jolt Physics (but not the built-in Three.js one!) as this site showcases some simple code to get physics working. Next steps I have come up with plans for the OS like how the text editor will be an actual notepad you have to pick up and how you’ll be able to build out the space with different floor tiles and furniture. I also want to add CS:GO/Momentum Mod style movement as an option just because I find it fun to bhop around everywhere. It also looks like Jolt has a built in class called CharacterVirtual that I hope is similar to CharacterBody3Ds in Godot. Once I have the movement set up I will start modelling some assets to add. I would also like to try using the new HTML-to-Canvas API but it is experimental so it’s not best to use it in a production build that anyone could be running on any device. See you soon! This project might take a while to start looking user-friendly but if you want to test it out any time, head on over to: cookistudios.com/FPS-OS
Devlog 2: It’s all a simulation That’s right, I got physics working! Using the link I saved in the last devlog, I worked out how to use Jolt properly with Three.js. I also built a scene in Blender and set up lighting. Baking with Blender To create this simple test scene, I hopped into Blender and spawned in a few different objects. I didn’t want to make anything too fancy as I just wanted to test physics collisions. As I worked on it, I would export to a USD scene and import that into Three. I thought about how game engines normally do lighting and I remembered about baked lighting. It took a while but I made it so dynamic objects with mesh names starting with “D_” will have real-time shadows but static objects (like the floor and floating boxes) will have baked shadows. This means that shadows are much less expensive to render. Decentralisation A problem I had with my original code is that it was all in one spaghetti file. I split up the code into different files like input, lighting and physics. These are then called from the main file. This creates more organisation so when I add more features later it doesn’t become impossible to read. Taking action I set up input actions to be much easier to work with. A list of actions is set up as a key value pair. I save the keys that are pressed and remove them when released from a separate key value list. I then set it up to create CustomEvent s for each keybind. These are then used with EventListener s to send signals to the other parts of code to run. Deployment issues I also had a couple issues with my code that caused problems with the deployed site. The first was setting the base in the Vite config to “/FPS-OS/” and not “/fps-os/”. It meant you had to use capital letters in the URL to load the site. The other issue was that the objects were trying to get physics before Jolt had been initialised. It seemed to be a race condition that happened sometimes. Luckily it is fixed now. What’s next? Next, of course I need to get player movement working so you can actually walk and jump around. Then I need to follow the requirements of the WebOS 1 mission. It looks like all I need to do is add draggable windows. This OS isn’t exactly going to have windows though. At least not as they are normally. Also I need to add a welcome screen, “desktop” environment, app shop and toolbelt. And all of those require the main room components to be modelled and textured. New update released Go to cookistudios.com/fps-os/ to try out the latest features before I’ve even written devlogs on them. See you later!
Devlog 3: Getting the ball rolling So, it’s been a couple of weeks since my last devlog. Last week, I spent time having a break from the project. However, that doesn’t mean there hasn’t been any updates this week! Player in motion As seen in the video above, you may have noticed that you can actually run around and do parkour now! The player physics uses a VirtualCharacter , equivalent to a CharacterBody3D in Godot. I had to set up gravity which was difficult as the built-in gravity from Jolt doesn’t work very well on non-simulated objects like the VirtualCharacter . Lighting improvements I removed baked lighting as it was increasing load time and didn’t look good combined with real-time. So I have switched to full real-time lighting. I added in cascading shadow maps (CSM) that is like LODs. This means that further away shadows have lower quality textures. (I tried to make it not noticeable though.) Bug catching Using Jolt in JavaScript means uses WebAssembly (WASM). WASM needs manual garbage collection for most objects you instantiate. I have patched all the possible memory leaks I could find in my physics code. Mobile support I have implemented the ability to actually control yourself and not run at 5 FPS on mobile. You can try it out, right now, at cookistudios.com/fps-os/ . P.S. I will be trying to write devlogs more often as development will be speeding up over time.
Devlog 4: Movement complete I wanted to add in bhopping/air stafing movement to the project as I find it more fun to control than the generic character controller. I found this script which seemed good and I wanted to try and translate it to my Three.js setup. I tried multiple times to put in the code then rename parts and scrap it. Eventually I decided to just take the most bare bones parts I needed and make a better system. After a few tweaks, the movement, physics, and lighting systems are finally done. Next, I am adding a cool loading screen to the OS and then I’ll start modelling the new environment and objects. The latest version is available at cookistudios.com/fps-os . Here are the current keybinds: WASD/Touch Joystick - Move Mouse move/On-screen Swipe - Look around Space - Jump (hold to keep jumping) C - Crouch R - Toggle speedometer ` - Show colliders ~ - Show player collider (You can only move and look on mobile at the moment)
Devlog 5: The intro cutscene After getting the player movement done, I decided it would be cool to add a Linux-style boot console as the content loads in the background. I also added in a title screen with some smooth animation. The main scene now places the player in front of the passcode input screen (I might decide to remove it until the user makes a password). Patched some bugs I finally fixed the shadow system. The player was clipping a tiny bit into the ground which left a circle of no shadow. I tried combating this by changing the shadow normalBias . This caused the shadows on detailed objects like the keypad to be broken. I tried fixing it again by moving the player mesh up. Then I found it still had the same issue on the door handle. I fixed it by setting the player mesh’s shadowSide to double sided. I also made the player slower when crouching. What’s next? I need to add functionality to the keypad and create the base room. For my first app, I will make a notepad that you can type into. I will also try adding a “virtual machine” that can run my friend @pinetree182 ’s Web OS tundra. Luckily, I found an official three.js example that can render iframes in a scene: link to example . I also need to add more buttons to mobile so the player can jump and crouch. As always, FPS OS is hosted at cookistudios.com/fps-os . Every time I make a commit, it updates. This means you can access content before I’ve made a devlog about it.
Devlog 6: Life is an open door (!Video has sound!) The latest improvement to FPS OS is that you can now unlock the OS! This is accomplished by entering your passcode into the door (by default 0000). What took so long? In order to get the door to open (and close), I had a lot of trial and error. The way the USDC scene file is imported means that it has offsets of the meshes that require a specific tree of groups. In order to have physics objects in Jolt, the meshes need to be in world space. However, if the meshes are in world space they don’t have the offsets they need to move as a group around the origin points. I tried putting a reverse offset and putting physics objects in local space but nothing worked. Eventually, I decided to just have the base of the door in physics world space and then have the rest of the meshes in one local group that copies its rotation from the door. Changes Fixed the player rotation being confined to physics Changed note to say “c0000” and not “0000” in case it wasn’t clear you have to reset after a mistake Added noclip Allowed the game to move the player for cutscenes Added a function to rotate physics objects around a pivot point Added a function to add debug points to visualise why the pivot points are wrong Better mobile support coming soon Try it out at cookistudios.com/fps-os .
Devlog 7: Building the environment In this update, I added the room and skybox. I added windows by using a boolean modifier on the walls. I made the directional light from the sun lines up with the skybox. Wallpaper I made a 16:9 tiling wallpaper with the letters of FPS OS on it. Right now, it can be toggled on and off but later will be able to be set any imported image. Door optimisation I don’t know if it’s because of how websites work or something with my GPU driver but the FPS would drop to 60 when looking at the door/keypad. Just in case I removed the 3D depth with the symbols and replaced them with a texture. The door was also a physics object and I spent quite a bit of time getting it to work but never ended up fixing it. Instead, I kept the door as regular meshes. This allowed me to animate it from inside Blender. After seeing an Andymation video on YouTube, I got reminded of the animation principle of anticipation which I added to the door. Mobile buttons I also added the jump and crouch button for mobile. The crouch button is toggled while the jump button needs to be held. I need to change the CSS to make the jump button show the pressed state when using multiple fingers across the screen. I will come back to mobile support later as there are many issues, especially related to zooming. Next time on FPS OS: I have constructed a plan of where each object will be in the room. You’ll have to wait and see in the next devlog.
Devlog 8: Objects and furnishings As promised last devlog, I have added a few objects from my checklist. Some are for OS functionality and some are just to fill in the space. The light Based off the light design from the hit YouTube ARG “Summon House”, I turned the plain square on the ceiling into a lamp that reacts to the switch by the door. For the best effect, try enabling dark mode. Dark mode? In the lighting department, I also added blinds to each of the windows. Clicking them pulls them up and down. Each one down subtracts from the global light level. A little context You can now interact with objects through the context menu (right click). For now there is only one option: Delete. If you delete something, you can’t get it back. This includes the floor. Things for later The recycling bin, blue paper tray, PC and wallpaper are currently being developed. For now, they aren’t fully functional Furniture For now, there is a rug, an armchair, a desk, a shelf and a poster. I will be adding more later. I will add the ability to sit in the chair and use the shelf. The deadline approaches I am hoping to ship this week after I add in notepad as my first app. For now, you can check out this update at cookistudios.com/fps-os .
Devlog 9: User experience In this update, I wanted to improve the usability and feel of the OS. I did this by adding more signals, adding functionality to the virtual machine and including sound effects. The Virtual Machine (PC) Situated on the desk, the PC lets you access the web browser to boot a Web OS or (almost) any other website. Soon, you’ll be able to pick up the screen instance and hang (or throw) it wherever you want. The Bed You can put the OS to sleep by clicking on the bed. Clicking again wakes it up. The Clock There is an now an analog clock on the wall. It shows the real-life time, if you can read it. Sound I added some sound effects. By default, the OS is muted. The sound effects still need to be tweaked. The sound is supposed to be ambient and give more life to the otherwise static objects in the environment. The Hand Next time, I am adding adding the ability to pick up certain objects as well as the next app, Notepad. I will also be adding a settings panel. Then, I can finally ship this version to Web OS 1.
Devlog 10: Picking things up I have added the ability to pick up objects. This currently includes the pillow on the armchair (throwing coming soon) and the the PC screen. How it works Interactable objects show a circle around the crosshair when hovered and grabbable objects with have a progress bar fill up as you hold click. After the bar fills up you can drag and let go to drop. The rest of the sounds All of the sound effects have now been implemented. This includes walking, jumping, getting the passcode right/wrong, pulling the blinds, and more! Shaders I added some simple shaders with the postprocessing library. There is bloom, vignette and chromatic aberration. They aren’t overboard and don’t hurt the performance. Unfortunately, my laptop sometimes goes into throttled mode when I unplug it and makes it hard to measure the performance. Mobile fix You can now interact with objects on mobile. It’s tricky at the moment because of the UI layout which I will be fixing later. Today is (not) the day :( I am hoping to ship the project today. I had to pack for a trip so I couldn’t work on the project. Progress will be slower while on my trip but luckily the Stardance deadline has been extended. My current checklist is: Notepad Clipboard Settings
Devlog 11: Notepad After my holiday break, I am back working on the project. The main feature added for this devlog is the Notepad app . Grab a note from the tray, click on it, then type. The notes convert Markdown into HTML. The HTML is sanitised so it can’t be used to run malicious scripts. Top Tip Try adding the FPS OS logo as a sticker by typing:  into any Notepad window. Bonus feature: More Physics It is now possible to add physics to the 3DUI windows (PC screen/notepad notes). Along with this change, it is much more fun to throw objects around. Objects now keep momentum when let go. Top Tip The 3DUI system used for the windows is kinda buggy. For best results face yourself towards the wall with the door on it and place the window in front of you. Bonus feature: More grabbing More objects are able to be picked up including the clock, shelf and rug. Some objects are still work in progress. Bug fixes Objects can now be thrown out the windows You can walk through the doorway after you delete the door Current bugs Right click doesn’t work on MacBooks (fixed!) The velocity from the player is being subtracted instead of added to dropped objects (fixed!) Moved PC windows can not be interacted with (fixed!) Coming soon… My current checklist is: [x] Computer [Window] [x] Notepad [Window] [ ] Clipboard [ ] Gun? (it is an FPS after all…) [ ] Settings [Window] [ ] Ship to WebOS 1...
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69622
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Starbie by @Brokie | Stardance
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Brokie
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0
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4.5
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0
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[]
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[{"post_id": 79488, "ts": "202 [{"post_id": 79488, "ts": "2026-10-14T08:33:59Z", "hours": 4.495, "text": "Made this digital pet console something like Tamagotchi where u play and feed with the pet to keep it alive"}]...
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Title: Starbie by @Brokie | Stardance
Devlogs:
Ma Title: Starbie by @Brokie | Stardance
Devlogs:
Made this digital pet console something like Tamagotchi where u play and feed with the pet to keep it alive...
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1792857253.9842932
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1793721253.9842932
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67515
|
My awesome macropad! by @veltrix | Stardance
|
veltrix
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0
|
14.51
|
0
|
[]
|
[{"post_id": 79489, "ts": "202 [{"post_id": 79489, "ts": "2026-10-14T08:48:02Z", "hours": 5.7189, "text": "finally! MY PCB IS DONEEE!! YAYYY!! >.<"}, {"post_id": 77857, "ts": "2026-10-08T15:40:00Z", "hours": 0.3061, "text": "iam a little busy today T^T"}, {"post_id": 77586, "ts": "2026-10-07T15:32:31Z", "hours": 0.8289, "text": "PCB part 4 TvT"}, {"post_id": 77312, "ts": "2026-10-06T14:51:34Z", "hours": 0.8964, "text": "PCB part 3 TwT."}, {"post_id": 77057, "ts": "2026-10-05T14:41:18Z", "hours": 0.7558, "text": "PCB part 2😭😭"}, {"post_id": 76768, "ts": "2026-10-04T15:04:03Z", "hours": 1.3244, "text": "PCB design part-1"}, {"post_id": 76313, "ts": "2026-10-03T05:02:53Z", "hours": 0.4122, "text": "YAYYY!! done with schematics!"}, {"post_id": 76220, "ts": "2026-10-02T18:29:43Z", "hours": 4.2664, "text": "My first build!! I’m working on a hackpad."}]...
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Title: My awesome macropad! by @veltrix | Stardanc Title: My awesome macropad! by @veltrix | Stardance
Devlogs:
My first build!! I’m working on a hackpad.
YAYYY!! done with schematics!
PCB design part-1
PCB part 2😭😭
PCB part 3 TwT.
PCB part 4 TvT
iam a little busy today T^T
finally! MY PCB IS DONEEE!! YAYYY!! >.<...
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1793112543.070326
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1793717343.070326
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69629
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BetterW4 by @jonbng | Stardance
|
jonbng
|
1
|
6.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-21T10:38:47Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Hey everybody! This is my first launch of my project BetterW4! It is a mobile app for my own high school that allows students to interact with the school platform we use (W4). Its a mobile app made in kotlin for Android and Swift (UI) for ios. We released it on both on the play and app store and already more than 80% of my school is using it. It has several features, the mainof them being easily being able to see your schedule and if classes are canceled and seeing your abences.", "repo": "https://github.com/jonbng/betterw4", "demo": "https://play.google.com/store/apps/details?id=dk.jonathanb.w4"}]...
|
[{"post_id": 79493, "ts": "202 [{"post_id": 79493, "ts": "2026-10-14T09:25:01Z", "hours": 5.6669, "text": "Released the first public version of the BetterW4 app to both android and IOS! To make the app I based it off of another app i made (BetterLectio) and modified it to work with the W4 platform. The app is already being used by more than 80% of my school of around 200 students already which is really cool :)"}]...
|
Title: BetterW4 by @jonbng | Stardance
Devlogs:
R Title: BetterW4 by @jonbng | Stardance
Devlogs:
Released the first public version of the BetterW4 app to both android and IOS! To make the app I based it off of another app i made (BetterLectio) and modified it to work with the W4 platform. The app is already being used by more than 80% of my school of around 200 students already which is really cool :)
Ships:
Hey everybody! This is my first launch of my project BetterW4! It is a mobile app for my own high school that allows students to interact with the school platform we use (W4). Its a mobile app made in kotlin for Android and Swift (UI) for ios. We released it on both on the play and app store and already more than 80% of my school is using it. It has several features, the mainof them being easily being able to see your schedule and if classes are canceled and seeing your abences....
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1793155929.5660388
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1793242329.5660388
|
|
69619
|
Ferrari chrome by @sqnder_ | Stardance
|
sqnder_
|
1
|
1.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T09:48:36Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built a daily ferari generator. Every day it shows a diffrent ferrari, you can go back to past dates.", "repo": "https://github.com/sqnder0/ferrari-of-the-day", "demo": "https://sqnder0.github.io/ferrari-of-the-day/"}]...
|
[{"post_id": 79496, "ts": "202 [{"post_id": 79496, "ts": "2026-10-14T09:47:34Z", "hours": 1.2575, "text": "This was a rather short project ‘cause I already have a lot of expierence developing frontend stuff. It was a rather interesting project ‘cause I didn’t now I could use vite for gh pages and haven’t really ever written a github workflow."}]...
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Title: Ferrari chrome by @sqnder_ | Stardance
Dev Title: Ferrari chrome by @sqnder_ | Stardance
Devlogs:
This was a rather short project ‘cause I already have a lot of expierence developing frontend stuff. It was a rather interesting project ‘cause I didn’t now I could use vite for gh pages and haven’t really ever written a github workflow.
Ships:
I built a daily ferari generator. Every day it shows a diffrent ferrari, you can go back to past dates....
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1793155923.6068454
|
1793242323.6068454
|
|
29560
|
WarioWare Game by @NC | Stardance
|
NC
|
2
|
9.0
|
6
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-14T10:02:59Z", "hours": 2.0, "multiplier": 3.42, "payout": 6, "blessing": "neutral", "text": "I made my WarioWare Game for the 2nd mission. Something I changed was all the assets. I made them all by myself in Piskel! I made 5 minigames Minigame 1 - Collect all the pieces of garlic as Wario before the timer runs out Minigame 2 - Click all the pieces of garlic before the timer runs out Minigame 3 - Dodge the Boulders until the timer runs out Minigame 4 - Parkour up the platforms as the orange lava rises Minigame 5 - Jump over the Koopa Shells before time runs out", "repo": "https://github.com/NCGameMaking/WarioWare", "demo": "https://ncgamemaking.itch.io/warioware"}, {"ship_num": 2, "ts": "2026-07-04T01:46:29Z", "hours": 7.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A Warioware style minigame project. Fast-paced levels with a life system. Custom lose screen interface tracking score. I made a WarioWare themed game with 5 minigames in total. You have to beat all 5 minigames What I found was challenging was designing and creating my own minigames as well as linking my own minigames to the ones in the guide. What I am most proud of is how polished the game feels especially and how fun the games turned out to be. The controls are intuitive and easy to learn as in most of the minigames, you only use the arrow keys", "repo": "https://github.com/NCGameMaking/WarioWare", "demo": "https://ncgamemaking.itch.io/warioware"}]...
|
[{"post_id": 79499, "ts": "202 [{"post_id": 79499, "ts": "2026-10-14T09:55:38Z", "hours": 0.4294, "text": "Finished the README Just added a few pics and description no big deal"}, {"post_id": 67103, "ts": "2026-09-13T05:05:04Z", "hours": 1.0717, "text": "Update on Game Assets and Minigame 4 I have made my own asset for the game, the Wario, the boulders, the koopa shells myself now and adjusted the platform layout for the lava rising level to make it easier for the player."}, {"post_id": 21838, "ts": "2026-07-03T23:42:02Z", "hours": 1.9581, "text": "its done… Just spent time fixing on Warioware game, it took a really long, I was trying to figure out why my level for some reason, was going on level 1,2,3 straight to 5! What happened to my level 4. I literally just exported the game, uploaded it on itch.io played it, then realised HUH? for the next hour I just sat there staring at lines of code scrutinizing every individual variable line of code, (heck I even paid attention to the yellow labels!) I realised that I had been giving an extra command Global.minigames_done += 1 when my timer screen was already running that command, so the Global variable will run twice causing it to skip the 4th level. And also it happened that the lose screen buttons happened to not work, it was so annoying, RAAAAH. After another whole hour, it works! I had this function func _process ( delta ): if lives == 0 : lives = 5 get_tree () . change_scene_to_file ( \"res://lose_screen.tscn\" ) so i just added a line in front of the get_tree() function lives = 5 . It’s finally working now!!"}, {"post_id": 21188, "ts": "2026-07-03T00:16:07Z", "hours": 0.7503, "text": "Minigames 3, 4, & 5 Complete! Just made minigames 3, 4, and 5! The code the course provided was really helpful. It was incredibly modular , in fact, almost like a copy-paste job, other than the individual logic behind each minigame. Minigame 3: Boulder Dodge Type : Dodging game Mechanic : Boulders fall out of the sky. Objective : Wario has to dodge them until the timer runs out. Minigame 4: The Floor is Lava Type : Survival Parkour Mechanic : Orange lava slowly rises up to catch you. It rises faster and faster as time goes on! Objective : Wario has to parkour up the platforms and survive the full 10 seconds by climbing up. Minigame 5: Koopa Shell dodge Type : Horizontal Dodging game Mechanic : Instead of boulders falling from the sky, Koopa Shells fly across the ground. Objective : Wario has to jump over the Koopa Shells and dodge them until the timer runs out!"}, {"post_id": 21110, "ts": "2026-07-02T22:09:07Z", "hours": 1.3694, "text": "Forgot to say I added minigame 1, yeah Wario just collects the Garlics, you have to collect the garlics before the timer runs out"}, {"post_id": 20551, "ts": "2026-07-02T05:07:12Z", "hours": 2.2422, "text": "Just made minigame 2, code is fairly simple its working, now onto the third game my own choice, I am thinking of making a dodging game. Boulder fall out of the sky and Wario has to dodge them before by the time the timer runs out"}, {"post_id": 20373, "ts": "2026-07-01T23:18:31Z", "hours": 0.7239, "text": "Just made the title slide and level lives thingy. Put basic functions for the buttons, yeah, its looking good. Now making the player for platformer"}]...
|
Title: WarioWare Game by @NC | Stardance
Devlogs: Title: WarioWare Game by @NC | Stardance
Devlogs:
Just made the title slide and level lives thingy. Put basic functions for the buttons, yeah, its looking good. Now making the player for platformer
Just made minigame 2, code is fairly simple its working, now onto the third game my own choice, I am thinking of making a dodging game. Boulder fall out of the sky and Wario has to dodge them before by the time the timer runs out
Forgot to say I added minigame 1, yeah Wario just collects the Garlics, you have to collect the garlics before the timer runs out
Minigames 3, 4, & 5 Complete! Just made minigames 3, 4, and 5! The code the course provided was really helpful. It was incredibly modular , in fact, almost like a copy-paste job, other than the individual logic behind each minigame. Minigame 3: Boulder Dodge Type : Dodging game Mechanic : Boulders fall out of the sky. Objective : Wario has to dodge them until the timer runs out. Minigame 4: The Floor is Lava Type : Survival Parkour Mechanic : Orange lava slowly rises up to catch you. It rises faster and faster as time goes on! Objective : Wario has to parkour up the platforms and survive the full 10 seconds by climbing up. Minigame 5: Koopa Shell dodge Type : Horizontal Dodging game Mechanic : Instead of boulders falling from the sky, Koopa Shells fly across the ground. Objective : Wario has to jump over the Koopa Shells and dodge them until the timer runs out!
its done… Just spent time fixing on Warioware game, it took a really long, I was trying to figure out why my level for some reason, was going on level 1,2,3 straight to 5! What happened to my level 4. I literally just exported the game, uploaded it on itch.io played it, then realised HUH? for the next hour I just sat there staring at lines of code scrutinizing every individual variable line of code, (heck I even paid attention to the yellow labels!) I realised that I had been giving an extra command Global.minigames_done += 1 when my timer screen was already running that command, so the Global variable will run twice causing it to skip the 4th level. And also it happened that the lose screen buttons happened to not work, it was so annoying, RAAAAH. After another whole hour, it works! I had this function func _process ( delta ): if lives == 0 : lives = 5 get_tree () . change_scene_to_file ( "res://lose_screen.tscn" ) so i just added a line in front of the get_tree() function lives = 5 . It’s finally working now!!
Update on Game Assets and Minigame 4 I have made my own asset for the game, the Wario, the boulders, the koopa shells myself now and adjusted the platform layout for the lava rising level to make it easier for the player.
Finished the README Just added a few pics and description no big deal
Ships:
A Warioware style minigame project. Fast-paced levels with a life system. Custom lose screen interface tracking score. I made a WarioWare themed game with 5 minigames in total. You have to beat all 5 minigames What I found was challenging was designing and creating my own minigames as well as linking my own minigames to the ones in the guide. What I am most proud of is how polished the game feels especially and how fun the games turned out to be. The controls are intuitive and easy to learn as in most of the minigames, you only use the arrow keys
I made my WarioWare Game for the 2nd mission. Something I changed was all the assets. I made them all by myself in Piskel! I made 5 minigames Minigame 1 - Collect all the pieces of garlic as Wario before the timer runs out Minigame 2 - Click all the pieces of garlic before the timer runs out Minigame 3 - Dodge the Boulders until the timer runs out Minigame 4 - Parkour up the platforms as the orange lava rises Minigame 5 - Jump over the Koopa Shells before time runs out...
|
1793138124.6598969
|
1793224524.6598969
|
|
67813
|
NASA BLOG by @Lalith | Stardance
|
Lalith
|
1
|
10.87
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-07T19:01:08Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Mission Log is a NASA-themed full-stack blog built with Next.js, React, Mongoose, and MongoDB, featuring Markdown articles, accounts, search, NASA data explorers, saved articles, and an editorial studio. The biggest challenges were connecting Atlas and Vercel, configuring environment variables, fixing author login, and restoring the redesigned site after an older deployment replaced it. The part I’m proudest of is how the original blog idea grew into a space publication where people can read stories, explore related data, and save what interests them. To test it, visit Mission Log, open articles, browse topics, try search, and explore the NASA data pages; account features include saving articles and following topics, while publishing requires authorization. Database credential recovery is still unfinished, so database-backed features may fail until configuration is updated. The project was developed with slight AI assistance, and Mission Log is not affiliated with NASA.", "repo": "https://github.com/Hustlenix/mission-log", "demo": "https://mission-log-omega.vercel.app/"}]...
|
[{"post_id": 79502, "ts": "202 [{"post_id": 79502, "ts": "2026-10-14T10:25:53Z", "hours": 0.8728, "text": "I wrote the whole read me by myself, ig it wil get shipped!"}, {"post_id": 77645, "ts": "2026-10-07T18:51:58Z", "hours": 0.7572, "text": "I’ve sucess fully finished this project, thats what i gi=uess. This was a good journey of that API keys and making a full stack website"}, {"post_id": 77280, "ts": "2026-10-06T12:38:11Z", "hours": 2.3531, "text": "NASA"}, {"post_id": 77092, "ts": "2026-10-05T16:54:38Z", "hours": 2.0228, "text": "It just looks like i have sorted everything out, and it is ready to be shipped, but this has few major problems like: the search isnt good the blog is not brodned to match a complete blog, this all feels kinda mid and not finished, so i set my AI to plan, research, and webscrape NASA and help me build a good blog site for NASA!!!"}, {"post_id": 76754, "ts": "2026-10-04T14:27:19Z", "hours": 1.4617, "text": "I have finished the overall UI/Ux of it and now i am on the mission to do those ENV files to make it a Full stack website, man why is it soo hard to make a full stack website man? i was well of when i was just useing my github pages for everyting😭😭, setting up the keys is way harder. Like creating a project, pushing the code, signing in for mongoDB or smtg. and also after doing all of these it will still say, deployment failed🙏🏻😭"}, {"post_id": 76594, "ts": "2026-10-04T03:12:52Z", "hours": 2.9228, "text": "I am on the mission to make a better blog than Nasa’s Blog, using their API key’s help and also webscrape them and use it. You can also get one from this link: https://api.nasa.gov/ that too for free"}]...
|
Title: NASA BLOG by @Lalith | Stardance
Devlogs:
Title: NASA BLOG by @Lalith | Stardance
Devlogs:
I am on the mission to make a better blog than Nasa’s Blog, using their API key’s help and also webscrape them and use it. You can also get one from this link: https://api.nasa.gov/ that too for free
I have finished the overall UI/Ux of it and now i am on the mission to do those ENV files to make it a Full stack website, man why is it soo hard to make a full stack website man? i was well of when i was just useing my github pages for everyting😭😭, setting up the keys is way harder. Like creating a project, pushing the code, signing in for mongoDB or smtg. and also after doing all of these it will still say, deployment failed🙏🏻😭
It just looks like i have sorted everything out, and it is ready to be shipped, but this has few major problems like: the search isnt good the blog is not brodned to match a complete blog, this all feels kinda mid and not finished, so i set my AI to plan, research, and webscrape NASA and help me build a good blog site for NASA!!!
NASA
I’ve sucess fully finished this project, thats what i gi=uess. This was a good journey of that API keys and making a full stack website
I wrote the whole read me by myself, ig it wil get shipped!
Ships:
Mission Log is a NASA-themed full-stack blog built with Next.js, React, Mongoose, and MongoDB, featuring Markdown articles, accounts, search, NASA data explorers, saved articles, and an editorial studio. The biggest challenges were connecting Atlas and Vercel, configuring environment variables, fixing author login, and restoring the redesigned site after an older deployment replaced it. The part I’m proudest of is how the original blog idea grew into a space publication where people can read stories, explore related data, and save what interests them. To test it, visit Mission Log, open articles, browse topics, try search, and explore the NASA data pages; account features include saving articles and following topics, while publishing requires authorization. Database credential recovery is still unfinished, so database-backed features may fail until configuration is updated. The project was developed with slight AI assistance, and Mission Log is not affiliated with NASA....
|
1793062276.489962
|
1793148676.489962
|