|
61354
|
My awesome macropad! by @Faisalsaleem | Stardance
|
Faisalsaleem
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Faisalsaleem | Sta Title: My awesome macropad! by @Faisalsaleem | Stardance...
|
1793649015.666272
|
1794253815.666272
|
|
61356
|
My very own WebOS by @sufyanMXH | Stardance
|
sufyanMXH
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @sufyanMXH | Stardance
|
1793649016.5530262
|
1794253816.5530262
|
|
61357
|
My awesome macropad! by @marco_pallante | Stardanc My awesome macropad! by @marco_pallante | Stardance...
|
marco_pallante
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @marco_pallante | S Title: My awesome macropad! by @marco_pallante | Stardance...
|
1793649017.493293
|
1794253817.493293
|
|
61358
|
栖苞 by @2295905258 | Stardance
|
2295905258
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: 栖苞 by @2295905258 | Stardance
|
1793649018.380271
|
1794253818.380271
|
|
28010
|
Credit Risk Model by @knightfallShashy | Stardance
|
knightfallShashy
|
1
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-01T06:28:32Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Built a credit risk model that predicts the probability of default for loan borrowers using logistic regression. The most challenging part was understanding why logistic regression works for this problem instead of linear regression — the sigmoid curve keeps outputs between 0 and 1, which is essential for probabilities. I’m proud of building a fully functional expected loss function from scratch that a real bank risk team could use. To test it, run the script with the CSV in the same folder and call expected_loss_func() with any borrower’s details to get their expected dollar loss.", "repo": "https://github.com/Shashyster/JP-Morgan-Quant-Task-3", "demo": "https://github.com/Shashyster/JP-Morgan-Quant-Task-3/releases/tag/v1.0"}]...
|
[{"post_id": 19815, "ts": "202 [{"post_id": 19815, "ts": "2026-07-01T06:27:14Z", "hours": 0.2914, "text": "I officially finished the Dist file. with everything compiled in it. Additionally, I’m done writing the README and pushed everything to Git."}, {"post_id": 18128, "ts": "2026-06-29T04:24:32Z", "hours": 1.4044, "text": "Built a credit risk model for JPMorgan Chase Quantitative Research Task 3. Used logistic regression in Python (scikit-learn) to predict the probability of default (PD) for 10,000 loan borrowers. Split the data 80/20 for training and testing, then calculated expected loss per loan using the formula: PD × Loan Amount × 0.90, assuming a 10% recovery rate."}]...
|
Title: Credit Risk Model by @knightfallShashy | St Title: Credit Risk Model by @knightfallShashy | Stardance
Devlogs:
Built a credit risk model for JPMorgan Chase Quantitative Research Task 3. Used logistic regression in Python (scikit-learn) to predict the probability of default (PD) for 10,000 loan borrowers. Split the data 80/20 for training and testing, then calculated expected loss per loan using the formula: PD × Loan Amount × 0.90, assuming a 10% recovery rate.
I officially finished the Dist file. with everything compiled in it. Additionally, I’m done writing the README and pushed everything to Git.
Ships:
Built a credit risk model that predicts the probability of default for loan borrowers using logistic regression. The most challenging part was understanding why logistic regression works for this problem instead of linear regression — the sigmoid curve keeps outputs between 0 and 1, which is essential for probabilities. I’m proud of building a fully functional expected loss function from scratch that a real bank risk team could use. To test it, run the script with the CSV in the same folder and call expected_loss_func() with any borrower’s details to get their expected dollar loss....
|
1793649019.2764072
|
1793735419.2764072
|
|
61359
|
My first slack bot! by @Dukey | Stardance
|
Dukey
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @Dukey | Stardance
|
1793649020.485205
|
1794253820.485205
|
|
61363
|
Terminal Clock by @TheMainGame | Stardance
|
TheMainGame
|
0
|
4.09
|
0
|
[]
|
[{"post_id": 71291, "ts": "202 [{"post_id": 71291, "ts": "2026-09-20T16:10:39Z", "hours": 1.1411, "text": "Started writing the script for the clock. Still needs improvement though. I have used AI to help me, as I am just not functionally capable of learning that much python especially given that I’m still in school and GCSEs are fast approaching. I have still got some polishing to do, and I need to go over my BOM to smear everything out and read the manuals for the items. A lot to do tbh, and I still have to redesign the clock case so that it fits all of my components… See you in the next devlog!!"}, {"post_id": 70262, "ts": "2026-09-18T20:36:07Z", "hours": 1.1367, "text": "Did some testing of code, I mainly just messed around for 10 minutes each day slowly adding QoL updates to the python gui script. I am planning on designing a new UI in Figma and using TkinterDesiginer to turn the UI into code, and then adding all of the functionality such as buttons and stuff after, once I have combed over the BOM once more. Thanks for following along and I hope to create a timelapse of me designing the website tomorrow or on Sunday!"}, {"post_id": 67411, "ts": "2026-09-13T14:43:03Z", "hours": 0.3436, "text": "Finished writing the BOM (Bill Of Materials) csv file. All in all It took 2 hours, but Hackatime only counted 18 minutes since I spent the rest of the time doing research into the items and getting everything ready. I am next going to either redesign the Clock design to fit these items, or I am going to (do that later) and learn the code that I will need to either create an OS for the alarm clock or have a script that will always run on boot, that gives the alarm clock its functionality. Looking forwards to it!"}, {"post_id": 66722, "ts": "2026-09-12T16:45:01Z", "hours": 1.4725, "text": "Designed a Clock shell. It is supposed to look like a CRT TV screen, but instead looks like an old colour TV, which I think is what I am going to go for now. I have 4 feet for the TV box, with a hole for a display and a cube to put the antenna in. Designed in FreeCAD and sliced in the Bambu Studio slicer. I will recolour it later, but my 0.2mm nozzle has a bit of filament stuck in it and a cold pull didn’t work. (I ordered a new one so it’s fine). Now I need to pick a Pi board (either Pico or Zero 2WH)."}]...
|
Title: Terminal Clock by @TheMainGame | Stardance
Title: Terminal Clock by @TheMainGame | Stardance
Devlogs:
Designed a Clock shell. It is supposed to look like a CRT TV screen, but instead looks like an old colour TV, which I think is what I am going to go for now. I have 4 feet for the TV box, with a hole for a display and a cube to put the antenna in. Designed in FreeCAD and sliced in the Bambu Studio slicer. I will recolour it later, but my 0.2mm nozzle has a bit of filament stuck in it and a cold pull didn’t work. (I ordered a new one so it’s fine). Now I need to pick a Pi board (either Pico or Zero 2WH).
Finished writing the BOM (Bill Of Materials) csv file. All in all It took 2 hours, but Hackatime only counted 18 minutes since I spent the rest of the time doing research into the items and getting everything ready. I am next going to either redesign the Clock design to fit these items, or I am going to (do that later) and learn the code that I will need to either create an OS for the alarm clock or have a script that will always run on boot, that gives the alarm clock its functionality. Looking forwards to it!
Did some testing of code, I mainly just messed around for 10 minutes each day slowly adding QoL updates to the python gui script. I am planning on designing a new UI in Figma and using TkinterDesiginer to turn the UI into code, and then adding all of the functionality such as buttons and stuff after, once I have combed over the BOM once more. Thanks for following along and I hope to create a timelapse of me designing the website tomorrow or on Sunday!
Started writing the script for the clock. Still needs improvement though. I have used AI to help me, as I am just not functionally capable of learning that much python especially given that I’m still in school and GCSEs are fast approaching. I have still got some polishing to do, and I need to go over my BOM to smear everything out and read the manuals for the items. A lot to do tbh, and I still have to redesign the clock case so that it fits all of my components… See you in the next devlog!!...
|
1793649021.3917143
|
1794253821.3917143
|
|
2067
|
Pi Zero 2 W Enclosure by @Jxsh | Stardance
|
Jxsh
|
1
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-01T18:46:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "PrintGuard Raspberry Pi Zero 2 W Protective Enclosure Start Time: 01/05/2026 End Time: 04/05/2026 Total Hours: 5.3 hrs Session 1 Date: 01/05/2026 Time: 2pm - 3pm Duration: 1 hr Work Type: Research Tasks: Researched the Raspberry Pi Zero 2 W specifications Got measurements for the PCB (65mm × 30mm) Noted port positions for Mini HDMI, Micro USB OTG, Micro USB power and microSD slot Session 2 Date: 02/05/2026 Time: 10am - 11:30am Duration: 1.5 hrs Work Type: Modelling Tasks: Set up new Onshape project for PrintGuard Created base sketch using Pi Zero 2 W measurements Modelled enclosure base with 4× M2.5 standoff columns and port cutouts Exported base as STL (printGuard.stl) Session 3 Date: 03/05/2026 Time: 2pm - 3:30pm Duration: 1.5 hrs Work Type: Modelling / Testing Tasks: Designed snap fit lid in Onshape with passive cooling fins Added optional OLED window and a protective lid Images: Screenshot 2026-05-25 at 13 10 30 ⚠️ Issues / Challenges microSD cutout was 0.5mm too narrow on first print — fixed by updating it github link wasnt working (fixed)", "repo": "https://github.com/Jack12346785/PrintGuard-Raspberry-Pi-Zero-2-W-Protective-Enclosure", "demo": ""}]...
|
[{"post_id": 373, "ts": "2026- [{"post_id": 373, "ts": "2026-06-01T18:37:20Z", "hours": 0.3825, "text": "the enclosure"}]...
|
Title: Pi Zero 2 W Enclosure by @Jxsh | Stardance
Title: Pi Zero 2 W Enclosure by @Jxsh | Stardance
Devlogs:
the enclosure
Ships:
PrintGuard Raspberry Pi Zero 2 W Protective Enclosure Start Time: 01/05/2026 End Time: 04/05/2026 Total Hours: 5.3 hrs Session 1 Date: 01/05/2026 Time: 2pm - 3pm Duration: 1 hr Work Type: Research Tasks: Researched the Raspberry Pi Zero 2 W specifications Got measurements for the PCB (65mm × 30mm) Noted port positions for Mini HDMI, Micro USB OTG, Micro USB power and microSD slot Session 2 Date: 02/05/2026 Time: 10am - 11:30am Duration: 1.5 hrs Work Type: Modelling Tasks: Set up new Onshape project for PrintGuard Created base sketch using Pi Zero 2 W measurements Modelled enclosure base with 4× M2.5 standoff columns and port cutouts Exported base as STL (printGuard.stl) Session 3 Date: 03/05/2026 Time: 2pm - 3:30pm Duration: 1.5 hrs Work Type: Modelling / Testing Tasks: Designed snap fit lid in Onshape with passive cooling fins Added optional OLED window and a protective lid Images: Screenshot 2026-05-25 at 13 10 30 ⚠️ Issues / Challenges microSD cutout was 0.5mm too narrow on first print — fixed by updating it github link wasnt working (fixed)...
|
1793649022.6210437
|
1793735422.6210437
|
|
54231
|
My awesome macropad! by @yuvi5 | Stardance
|
yuvi5
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @yuvi5 | Stardance
|
1793649026.1340477
|
1794513026.1340477
|
|
61365
|
Alp by @jackr4bbit | Stardance
|
jackr4bbit
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Alp by @jackr4bbit | Stardance
|
1793649026.9993374
|
1794253826.9993374
|
|
61366
|
CIE Pseudocode IDE by @Zuhayr | Stardance
|
Zuhayr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: CIE Pseudocode IDE by @Zuhayr | Stardance
|
1793649028.1225257
|
1794253828.1225257
|
|
16774
|
flight_pad by @samraat-756 | Stardance
|
samraat-756
|
1
|
3.0
|
15
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-16T05:51:29Z", "hours": 3.0, "multiplier": 5.0, "payout": 15, "blessing": "neutral", "text": "I made a 3x3 macro-pad with 2 rotary encoders, and is used to control common cockpit camera views for Microsoft flight simulator 2020 and 2024. The most challenging part of this project was first, wiring up the PCB, when laying out the tracks in the PCB editor, and then having to spend hours debugging custom firmware developed using QMK MSYS, and VS.Code, due to incorrect referencing, and setting up the compile process correctly to ensure a flawless compile via MSYS. To test my project, people need to make sure that even though they flash the firmware onto the board, they should also make sure to assign key binds in the simulator itself. I left that part out of the project, as everyone assigns key binds differently to their liking (in-game).", "repo": "https://github.com/samraatpchauhan-eng/flight_pad", "demo": ""}]...
|
[{"post_id": 9077, "ts": "2026 [{"post_id": 9077, "ts": "2026-06-15T05:02:20Z", "hours": 1.5831, "text": "Finally finished compiling the firmware for the flight_pad, after long hours of troubleshooting! I have effectively completed the project, but still need to make some tweaks to the case. After that, I plan to submit it!"}, {"post_id": 8874, "ts": "2026-06-14T19:33:55Z", "hours": 0.3169, "text": "Finished Designing the case for the FlightPad. It follows a simple, minimalist design asthetic, with a “FLIGHTPAD” engraving on top. This follows the sandwich style key mount."}, {"post_id": 8848, "ts": "2026-06-14T18:33:46Z", "hours": 0.7314, "text": "Finished designing the PCB via KiCad, which utlizes both sides of the board, and a 3x3 matrix system. However, only one of the two rotary encoders’ buttons will be utilized due to a lack of pins"}, {"post_id": 7918, "ts": "2026-06-13T06:16:53Z", "hours": 0.4411, "text": "Finished designing the schematics of the FlightSim_Pad, including 9 switches and 2 rotary encoders"}]...
|
Title: flight_pad by @samraat-756 | Stardance
Dev Title: flight_pad by @samraat-756 | Stardance
Devlogs:
Finished designing the schematics of the FlightSim_Pad, including 9 switches and 2 rotary encoders
Finished designing the PCB via KiCad, which utlizes both sides of the board, and a 3x3 matrix system. However, only one of the two rotary encoders’ buttons will be utilized due to a lack of pins
Finished Designing the case for the FlightPad. It follows a simple, minimalist design asthetic, with a “FLIGHTPAD” engraving on top. This follows the sandwich style key mount.
Finally finished compiling the firmware for the flight_pad, after long hours of troubleshooting! I have effectively completed the project, but still need to make some tweaks to the case. After that, I plan to submit it!
Ships:
I made a 3x3 macro-pad with 2 rotary encoders, and is used to control common cockpit camera views for Microsoft flight simulator 2020 and 2024. The most challenging part of this project was first, wiring up the PCB, when laying out the tracks in the PCB editor, and then having to spend hours debugging custom firmware developed using QMK MSYS, and VS.Code, due to incorrect referencing, and setting up the compile process correctly to ensure a flawless compile via MSYS. To test my project, people need to make sure that even though they flash the firmware onto the board, they should also make sure to assign key binds in the simulator itself. I left that part out of the project, as everyone assigns key binds differently to their liking (in-game)....
|
1793649029.6143222
|
1793735429.6143222
|
|
61370
|
Shell Games by @santiagortega | Stardance
|
santiagortega
|
0
|
5.5
|
0
|
[]
|
[{"post_id": 69902, "ts": "202 [{"post_id": 69902, "ts": "2026-09-18T01:13:52Z", "hours": 0.2822, "text": "Shell Games (#7) Bug fixed: Now it shows my boats at the left and the ocean to attack at the right Exit Menu: And you can exit better from the app with ctrl + c or with Esc and it shows a little container with opcions to exit shellgames, and if you are in a game it also show the opcion to go back to the menu"}, {"post_id": 69441, "ts": "2026-09-17T02:01:11Z", "hours": 0.9236, "text": "Shell Games (#6) Some bugs: you can see in the screenshot that the map of battle ship is a little down and it doesn’t look good, i will sleep today, tomorrow i will fix it New game modes: in the hangman game now there are 3 game modes, play the one you like more! Feeback: if you want to help me, you can comment your ideas or feeback, i will really appreciate it"}, {"post_id": 68927, "ts": "2026-09-16T01:46:13Z", "hours": 0.9997, "text": "Shell Games (#5) English: now is fully in english, previusly was in spanish, my native language Single Command: and only it’s running shellgames and it opens the program! i’m trying to make a auto-update system to get all the updates from the github repository"}, {"post_id": 67581, "ts": "2026-09-13T18:39:08Z", "hours": 1.5756, "text": "Shell Games (Dev Log #4) Organization and Colors: i improve the organization of the menus with spaces between lines and put some colors to the games Invitations: you can invite your friends to play with only the name, and he get a notification to join the game Battleship: new game!, it’s on beta and needs some features to be ready Hangman game: i know, i need to put the man, other new game, one person type a secret word and the other needs to discover it"}, {"post_id": 66749, "ts": "2026-09-12T17:16:02Z", "hours": 0.6325, "text": "Shell games (Dev Log #3) 3 in row: The first game of shell games is 3 in row, the design is not the best but it’s ok to try and play, you can play it online but i’m still working on it, oh, i forgot to translate it to english, i speak spanish so i do my best to write this devlog"}, {"post_id": 66692, "ts": "2026-09-12T15:52:23Z", "hours": 0.785, "text": "New Design! Now Online! i put a tui design to make it more beautiful and a new menu insted of boring commands, and i create a cloudflared tunnel with my own domain to start working in the multiplayer games"}, {"post_id": 66640, "ts": "2026-09-12T14:23:09Z", "hours": 0.3044, "text": "Shell Games, it’s for play multiplayer games in the command-prompt and the server works locally with 2 terminal, for now there are some simple commands: /who and /quit. I’m going to make it more beautiful like a CLI. I would appreciate feedback"}]...
|
Title: Shell Games by @santiagortega | Stardance
Title: Shell Games by @santiagortega | Stardance
Devlogs:
Shell Games, it’s for play multiplayer games in the command-prompt and the server works locally with 2 terminal, for now there are some simple commands: /who and /quit. I’m going to make it more beautiful like a CLI. I would appreciate feedback
New Design! Now Online! i put a tui design to make it more beautiful and a new menu insted of boring commands, and i create a cloudflared tunnel with my own domain to start working in the multiplayer games
Shell games (Dev Log #3) 3 in row: The first game of shell games is 3 in row, the design is not the best but it’s ok to try and play, you can play it online but i’m still working on it, oh, i forgot to translate it to english, i speak spanish so i do my best to write this devlog
Shell Games (Dev Log #4) Organization and Colors: i improve the organization of the menus with spaces between lines and put some colors to the games Invitations: you can invite your friends to play with only the name, and he get a notification to join the game Battleship: new game!, it’s on beta and needs some features to be ready Hangman game: i know, i need to put the man, other new game, one person type a secret word and the other needs to discover it
Shell Games (#5) English: now is fully in english, previusly was in spanish, my native language Single Command: and only it’s running shellgames and it opens the program! i’m trying to make a auto-update system to get all the updates from the github repository
Shell Games (#6) Some bugs: you can see in the screenshot that the map of battle ship is a little down and it doesn’t look good, i will sleep today, tomorrow i will fix it New game modes: in the hangman game now there are 3 game modes, play the one you like more! Feeback: if you want to help me, you can comment your ideas or feeback, i will really appreciate it
Shell Games (#7) Bug fixed: Now it shows my boats at the left and the ocean to attack at the right Exit Menu: And you can exit better from the app with ctrl + c or with Esc and it shows a little container with opcions to exit shellgames, and if you are in a game it also show the opcion to go back to the menu...
|
1793649032.319793
|
1794253832.319793
|
|
61371
|
combopad by @nathany100 | Stardance
|
nathany100
|
0
|
4.79
|
0
|
[]
|
[{"post_id": 80220, "ts": "202 [{"post_id": 80220, "ts": "2026-10-16T19:45:17Z", "hours": 0.4403, "text": "Devlog #5! (srry guys for the long wait T^T my computer broke and after i got a new one, i had loads of other ysws and forgot about this one) Ok so i finished the basic code for the macropad (ill finish the code once i get the project shipped), uh thats it bye :>"}, {"post_id": 70794, "ts": "2026-09-19T19:38:32Z", "hours": 1.4508, "text": "Devlog #4! okok so this is probably going to be the last time im adding any components into the pcb because gah dayum rearranging and rewiring takes so long Stuff done: added oled screen rearranged layout of pcb to fit oled rewired pcb AGAIN >:( absolutely locked in on onshape modelling (even though it was freezing up every 5 seconds) (is it me or does it kinda look like a calculator )"}, {"post_id": 70591, "ts": "2026-09-19T12:31:59Z", "hours": 0.3439, "text": "Devlog #3 stuff done added rotary encoder wired schematics updated pcb (again)"}, {"post_id": 70584, "ts": "2026-09-19T12:08:32Z", "hours": 0.4753, "text": "Devlog #2 I basically proceeded to discard most of the stuff from the previous tutorial (since im making a 9-key macropad) but i made this keyboard matrix and a rewired pcb"}, {"post_id": 68525, "ts": "2026-09-15T08:19:06Z", "hours": 2.0806, "text": "Macropad Devlog #1! (Ok so i did a LOT of work in one day and completely forgot to devlog any of it, so ill spread out my progress over several logs.) Since this was my 1st time using KiCad, I followed the hackpad guide and familiarised myself with the software. Also ty to my friend @RishitJain for teaching me a lot of the stuff used in kicad"}]...
|
Title: combopad by @nathany100 | Stardance
Devlog Title: combopad by @nathany100 | Stardance
Devlogs:
Macropad Devlog #1! (Ok so i did a LOT of work in one day and completely forgot to devlog any of it, so ill spread out my progress over several logs.) Since this was my 1st time using KiCad, I followed the hackpad guide and familiarised myself with the software. Also ty to my friend @RishitJain for teaching me a lot of the stuff used in kicad
Devlog #2 I basically proceeded to discard most of the stuff from the previous tutorial (since im making a 9-key macropad) but i made this keyboard matrix and a rewired pcb
Devlog #3 stuff done added rotary encoder wired schematics updated pcb (again)
Devlog #4! okok so this is probably going to be the last time im adding any components into the pcb because gah dayum rearranging and rewiring takes so long Stuff done: added oled screen rearranged layout of pcb to fit oled rewired pcb AGAIN >:( absolutely locked in on onshape modelling (even though it was freezing up every 5 seconds) (is it me or does it kinda look like a calculator )
Devlog #5! (srry guys for the long wait T^T my computer broke and after i got a new one, i had loads of other ysws and forgot about this one) Ok so i finished the basic code for the macropad (ill finish the code once i get the project shipped), uh thats it bye :>...
|
1793649033.4933515
|
1794253833.4933515
|
|
61372
|
My very own WebOS by @Harry_Potter | Stardance
|
Harry_Potter
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My very own WebOS by @Harry_Potter | Starda Title: My very own WebOS by @Harry_Potter | Stardance...
|
1793649034.6783404
|
1794253834.6783404
|
|
61376
|
A.R.E.S by @CyberActron | Stardance
|
CyberActron
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A.R.E.S by @CyberActron | Stardance
|
1793649035.579137
|
1794253835.579137
|
|
61379
|
StuFolio by @AkshitKumarSingh | Stardance
|
AkshitKumarSingh
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: StuFolio by @AkshitKumarSingh | Stardance
|
1793649036.4839096
|
1794253836.4839096
|
|
61380
|
StrideOS by @pranavvpatil | Stardance
|
pranavvpatil
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: StrideOS by @pranavvpatil | Stardance
|
1793649037.3742764
|
1794253837.3742764
|
|
61381
|
JARVIS by @chiranjiviatharvpro | Stardance
|
chiranjiviatharvpro
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: JARVIS by @chiranjiviatharvpro | Stardance
|
1793649038.2479684
|
1794253838.2479684
|
|
28267
|
NovaTab by @Greg_ios | Stardance
|
Greg_ios
|
1
|
3.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-30T11:52:08Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A modern and customizable browser start page designed to make every new tab useful. NovaTab combines search, productivity tools, weather updates, quick links, and a clean interface into one dashboard. Features: Smart search bar Weather widget To-do list Quick access shortcuts Modern responsive design Customizable dashboard Built with HTML, CSS, and JavaScript.", "repo": "https://github.com/travletothefurureprogramming/NovaTab", "demo": "https://travletothefurureprogramming.github.io/NovaTab/"}]...
|
[{"post_id": 19132, "ts": "202 [{"post_id": 19132, "ts": "2026-06-30T11:41:22Z", "hours": 0.2931, "text": "NovaTab – Devlog #6 This update focuses on deployment and project documentation improvements. New Changes Project successfully deployed using GitHub Pages Live version is now publicly accessible online Created a clean and structured README.md file Improved project presentation and documentation clarity Improvements Better project visibility with live hosting More professional repository structure Clear usage instructions and feature overview in README Notes NovaTab is now fully accessible as a web app and properly documented for users and contributors."}, {"post_id": 19122, "ts": "2026-06-30T11:20:25Z", "hours": 0.5708, "text": "NovaTab – Devlog #5 Refactored and expanded NovaTab into a more structured productivity dashboard. New Features Added To-Do system with localStorage (create, toggle, delete tasks) Added Calendar widget with monthly navigation and current day highlight Refactoring / Structure Split project into separate files: index.html styles/style.css scripts/app.js Cleaner separation of UI, logic, and styling Improvements Better project organization and scalability Improved layout consistency Persistent state for links and tasks via localStorage Smoother widget interaction (search, calendar, to-do)"}, {"post_id": 19097, "ts": "2026-06-30T10:03:56Z", "hours": 0.7972, "text": "NovaTab – Devlog #4 Added customizable Quick Links powered by localStorage. New Features Added custom quick links section Users can add their own links directly from the UI Links are saved with localStorage and persist between sessions Right-click to remove saved links Added show/hide panel for managing links Improvements Improved bottom navigation layout Added weather API error handling Cleaned up UI interactions and styling Next Steps To-do list with localStorage Light/Dark theme toggle Better weather icons and location display Settings panel"}, {"post_id": 18499, "ts": "2026-06-29T17:46:23Z", "hours": 0.4436, "text": "NovaTab – Devlog #3 Improved NovaTab into a more functional productivity dashboard. New features Added real-time weather using Open-Meteo API Integrated browser geolocation for automatic location detection Expanded command system with shortcuts: /git GitHub search /ytb YouTube search /r Reddit search /chat OpenAI chat shortcut /mail Gmail access Improved overall UX flow for faster search interactions Improvements Cleaner UI spacing and structure Better input handling (Enter key support) More consistent command behavior across features Next steps Add quick links section Improve weather widget UI (icons + styling) Add local storage for personalization Add theme (dark/light toggle)"}, {"post_id": 18471, "ts": "2026-06-29T17:11:33Z", "hours": 0.3136, "text": "NovaTab – Devlog #2 Improved the overall design and user experience of NovaTab. Changes Added a modern dark gradient background Redesigned the search bar with a glass-like style Improved spacing and typography Added smooth hover and focus animations Refined the clock and date display Next Quick links To-do list Weather widget"}, {"post_id": 18454, "ts": "2026-06-29T16:51:20Z", "hours": 0.3253, "text": "NovaTab – Devlog #1 Started building NovaTab, a custom new tab page for productivity. Done so far: Basic layout with HTML/CSS/JS Centered UI with Flexbox Live clock and date using JavaScript Date Working search bar with Google redirect Enter key support for search Next steps: Add quick links Improve UI (dark mode / styling) Add to-do list (localStorage) Weather API integration"}]...
|
Title: NovaTab by @Greg_ios | Stardance
Devlogs:
Title: NovaTab by @Greg_ios | Stardance
Devlogs:
NovaTab – Devlog #1 Started building NovaTab, a custom new tab page for productivity. Done so far: Basic layout with HTML/CSS/JS Centered UI with Flexbox Live clock and date using JavaScript Date Working search bar with Google redirect Enter key support for search Next steps: Add quick links Improve UI (dark mode / styling) Add to-do list (localStorage) Weather API integration
NovaTab – Devlog #2 Improved the overall design and user experience of NovaTab. Changes Added a modern dark gradient background Redesigned the search bar with a glass-like style Improved spacing and typography Added smooth hover and focus animations Refined the clock and date display Next Quick links To-do list Weather widget
NovaTab – Devlog #3 Improved NovaTab into a more functional productivity dashboard. New features Added real-time weather using Open-Meteo API Integrated browser geolocation for automatic location detection Expanded command system with shortcuts: /git GitHub search /ytb YouTube search /r Reddit search /chat OpenAI chat shortcut /mail Gmail access Improved overall UX flow for faster search interactions Improvements Cleaner UI spacing and structure Better input handling (Enter key support) More consistent command behavior across features Next steps Add quick links section Improve weather widget UI (icons + styling) Add local storage for personalization Add theme (dark/light toggle)
NovaTab – Devlog #4 Added customizable Quick Links powered by localStorage. New Features Added custom quick links section Users can add their own links directly from the UI Links are saved with localStorage and persist between sessions Right-click to remove saved links Added show/hide panel for managing links Improvements Improved bottom navigation layout Added weather API error handling Cleaned up UI interactions and styling Next Steps To-do list with localStorage Light/Dark theme toggle Better weather icons and location display Settings panel
NovaTab – Devlog #5 Refactored and expanded NovaTab into a more structured productivity dashboard. New Features Added To-Do system with localStorage (create, toggle, delete tasks) Added Calendar widget with monthly navigation and current day highlight Refactoring / Structure Split project into separate files: index.html styles/style.css scripts/app.js Cleaner separation of UI, logic, and styling Improvements Better project organization and scalability Improved layout consistency Persistent state for links and tasks via localStorage Smoother widget interaction (search, calendar, to-do)
NovaTab – Devlog #6 This update focuses on deployment and project documentation improvements. New Changes Project successfully deployed using GitHub Pages Live version is now publicly accessible online Created a clean and structured README.md file Improved project presentation and documentation clarity Improvements Better project visibility with live hosting More professional repository structure Clear usage instructions and feature overview in README Notes NovaTab is now fully accessible as a web app and properly documented for users and contributors.
Ships:
A modern and customizable browser start page designed to make every new tab useful. NovaTab combines search, productivity tools, weather updates, quick links, and a clean interface into one dashboard. Features: Smart search bar Weather widget To-do list Quick access shortcuts Modern responsive design Customizable dashboard Built with HTML, CSS, and JavaScript....
|
1793649039.1113582
|
1793735439.1113582
|
|
61382
|
Tectonic by @Thepigcat | Stardance
|
Thepigcat
|
1
|
56.0
|
0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-31T21:52:01Z", "hours": 56.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a 2D Game engine/framework in C with the goal of making multiplayer game development easier and more accessible. I was able to put much of the basic infrastructure and game development tools in place, but many more difficult design decisions will have to be made before its reasonably sized and enjoyable to use. I was still able to build a working example game using the technology tho! Hope you enjoy :3", "repo": "https://github.com/Thepigcat76/tectonic-engine", "demo": "https://github.com/Thepigcat76/tectonic-engine/releases/tag/Initial-Release"}]...
|
[{"post_id": 85410, "ts": "202 [{"post_id": 85410, "ts": "2026-10-31T08:59:37Z", "hours": 8.8183, "text": "2D-Game-Engine Devlog #8 FINISHING STRETCH So much polishing and syncing between server and client 😭 Movement and entities now all sync seamlessly tho 🎉"}, {"post_id": 82610, "ts": "2026-10-25T12:43:07Z", "hours": 6.7342, "text": "2D-Game-Engine Declog #7 MULTIPLAYER! Since the last devlog i mainly worked on actually implementing a working multiplayer demo and fixing all the issue i ran into along the way! Entities and their components are being synced, the server is responsible for creating players… However, the server is currently not in control of movement, crate placement and collisions which is why those things can’t be synced at the moment. So that’s probably gonna be the last few things I’m gonna work on before shipping :3"}, {"post_id": 80225, "ts": "2026-10-16T19:49:27Z", "hours": 6.0731, "text": "#2D-Game-Engine Devlog #6 Finishing networking Most of the time on this devlog was spent working on finishing networking. I was mainly fixing the packet system which had some issues due to the way the packet header and packet queue were implemented. But as you can see, now people are able to join the server! Next, I’m gonna finally finish the ui and then work on the main remaining features, mostly relating to assets and textures in particular."}, {"post_id": 79305, "ts": "2026-10-13T13:15:21Z", "hours": 6.3128, "text": "2D-Game-Engine Devlog #5 Cameras 📷 Added the ability to use different cameras for specific render operations. Cameras can be applied and un-applied using regular render commands, making them very usable. Render-Layers ⛰️ Added render layers, so objects get rendered before/behind the player. Still has issues with the x coordinate lol. UI Added some rudimentary ui elements like labels and buttons. The ui is direct mode so its pretty much just drop in lol. I also added nine-slice scaling so ui elements can be scaled nicely. Next, I’m gonna implement collisions and some more ui functionality."}, {"post_id": 78132, "ts": "2026-10-09T17:53:18Z", "hours": 5.1611, "text": "2D-Game-Engine Devlog #4 This is another boring internal devlog without flashy things lol. This time I implemented better file paths as well as data saving/loading . Better Filepaths Added a function to tectonic underlying library to resolve file paths. This should help with providing file paths. Also improved the memory situation for asset manager data. Data Saving and Loading The most exciting part of this devlog is probably the api for loading and saving data that uses a json-like object format. The format supports integers, strings, lists and compound objects (as im writing this im realizing, that i should probably also add support for floats lol). Yea all in all, not that exciting even tho it took a ridiculous amount of time to get everything to work. Next, I’m gonna work on a small ui abstraction and then probably start polishing the engine to build a simple game with it and ship it."}, {"post_id": 75879, "ts": "2026-10-01T13:38:39Z", "hours": 5.3967, "text": "2D-Engine Devlog #3 Toml Resource Files 💾 I spent most of the last 5 hours getting the c toml library i’ve been using to work in my engine. This involved extending the library to support printing toml files, so they can be generated in code ^_^ This is particularly useful for replacing corrupt files and auto-generating files like settings and keybinds… Recursive parsing for nested toml tables 🔁 Since seperating keys in toml with dots means creating a table (this feature is awesome and annoying at the same time 😭 ), i had to find a way to parse nested tables. I did this using recursion and have used it in both the language file loader and the keybinds loader so far! I also had to figure out a way to parse tables that are part of a nested table for some cases. I did that with a check that looks ahead at the next table’s values and ensures that they are also tables. More asset loading 🖼️ Finally got around to implementing more of the Asset Loader . It now supports shaders (which were a bit tricky due to consisting of fragment and vertex shaders). I also added loading for sounds 🎶"}, {"post_id": 74443, "ts": "2026-09-27T11:57:48Z", "hours": 5.3139, "text": "Devlog #2 - Implementing more core systems Finished packet sending and receiving This should hopefully be the last piece of packet infrastructure required for the engine. It was mainly about encoding and decoding the packets properly, managing the sub processes and handling the shared resources. Implemented text rendering Next, I implemented the render command for drawing text to the screen. Like all rendering actions, the text drawing is stored as a command in an array that keeps the order and then applied at the end of the current game loop iteration. It supports custom font sizes and colors, but I still have to add support for custom fonts in the future. Implemented keyboard and mouse input and keymaps After text rendering i added events for keyboard and mouse input. This only handles the keys/mouse buttons being pressed and released. For checking if the key or button is held down, one can simply use a function. On top of that i also added keymaps that allow for easy keybinds with default keys, selecting keys or mouse buttons for an action, reseting and saving to a toml file. Started working on a Language Manager While adding names to the keymap, I realised that a proper engine should also supply a system for easily translating text. So I started adding a very basic translation manager that allows you to set a default locale and then load language files, change the current language… However both the translation manager and the keymap can not be saved to a config/resource file at the moment. That’s why I am probably gonna have to extend the toml library I used in a previous project to support all those things. Alr, see you next time :3"}, {"post_id": 72811, "ts": "2026-09-23T19:36:20Z", "hours": 3.4864, "text": "Devlog #1 - Multithreading shenanigans Reworking the packets Since the initial system for network packets was quite unintuitive and not very portable due to relying heavily on macros, I decided to try and simplify this system. I started by moving packet decoding to the main thread. This means that the packet receiver thread now pushes the raw bytebuf to the packet (data) queue and the main thread decodes then packet right before the user handles it. This way, we can avoid enforcing thread safety for decode context data. Improving thread handling Next up, I rewrote the client thread system to be state-driven, just like the server. That way i can easily handle connecting to a server, disconnecting and stopping the client. Also had to fix a bug where the thread handler wouldn’t pass the engine as an argument to the thread. Next up Tomorrow im gonna implement more of the actual packet encoding/decoding/handling, so i can actually make my example game playable Oh btw, i made this little player dude for my example game lol. I should probably implement input, so that he can move around and isn’t just stuck in one place."}, {"post_id": 72289, "ts": "2026-09-22T16:21:48Z", "hours": 8.7617, "text": "Initial Devlog - Setting up basic infrastructure I started this project off, by writing a lot of the api and basic stuff like a backend system and implementation in raylib along with some basic assets and events. The premise I wanted to create an engine that is extremely simple to use and that allows you to create multiplayer games in a systems language like C without you having to touch stuff like threads and socket libraries. Since its supposed to be a full on game engine, it should also be able to handle things like assets, events and rendering cleanly, out of the box. The networking approach While making the game multiplayer is optional, it is recommended to implement the game with separate client and server processes, to cleanly handle game logic and support future multiplayer. The client and server process use separate engine data but do share a backend (In the future, the backend might be subject to splitting or at least ifdef guarding so you dont have to compile libraries like raylib on the server). The main game logic, depending on your implementation can be shared obviously. Communication between sides happens using packets. When creating a packet one can either automatically serialize the packet struct by describing its layout or provide custom functions for encoding and decoding the data. Implementing the game The actual game logic is mostly up to the user, whether you use an ECS, a more traditional entity approach or something completely different does not matter. To interact between the described processes, the user has to implement handling for packets in their game loop on both the server and the client. Next up Im probably gonna start working on actually being able to start and connect to servers. This will probably also involve major changes to my sockets library. After that I want to focus on more game engine related things like assets and texture tiling, music, sound and a bunch more."}]...
|
Title: Tectonic by @Thepigcat | Stardance
Devlogs Title: Tectonic by @Thepigcat | Stardance
Devlogs:
Initial Devlog - Setting up basic infrastructure I started this project off, by writing a lot of the api and basic stuff like a backend system and implementation in raylib along with some basic assets and events. The premise I wanted to create an engine that is extremely simple to use and that allows you to create multiplayer games in a systems language like C without you having to touch stuff like threads and socket libraries. Since its supposed to be a full on game engine, it should also be able to handle things like assets, events and rendering cleanly, out of the box. The networking approach While making the game multiplayer is optional, it is recommended to implement the game with separate client and server processes, to cleanly handle game logic and support future multiplayer. The client and server process use separate engine data but do share a backend (In the future, the backend might be subject to splitting or at least ifdef guarding so you dont have to compile libraries like raylib on the server). The main game logic, depending on your implementation can be shared obviously. Communication between sides happens using packets. When creating a packet one can either automatically serialize the packet struct by describing its layout or provide custom functions for encoding and decoding the data. Implementing the game The actual game logic is mostly up to the user, whether you use an ECS, a more traditional entity approach or something completely different does not matter. To interact between the described processes, the user has to implement handling for packets in their game loop on both the server and the client. Next up Im probably gonna start working on actually being able to start and connect to servers. This will probably also involve major changes to my sockets library. After that I want to focus on more game engine related things like assets and texture tiling, music, sound and a bunch more.
Devlog #1 - Multithreading shenanigans Reworking the packets Since the initial system for network packets was quite unintuitive and not very portable due to relying heavily on macros, I decided to try and simplify this system. I started by moving packet decoding to the main thread. This means that the packet receiver thread now pushes the raw bytebuf to the packet (data) queue and the main thread decodes then packet right before the user handles it. This way, we can avoid enforcing thread safety for decode context data. Improving thread handling Next up, I rewrote the client thread system to be state-driven, just like the server. That way i can easily handle connecting to a server, disconnecting and stopping the client. Also had to fix a bug where the thread handler wouldn’t pass the engine as an argument to the thread. Next up Tomorrow im gonna implement more of the actual packet encoding/decoding/handling, so i can actually make my example game playable Oh btw, i made this little player dude for my example game lol. I should probably implement input, so that he can move around and isn’t just stuck in one place.
Devlog #2 - Implementing more core systems Finished packet sending and receiving This should hopefully be the last piece of packet infrastructure required for the engine. It was mainly about encoding and decoding the packets properly, managing the sub processes and handling the shared resources. Implemented text rendering Next, I implemented the render command for drawing text to the screen. Like all rendering actions, the text drawing is stored as a command in an array that keeps the order and then applied at the end of the current game loop iteration. It supports custom font sizes and colors, but I still have to add support for custom fonts in the future. Implemented keyboard and mouse input and keymaps After text rendering i added events for keyboard and mouse input. This only handles the keys/mouse buttons being pressed and released. For checking if the key or button is held down, one can simply use a function. On top of that i also added keymaps that allow for easy keybinds with default keys, selecting keys or mouse buttons for an action, reseting and saving to a toml file. Started working on a Language Manager While adding names to the keymap, I realised that a proper engine should also supply a system for easily translating text. So I started adding a very basic translation manager that allows you to set a default locale and then load language files, change the current language… However both the translation manager and the keymap can not be saved to a config/resource file at the moment. That’s why I am probably gonna have to extend the toml library I used in a previous project to support all those things. Alr, see you next time :3
2D-Engine Devlog #3 Toml Resource Files 💾 I spent most of the last 5 hours getting the c toml library i’ve been using to work in my engine. This involved extending the library to support printing toml files, so they can be generated in code ^_^ This is particularly useful for replacing corrupt files and auto-generating files like settings and keybinds… Recursive parsing for nested toml tables 🔁 Since seperating keys in toml with dots means creating a table (this feature is awesome and annoying at the same time 😭 ), i had to find a way to parse nested tables. I did this using recursion and have used it in both the language file loader and the keybinds loader so far! I also had to figure out a way to parse tables that are part of a nested table for some cases. I did that with a check that looks ahead at the next table’s values and ensures that they are also tables. More asset loading 🖼️ Finally got around to implementing more of the Asset Loader . It now supports shaders (which were a bit tricky due to consisting of fragment and vertex shaders). I also added loading for sounds 🎶
2D-Game-Engine Devlog #4 This is another boring internal devlog without flashy things lol. This time I implemented better file paths as well as data saving/loading . Better Filepaths Added a function to tectonic underlying library to resolve file paths. This should help with providing file paths. Also improved the memory situation for asset manager data. Data Saving and Loading The most exciting part of this devlog is probably the api for loading and saving data that uses a json-like object format. The format supports integers, strings, lists and compound objects (as im writing this im realizing, that i should probably also add support for floats lol). Yea all in all, not that exciting even tho it took a ridiculous amount of time to get everything to work. Next, I’m gonna work on a small ui abstraction and then probably start polishing the engine to build a simple game with it and ship it.
2D-Game-Engine Devlog #5 Cameras 📷 Added the ability to use different cameras for specific render operations. Cameras can be applied and un-applied using regular render commands, making them very usable. Render-Layers ⛰️ Added render layers, so objects get rendered before/behind the player. Still has issues with the x coordinate lol. UI Added some rudimentary ui elements like labels and buttons. The ui is direct mode so its pretty much just drop in lol. I also added nine-slice scaling so ui elements can be scaled nicely. Next, I’m gonna implement collisions and some more ui functionality.
#2D-Game-Engine Devlog #6 Finishing networking Most of the time on this devlog was spent working on finishing networking. I was mainly fixing the packet system which had some issues due to the way the packet header and packet queue were implemented. But as you can see, now people are able to join the server! Next, I’m gonna finally finish the ui and then work on the main remaining features, mostly relating to assets and textures in particular.
2D-Game-Engine Declog #7 MULTIPLAYER! Since the last devlog i mainly worked on actually implementing a working multiplayer demo and fixing all the issue i ran into along the way! Entities and their components are being synced, the server is responsible for creating players… However, the server is currently not in control of movement, crate placement and collisions which is why those things can’t be synced at the moment. So that’s probably gonna be the last few things I’m gonna work on before shipping :3
2D-Game-Engine Devlog #8 FINISHING STRETCH So much polishing and syncing between server and client 😭 Movement and entities now all sync seamlessly tho 🎉
Ships:
I made a 2D Game engine/framework in C with the goal of making multiplayer game development easier and more accessible. I was able to put much of the basic infrastructure and game development tools in place, but many more difficult design decisions will have to be made before its reasonably sized and enjoyable to use. I was still able to build a working example game using the technology tho! Hope you enjoy :3...
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1793649040.3224847
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1793735440.3224847
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61383
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Space Poetry by @sevinchbonuxalimova | Stardance
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sevinchbonuxalimova
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0
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0.0
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0
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[]
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[]
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Title: Space Poetry by @sevinchbonuxalimova | Star Title: Space Poetry by @sevinchbonuxalimova | Stardance...
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1793649041.570304
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1794253841.570304
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61386
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Mini AI assistant by @nirvaan | Stardance
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nirvaan
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0
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0.0
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0
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[]
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[]
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Title: Mini AI assistant by @nirvaan | Stardance
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1793649042.4507
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1794253842.4507
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61387
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Mini AI assistant by @nirvaan | Stardance
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nirvaan
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0
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0.0
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0
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[]
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[]
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Title: Mini AI assistant by @nirvaan | Stardance
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1793649043.3186338
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1794253843.3186338
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61388
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My own site! by @CEOsanskar | Stardance
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CEOsanskar
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0
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0.0
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0
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[]
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[]
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Title: My own site! by @CEOsanskar | Stardance
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1793649044.1802351
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1794253844.1802351
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61390
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voidOS by @CEOsanskar | Stardance
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CEOsanskar
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0
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0.0
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0
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[]
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[]
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Title: voidOS by @CEOsanskar | Stardance
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1793649045.0596251
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1794253845.0596251
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61391
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voidOS by @CEOsanskar | Stardance
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CEOsanskar
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0
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0.0
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0
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[]
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[]
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Title: voidOS by @CEOsanskar | Stardance
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1793649045.9525402
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1794253845.9525402
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61392
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SuperArcade by @Aarav_Kashyap | Stardance
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Aarav_Kashyap
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0
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0.0
|
0
|
[]
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[]
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Title: SuperArcade by @Aarav_Kashyap | Stardance
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1793649046.8314803
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1794253846.8314803
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61395
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AI for Game Programming by @Kailey | Stardance
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Kailey
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0
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0.0
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0
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[]
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[]
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Title: AI for Game Programming by @Kailey | Starda Title: AI for Game Programming by @Kailey | Stardance...
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1793649047.70812
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1794253847.70812
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61396
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My very own WebOS by @Deck | Stardance
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Deck
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0
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0.0
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0
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[]
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[]
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Title: My very own WebOS by @Deck | Stardance
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1793649048.5849507
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1794253848.5849507
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61398
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Rewise by @ritwikgaddam | Stardance
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ritwikgaddam
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0
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0.0
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0
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[]
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[]
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Title: Rewise by @ritwikgaddam | Stardance
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1793649049.4764504
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1794253849.4764504
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61400
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PAAA by @jahyue | Stardance
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jahyue
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0
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0.0
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0
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[]
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[]
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Title: PAAA by @jahyue | Stardance
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1793649050.3644946
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1794253850.3644946
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61401
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My first slack bot! by @frostz01 | Stardance
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frostz01
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0
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0.0
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0
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[]
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[]
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Title: My first slack bot! by @frostz01 | Stardanc Title: My first slack bot! by @frostz01 | Stardance...
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1793649051.2642982
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1794253851.2642982
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23517
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cupboard design by @Jay_D | Stardance
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Jay_D
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1
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0.0
|
0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-29T17:53:31Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a design of a miniature cupboard. later there will be more complex projects but this is my firsy", "repo": "https://github.com/jdinventor7/3D-printed-cupboard-for-Stardance-hack-club", "demo": ""}]...
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[{"post_id": 13149, "ts": "202 [{"post_id": 13149, "ts": "2026-06-21T14:55:44Z", "hours": 1.1836, "text": "3D printed cupboard"}]...
|
Title: cupboard design by @Jay_D | Stardance
Devl Title: cupboard design by @Jay_D | Stardance
Devlogs:
3D printed cupboard
Ships:
I made a design of a miniature cupboard. later there will be more complex projects but this is my firsy...
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1793649052.161903
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1793735452.161903
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61402
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My awesome macropad! by @Brahim | Stardance
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Brahim
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0
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0.0
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0
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[]
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[]
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Title: My awesome macropad! by @Brahim | Stardance
|
1793649053.2970138
|
1794253853.2970138
|
|
61403
|
My own site! by @hardikpugalia | Stardance
|
hardikpugalia
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @hardikpugalia | Stardance
|
1793649054.1974776
|
1794253854.1974776
|
|
61404
|
My own site! by @lamesata342 | Stardance
|
lamesata342
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My own site! by @lamesata342 | Stardance
|
1793649055.0851402
|
1794253855.0851402
|
|
61406
|
My first slack bot! by @LYY | Stardance
|
LYY
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My first slack bot! by @LYY | Stardance
|
1793649055.9714622
|
1794253855.9714622
|
|
61410
|
Untitled project by @ra3667903 | Stardance
|
ra3667903
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: Untitled project by @ra3667903 | Stardance
|
1793649059.0007973
|
1794253859.0007973
|
|
40894
|
My awesome macropad! by @Xenoxx | Stardance
|
Xenoxx
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @Xenoxx | Stardance
|
1793649059.8773682
|
1794513059.8773682
|
|
61411
|
A lively desk buddy by @egetatr | Stardance
|
egetatr
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: A lively desk buddy by @egetatr | Stardance
|
1793649060.743302
|
1794253860.743302
|
|
61413
|
Accountancy Simulator by @karan_saini | Stardance
|
karan_saini
|
0
|
4.31
|
0
|
[]
|
[{"post_id": 67993, "ts": "202 [{"post_id": 67993, "ts": "2026-09-14T10:34:40Z", "hours": 3.2217, "text": "It took me hilariously long to understand and organize the ai written code. I removed the example mode to simply things for now and made some other minor UI changes. the engine still only provides journal and ledger entries. My next goal is to add a trial balance with the sums of the ledger accounts. tho ik that is gonna take a long time fr cuz i still have a lot of JS tutorials to watch before i get what i am suppose to do. But once i get in the flow and increase my understanding of JS, this project will be done pretty soon after that. NGl i feel i should have finished some similar smaller web dev project before taking on something like this but that wont be nearly as fun as this mess, you know ;)"}, {"post_id": 66730, "ts": "2026-09-12T16:55:12Z", "hours": 1.0925, "text": "So this is how my project looks so far. It just takes the entry from the user of a transaction and the ledger accounts of related to that appear below. This project is suppose to take my web dev skills to another level but so far most of this AI assisted cuz i couldn’t figure out things on my own. But i think this might just make it harder for me to add further functionality to this project on my own, so i am a bit confused here, if i should write everything from scratch or study what AI has written and write the further code on top of it. Either way ig i should make a simpler project alongside this one to improve my coding skills or else this project is as good as dead fr."}]...
|
Title: Accountancy Simulator by @karan_saini | Sta Title: Accountancy Simulator by @karan_saini | Stardance
Devlogs:
So this is how my project looks so far. It just takes the entry from the user of a transaction and the ledger accounts of related to that appear below. This project is suppose to take my web dev skills to another level but so far most of this AI assisted cuz i couldn’t figure out things on my own. But i think this might just make it harder for me to add further functionality to this project on my own, so i am a bit confused here, if i should write everything from scratch or study what AI has written and write the further code on top of it. Either way ig i should make a simpler project alongside this one to improve my coding skills or else this project is as good as dead fr.
It took me hilariously long to understand and organize the ai written code. I removed the example mode to simply things for now and made some other minor UI changes. the engine still only provides journal and ledger entries. My next goal is to add a trial balance with the sums of the ledger accounts. tho ik that is gonna take a long time fr cuz i still have a lot of JS tutorials to watch before i get what i am suppose to do. But once i get in the flow and increase my understanding of JS, this project will be done pretty soon after that. NGl i feel i should have finished some similar smaller web dev project before taking on something like this but that wont be nearly as fun as this mess, you know ;)...
|
1793649061.6101353
|
1794253861.6101353
|
|
61416
|
frutiger-aero_os by @Bober4321 | Stardance
|
Bober4321
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: frutiger-aero_os by @Bober4321 | Stardance
|
1793649062.5337448
|
1794253862.5337448
|
|
61417
|
frutiger-aero_os by @Bober4321 | Stardance
|
Bober4321
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: frutiger-aero_os by @Bober4321 | Stardance
|
1793649064.2198088
|
1794253864.2198088
|
|
61418
|
Apogee by @Xtimate | Stardance
|
Xtimate
|
0
|
2.28
|
0
|
[]
|
[{"post_id": 68308, "ts": "202 [{"post_id": 68308, "ts": "2026-09-14T22:04:47Z", "hours": 2.2794, "text": "built SGP4 from scratch (the actual math real orbit trackers use, not a library). got it working fast and it looked fine but then i found the official test case with known correct answers and mine was 370km off after a day lol. turned out i swapped a constant, a problem small enough that it looked right but over time it turned into a problem. fixed it and now it matches the reference to under 10 meters over 24 hours. next up: figuring out when satellites actually fly over your house"}]...
|
Title: Apogee by @Xtimate | Stardance
Devlogs:
bu Title: Apogee by @Xtimate | Stardance
Devlogs:
built SGP4 from scratch (the actual math real orbit trackers use, not a library). got it working fast and it looked fine but then i found the official test case with known correct answers and mine was 370km off after a day lol. turned out i swapped a constant, a problem small enough that it looked right but over time it turned into a problem. fixed it and now it matches the reference to under 10 meters over 24 hours. next up: figuring out when satellites actually fly over your house...
|
1793649066.595334
|
1794253866.595334
|
|
61419
|
fazbear frights themed clock by @Jollyspaceduck | fazbear frights themed clock by @Jollyspaceduck | Stardance...
|
Jollyspaceduck
|
0
|
1.07
|
0
|
[]
|
[{"post_id": 67792, "ts": "202 [{"post_id": 67792, "ts": "2026-09-14T01:19:12Z", "hours": 1.0667, "text": "Made the base schematic. I’m currently searching for the file for the footprint of the xiao since it wasn’t in the folder from the website that the guide referred to"}]...
|
Title: fazbear frights themed clock by @Jollyspace Title: fazbear frights themed clock by @Jollyspaceduck | Stardance
Devlogs:
Made the base schematic. I’m currently searching for the file for the footprint of the xiao since it wasn’t in the folder from the website that the guide referred to...
|
1793649068.0063481
|
1794253868.0063481
|
|
61420
|
project 1 by @saranu | Stardance
|
saranu
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: project 1 by @saranu | Stardance
|
1793649068.8929403
|
1794253868.8929403
|
|
1973
|
Fight, Beginner Game Making Project by @Sunny | St Fight, Beginner Game Making Project by @Sunny | Stardance...
|
Sunny
|
1
|
10.0
|
29
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-06-06T23:00:30Z", "hours": 10.0, "multiplier": 2.98, "payout": 29, "blessing": "neutral", "text": "Following Brackeys Godot tutorial, I developed a 2D platformer. As my first project with the Godot engine, the experience was a significant learning curve. The difficulty stemmed primarily from minor errors, such as script indentation or simple typos, which proved unexpectedly time-consuming to troubleshoot. While I am not particularly satisfied with this initial attempt, I have already begun work on a second game and aim to produce a much higher quality result.", "repo": "https://github.com/KirkSunny/Learning-Beginner-Game", "demo": "https://sunnykirk.itch.io/fight"}]...
|
[{"post_id": 3703, "ts": "2026 [{"post_id": 3703, "ts": "2026-06-06T19:12:38Z", "hours": 9.885, "text": "Added Maacks Game Template"}]...
|
Title: Fight, Beginner Game Making Project by @Sun Title: Fight, Beginner Game Making Project by @Sunny | Stardance
Devlogs:
Added Maacks Game Template
Ships:
Following Brackeys Godot tutorial, I developed a 2D platformer. As my first project with the Godot engine, the experience was a significant learning curve. The difficulty stemmed primarily from minor errors, such as script indentation or simple typos, which proved unexpectedly time-consuming to troubleshoot. While I am not particularly satisfied with this initial attempt, I have already begun work on a second game and aim to produce a much higher quality result....
|
1793649071.6975725
|
1793735471.6975725
|
|
61421
|
Zeromium by @rehankasim | Stardance
|
rehankasim
|
0
|
11.76
|
0
|
[]
|
[{"post_id": 67155, "ts": "202 [{"post_id": 67155, "ts": "2026-09-13T07:07:56Z", "hours": 11.7567, "text": "Zeromium just completed the network things was easy so did it first got another project so it not that my priority"}]...
|
Title: Zeromium by @rehankasim | Stardance
Devlog Title: Zeromium by @rehankasim | Stardance
Devlogs:
Zeromium just completed the network things was easy so did it first got another project so it not that my priority...
|
1793649074.0291798
|
1794253874.0291798
|
|
61426
|
My awesome macropad! by @JuxtLuke | Stardance
|
JuxtLuke
|
0
|
0.0
|
0
|
[]
|
[]
|
Title: My awesome macropad! by @JuxtLuke | Stardan Title: My awesome macropad! by @JuxtLuke | Stardance...
|
1793649074.915195
|
1794253874.915195
|